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I am having trouble generating LOD and getting my world map to appear for my custom world space. It's been a while since I've modded Fallout 4, however, I've successfully imported a heightmap, generated LOD, and my custom world map appeared in the Pip-Boy. Only trouble, I forgot how I did it. If only I had thought to write it down... I want to figure it out again. And this time I want to make a public guide for anyone else who wants to know how to do this. Here is what I have been doing...Apparently it's wrong though... 1) Create a new world space - Parent: NONE - Climate: DefaultClimate - Cell Coordinates: -8, 8, -8, 8 - Small World: Uncheck - Map Image: WorldName_d.dds (Image is exported as DTX1, no alpha) 2) Import a height map - Navigate to World / Height map Import: - Cell Coords: -8, -8, 8, 8 (Yes, the order is different than in World Spaces) - Max Height: 8192 - Successfully import Heightmap 3) SAVE - ModName.esp 4) Load my world in the render window - View cells, observe how my world looks - Name a cell, so that I can "coc cellname" - In named cell, add a coc marker and some random objects. 5) SAVE 6) Generate LOD - Navigate to World / World LOD: - Clear cashe - Generate: Terrain Meshes - Generate: Diffuse and Normal maps - Generate: Static meshes, with Specular, Tree Flats (Do not save after generating LOD) 7) Open Elric tool - /Steam/steamapps/common/Fallout4/Tools/Elric: - Run Elric as Admin - Output: Fallout 4/Data/Textures/Terrain: - Convert: common/Source/Terrain: 8 Make sure everything is in the right folder - World map is in /data/textures/interface/pip-boy/ - LOD is in the newly created /data/textures/terrain/WorldName What am I doing wrong? The only thing I have success with is importing a height map. I've done this right a while back. I had a custom world space about a year ago. It had LOD and a custom world map. I had a process similar to this.
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I am using the 'SimpleElevatorPackIn' and I want it to start animating as soon as the cell loads. With 4 hours of adjusting and testing, I haven't been able to get the below solution to work. So I think that you guys probably have a totally different way than editing a vanilla script. Hopefully you guys can help me figure it out. First, in the vanilla script 'SimpleElevatorMasterScript', I created a new property called 'AutoActivate' in the required group. bool property AutoActivate = False auto const {Should the elevator start in the Active state? Default: False}Then I made an event. Event OnCellLoad() if AutoActivate GoToState("Busy") activate(self) endif EndEvent I played around with the event for a few hours. I tried to use 'onTriggerEnter', 'onActivate' and more, but still failed. So maybe there's a better solution than editing the script. ----------- Personally, how would you make a SimpleElevator automatically start animating on cell load? You don't have to build unto my solution, because it's probably wrong. Edit: The conventional way is to press a button, which activates the elevatormaster. This is not applicable in my situation. The elevator must start animating as soon as the cell fully loads.
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EDIT: I don't know how I created two duplicate posts on the forums, but it was an accident! I apologize! WHAT I AM DOING: First of all, I have reasons due to my quest's story not to use a traditional elevator. It must be custom. So I made a custom elevator from the "SimpleElevatorPackIn". I have two cells, "ConSub01" and "ConSub02". The player is escaping "ConSub01" via elevator to "ConSub02", therefore, both cells have two identical appearing elevators because the person playing will need to understand it's the same elevator. So far, everything works fine except for the final part. In "ConSub01", the player presses a button to activate the elevator and rides it up until a trigger makes the screen fade black and an "AutoloadDoor" teleports the player to "ConSub02". Now, what is SUPPOSE to happen is when the cell "ConSub02" loads, the screen fades from black to normal and the elevator will AUTOMATICALLY be animating. However, when I teleport to ConSub02, the screen fades from black to normal, but unless I activate the elevator with a button, it will not animate automatically. Solutions: (Failed) Here is a list of some solutions I have attempted during the past 3+ hours. None were successful. NOTE: I reverted the script back to it's original version, so I am basically recalling the code I wrote. Since I am using the SimpleElevatorPackIn, I decided to edit it's vanilla script (in a way that wouldn't effect any other elevator, but would automatically activate my elevator). I first made a new property called "AutoActivate", which will be 'False' by default so it doesn't effect other elevators. In the required property group, I wrote: bool property AutoActivate = False auto const {Should the elevator start in the Active state? Default: False} Then I wrote something similar to this: Event OnCellLoad() if AutoActivate GoToState("Busy") activate(self) endif EndEvent ; I also tried the following: Event OnLoad() if(AutoActivate == True) ... I also tried to use "Self.BlockActivation" in the OnCellLoad Event. I later wrote similar Events (such as 'OnTriggerEnter' and 'onActivate' events) in the "auto STATE WaitingForActivate" section. And placed a 'DefaultActivateSelfTrigger' covering the yellow teleport marker. I'm not that familiar with Papyrus or the CKit. So I'm sure someone here can come up with a possible solution. I also tried to look at the NukaWorldTransitCenter. Because Bethesda does something very similar to what I want; automatically start animating on cell load. But unfortunately Im not able to see the scripts source. The scripts aren't loaded or something...
