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Everything posted by Indarello
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How do you create a loading screen replacer?
Indarello replied to agmoyer955's topic in Fallout 4's Creation Kit and Modders
Background of the default loading screen is a basicly rectangle with texture, so you can open it with nifskope and modify it, I think there could be some way to get random and set texture based on this random value, or something like this, if you cant find this mesh I can check full path and send you -
Looking for Help on a Tiny Clipping Issue
Indarello replied to agmoyer955's topic in Fallout 4's Creation Kit and Modders
Just use bodyslide tool to move this clothing area from body a bit -
Hi, sorry I am not sure what you trying to say but I made some progress, the source of the problem was using bgEm (BSEffectShaderProperty), I changed it to bgSm (BSLightingShaderProperty) but with .bgsm material it just don't allow partly transparency (if I set alpha blending = it disappears in game) There is also way, to set "decal" property of material to true, but in result I have even more bad result (partly transparent part are completely invisible on sky) So I think F4 just does not support that without this bug for transparency with sky and far objects, only using 2 layer models can be workaround where it does not look bad or material without blending
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Hi, I am trying to achieve material to be partly transparent in some places and non transparent on some other places when you just watch on ground or player face everything works good (see image 1) But when I try to watch on sky initially non transparent part become transparent (see image 2) How I can fix this? I attach material I use, I found it a good example from this mod https://www.nexusmods.com/fallout4/mods/8677 material: https://mega.nz/file/z6pERC5L#lMlMN7LQR6LV__cItwfS1l_IV5fKXQLONlWrw5COio4
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Thanks, But first I dont know how to get ObjRef Also, forgot to mention, I dont need container to have armor with mods, I need only that player wont lose his armor mods so it will be also good for me if item in container will be base form item and player have his moded, legendary armor hope it makes this task simpler
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Hi, I am using this for container script: Event OnItemAdded(form itemForm, int count, objectReference itemRef, objectReference sourceContainerRef) PlayerRef.AddItem(itemForm, count, true) EndEvent It works, but It loses legendary and other modifications for armor itemRef is always none, I dont know why I tried this near container but it finds only armor on floor not in container ObjectReference[] containerItems = PlayerRef.FindAllReferencesOfType(itemForm, 1000.0)
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is there a way to preview the result of editing particles in CK or nifskope? is there particle editor in CK? Or they can be done only manually in nifskope and checked only in the game?
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is there a way to preview the result of editing particles in CK or nifskope? is there particle editor in CK? Or they can be done only manually in nifskope and checked only in the game?
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Use outfit studio
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Glass inverts colour
Indarello replied to AnOutdatedMind's topic in Fallout 4's Creation Kit and Modders
Mesh have alphaproperty in nifskope? I think problem in materal or alpha property flags if it exists in nif -
You can run static animation on npc Or you can make nif and make it not npc but static prop in CK
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How do Conflicts work, and how to avoid them?
Indarello replied to Savela's topic in Fallout 4's Creation Kit and Modders
If you want to only add room you can add door to it in some place and player will just teleport tou your unique room with no conflicts, the only thing that need to be different is door location (wall for door in modded goodneighbour can be in different location) If you want to change existing location this will be complicated and will require to something close like start from scratch (load modded goodneighbour in Creation kit and do most of work again) -
You can mark verticles of letter and copy paste them before (to the left) existing letters
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Or import export with just Outfit studioAlso manually create materials
- 12 replies
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- nif
- converting meshes
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Thanks for your answer, my friend! 3D model has a closed face. that is, he has a mask with a closed face, you do not need to make a working face. Are you talking about facial animation? Okay, that makes thing much easier.This model is rigged? I mean you can move parts of it by bones in some 3d program?