-
Posts
1121 -
Joined
-
Last visited
Everything posted by greekrage
-
Working Sinks in Fallout 4?
greekrage replied to VonHelton's topic in Fallout 4's Creation Kit and Modders
Personally i open the nif in nifskope and find a vanilla sink with the water animation and simply copy the animation branch into my sink and edit as needed... Ive made several like that. example: -
Need navmesh experts help
greekrage replied to mikvat's topic in Fallout 4's Creation Kit and Modders
Always finalize... It literally takes 3 secs... Why not do it ? If the navmesh goes close enough to the door/target so npc can interact...No finalizing isnt an issue..BUT since i personally finalize all my work i havent tested it. -
Workshop buildable items & Navmesh cutting
greekrage replied to RoNin1971's topic in Fallout 4's Creation Kit and Modders
Personally i do all my navmeshing in CK... Im curious what you are making cuts for ?...Is it a building like a house ? with removable stuff like furniture ? -
Need navmesh experts help
greekrage replied to mikvat's topic in Fallout 4's Creation Kit and Modders
doors dont need navmesh.... Navmesh is always on the surface a NPC walks on... Hence if the door is a trigger to teleport the npc has to be able to touch it.... OFC there are other types of triggers like spheres that teleport you if you get to a certain proximity of the target.... -
Need navmesh experts help
greekrage replied to mikvat's topic in Fallout 4's Creation Kit and Modders
NPC's and followers cant get to it... -
Exporting DDS files for Fallout 4
greekrage replied to smokesandcoffee's topic in Fallout 4's Creation Kit and Modders
There is a very extensive guide on Gimp and texture exports to Fo4... Use the search.... -
Need navmesh experts help
greekrage replied to mikvat's topic in Fallout 4's Creation Kit and Modders
You have to extend the navmesh as much as possible and as close to the door as you can. and then FINALIZE -
A) never delete.....WE disable and hide from local map......and then sink the object to -30.000 If you simply delete ...it will cause chaos with precombined meshes. We basically do the above mentioned and then when the mod is done and we have no more changes to do...we re-generate precombined objects and previs. B) you picked one of the worst locations to mod...because its very complicated and needs a bit of knowhow... c) are you sure the esp you are loading is the right one? (any chance its being saved in another directory ? and you keep loading the original esp ?) It has to be saved in the data folder...and enabled by your mod manager to work in game. Unless youve done something really bad and its resetting the changes (hasnt happened to me but anything is possible). Have you checked the warnings to see if there is a relevant message while loading ?
-
Need navmesh experts help
greekrage replied to mikvat's topic in Fallout 4's Creation Kit and Modders
Personally i delete navmeshes all the time since i do location mods... I even delete 15-20- cells of navmesh and re-do it from scratch... Sometime changes are very complicated and editing the existing navmesh isnt an option so i delete the whole cell and regenerate using the CK's various options. Then i make certain edits that auto generation doesnt do correctly like passages ,doorways ,stairs etc... In over 60 mods ive made not once did i have a crash from the navmesh.....Ofc everything has to be done correctly like finalizing,connecting cells,preferred paths etc.. Example below.. 12 cells re-done from scratch... -
Ofc there is a harder approach .. Like using nifskope to make the extra object part of the nif(door)...but it does require a bit of know how since this is a moving object.
-
Just a heads up.. Sometimes you need to test with a save prior to certain changes to be able to see them.... I think it has to do with persistence...
-
Farm parcel texture changes when precombining
greekrage replied to neoanselmo's topic in Fallout 4's Creation Kit and Modders
yes precomb generation does that for various objects.. In this case ... a) grab all the farm plots and make them into a scol (static collection). This way precomb gen...keeps the swap b) place the plots AFTER the precom generation . -
when generating navmesh in CK for an object it takes you to a virtual location ( navmesh cell)... Navmesh data is tied to the object not the cell . In any logical sense removing the entry should not effect anything (it even says temporary)... Leaving it wont cause issues either...since its basically a empty cell with no data and players dont have access to it. In any case backup the ESP before doing anything.
-
Avoiding deleteing navmesh
greekrage replied to SKKmods's topic in Fallout 4's Creation Kit and Modders
interesting... But arent these values you change in CK ?(auto generation/ advanced ).. I think the navmesh that gets flagged is the one we edit manually when fixing mistakes done by auto gen. I get tons of these warnings since i basically redo 10-20 cells in a modded location . I have yet to see any issues.... -
Strange pink plane in render window.
greekrage replied to PAPVAFS11's topic in Fallout 4's Creation Kit and Modders
it look like a marker or effect is missing its texture.... maybe a type of fog or mist ? -
This... Precombines are the very last thing we do... Ive had to redo the whole process over 100s of times ....since its not a good idea to redo the cell you made edits to if its a multi-cell location.(you may have issues with other cells from visibility ) Process ive used for a while now ... 1) precombined geometry for each cell one at a time.......and try to end at a cell furthest away from another location i may have a conflict with. Note : save every few cells 2) precomb/visibility again one cell at a time and follow the order i used for the first part of the process. create archive ...and test.. NOTE: while testing make sure to either rename the precombined and vis folders or empty the contents into dummy folders so that you are sure the game is loading the files from the archive and using those. Also use a save PRIOR to the mod or visit to the location. wiil check it out...thanks
-
Using custom grass objects
greekrage replied to 84Cronos's topic in Fallout 4's Creation Kit and Modders
Have you tried playing around with Emissive color in the shaders (nifskope) (default black )...and change the value to 0 ? I had a similar issue with Peppermans bridge after i retextured it and would get black shades depending on angle... -
This... Precombines are the very last thing we do... Ive had to redo the whole process over 100s of times ....since its not a good idea to redo the cell you made edits to if its a multi-cell location.(you may have issues with other cells from visibility ) Process ive used for a while now ... 1) precombined geometry for each cell one at a time.......and try to end at a cell furthest away from another location i may have a conflict with. Note : save every few cells 2) precomb/visibility again one cell at a time and follow the order i used for the first part of the process. create archive ...and test.. NOTE: while testing make sure to either rename the precombined and vis folders or empty the contents into dummy folders so that you are sure the game is loading the files from the archive and using those. Also use a save PRIOR to the mod or visit to the location.
-
Identify Precombines in a Cell?
greekrage replied to Deleted82574918User's topic in Fallout 4's Creation Kit and Modders
Thanks. I was aware of that. I am also reading that you can use XEdit to identify things, but there's nothing in the CK interface apparently that indicates it directly. yes you can but its a headache...plus you have to remove the whole record (the whole cluster) you cant remove some things and leave others . Its much easier to disable and hide from local map and finally sink to -30000 what you want and regenerate precombined geometry (one cell at a time ) and the regenerate precombined visibility (again one cell at a time).... -
"Shiny-Shadows" in nif model
greekrage replied to Retsam's topic in Fallout 4's Creation Kit and Modders
i use this... https://snipboard.io/ -
question about building menus with SMM
greekrage replied to greekrage's topic in Fallout 4's Creation Kit and Modders
have it... Thanks bro...