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EDIT: I don't know how I created two duplicate posts on the forums, but it was an accident! I apologize! WHAT I AM DOING: First of all, I have reasons due to my quest's story not to use a traditional elevator. It must be custom. So I made a custom elevator from the "SimpleElevatorPackIn". I have two cells, "ConSub01" and "ConSub02". The player is escaping "ConSub01" via elevator to "ConSub02", therefore, both cells have two identical appearing elevators because the person playing will need to understand it's the same elevator. So far, everything works fine except for the final part. In "ConSub01", the player presses a button to activate the elevator and rides it up until a trigger makes the screen fade black and an "AutoloadDoor" teleports the player to "ConSub02". Now, what is SUPPOSE to happen is when the cell "ConSub02" loads, the screen fades from black to normal and the elevator will AUTOMATICALLY be animating. However, when I teleport to ConSub02, the screen fades from black to normal, but unless I activate the elevator with a button, it will not animate automatically. Solutions: (Failed) Here is a list of some solutions I have attempted during the past 4+ hours. None were successful. NOTE: I reverted the script back to it's original version, so I am basically recalling the code I wrote. Since I am using the SimpleElevatorPackIn, I decided to edit it's vanilla script (in a way that wouldn't effect any other elevator, but would automatically activate my elevator). I first made a new property called "AutoActivate", which will be 'False' by default so it doesn't effect other elevators. In the required property group, I wrote: bool property AutoActivate = False auto const {Should the elevator start in the Active state? Default: False} Then I wrote something similar to this: Event OnCellLoad() if AutoActivate GoToState("Busy") activate(self) endif EndEvent ; I also tried the following: Event OnLoad() if(AutoActivate == True) ... I also tried to use "Self.BlockActivation" in the OnCellLoad Event. I later wrote similar Events (such as 'OnTriggerEnter' and 'onActivate' events) in the "auto STATE WaitingForActivate" section. And placed a 'DefaultActivateSelfTrigger' covering the yellow teleport marker. None of that worked. I'm not that familiar with Papyrus or the CKit. So I'm sure someone here can come up with a possible solution. I hope I can figure out what Im dong wrong
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I want to build a new radio station in my 'new world' quest mod. I want to add 3-5 songs from the 1950s that arn't already in Fallout 4. I'm not going to be earning any money, but I guess I would still be distributing these songs since they would be in the mod's files (people will be downloading the music when they download the mod.) Any advice?
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I have a working elevator. And it worked perfectly. I later added a terminal and 'ElevatorMaster' marker. The ElevatorMaster made the elevator start in a deactivated state. And the player will use a terminal to 'power on' the elevator. Everything is linked correctly. Everything is correct. I double checked. I triple checked. Here is the problem I am having: When I click the elevator call button. The elevator loads correctly every time. Here is an image: http://i.imgur.com/9mnVqGx.jpg However, when I click the elevator door. The elevator doors open, but there's no elevator car to enter. But it still works correctly. I can walk inside and activate the elevator panel. Then the elevator car loads and I travel to the correct interior cell. Here is an image: http://i.imgur.com/9YOZ2p2.jpg