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Indarello

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Posts posted by Indarello

  1. Obviously, the transparency of the material of one mesh depends only on the alpha channel. If the mesh can be parsed and assigned to transparent parts bsEffectFx, then it makes sense to do so. If not, then all that remains is to experiment with the alpha channel and uv, trying to achieve the desired effect. I believe that normal alpha channel transparency can only be achieved by using high resolution (4k) textures and an alpha mesh instead of a gradient. A fine mesh with a very fine mesh (pattern, pattern) is consistently transparent at all angles. Instead of anti-aliasing, you can use a soft glowmap by assigning a low valuе.It is also worth remembering that the face texture in the game is dxt5, so if this is an overlay, then D other than DXT5 will occasionally lead to a black face error.

    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

  2. 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

  3.  

    Try the following and see if it meets your needs.

    Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
      (Self as ObjectReference).RemoveItem(akBaseItem,aiItemCount,false,akSourceContainer) ;remove original instance back to source - should be player
      (Self as ObjectReference).AddItem(akBaseItem,aiItemCount) ;add new instance of the base form to container
    EndEvent
    

    thanks, that works

  4. If the player puts the item into the container, you can send it back. If there are no other instances of that object in said container, then the one sent back will be the one put in. If there are other instances of the object in the container, unsure which will be returned, it may be the last added to the stack or the first (testing will be needed) After than you can add a new instance of the object to the container, but this new instance will not have any of the modifications that the player may have made to the initial instance.

     

    It is an idea worth exploring, but FO4 may have more available tricks than Skyrim. Feel free to explore some of the other things mentioned.

    I dont know but with this code, item just deleted and there will not be this item on player or container anymore

     

    Event OnItemAdded(form itemForm, int count, objectReference itemRef, objectReference sourceContainerRef)
    RemoveItem(itemForm, count, true)
    EndEvent
  5. ItemRef will only be valid if the object added to the container is persistent. You can pass the specific item back to the player when added to the container using RemoveItem, but then it won't be in the container any longer. Not sure what you are wanting to specifically accomplish.

    So if I try to use use RemoveItem() on Event OnItemAdded

    and then additem() to container -> player will have his modded legendary armor and container will have base form of item?

    thanks

  6. There's an F4SE ObjectMod[] function called GetAllMods(). You can use it to add the objects mods of your (container) item into a Papyrus array. Then, use the AttachModToInventoryItem() function to add the objects mods from the array to the (player inventory) item. Note that this function can only add the object mods to a base form and not an object reference (akItem has to be a base form), which means if you have more of this item in your inventory, it will simply add the object mods to one of them.

     

    Forgot to mention that before you call AttachModToInventoryItem(), you can remove the object mods from the (player inventory) item with the RemoveModFromInventoryItem() or RemoveAllModsFromInventoryItem() functions.

    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

  7. 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)

  8. 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)

  9.  

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    Thanks for your answer, my friend!

    Â

    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?

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