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Everything posted by steve40
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Necro post! but anyway, https://www.nexusmods.com/fallout4/mods/19857
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https://www.nexusmods.com/fallout4/mods/20353
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Just edit the personal radio in Nifskope and change its Sound Output Model to something louder.
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Mod script that allows live weapon dropping
steve40 replied to avel6216's topic in Fallout 4's Mod Ideas
This might help, but not sure if there are any shortcuts for dropping equipped weapons. -
I can make proper collision meshes. What are these "Blasted Forest Branches"???
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Weapon name and (theoretic) damage on the screen
steve40 replied to totya4's topic in Fallout 4's Mod Ideas
https://www.nexusmods.com/fallout4/mods/28684 -
Weird connection point issues.
steve40 replied to psych0hamster's topic in Fallout 4's Creation Kit and Modders
No, look at the actual form for workshopLightFixture03. It might be under WorldObjects:Static or WorldObjects:Activator in the object window in the CK. In FO4Edit, the actor values will be if a field called "PRPS - Properties (sorted)" on the light fixture's Form. -
Weird connection point issues.
steve40 replied to psych0hamster's topic in Fallout 4's Creation Kit and Modders
I had an idea, check the light's Form in the CK to see if there are any actor values present that might be modifying the snap behavior. -
Hi, I'm trying to create collision for Fallout 4 meshes in 3DS Max 2013 and export them as a NIF using the official BGS Fallout 4 Exporter v1.2.52.0 from the FO4 Creation Kit. I'm also using Figment's 3ds Max Nif Plugin v3.8.0. The problem is that when I export my NIF using the BGS Exporter, the resulting NIF appears to be in Skyrim format i.e. the root node is a BSFadeNode instead of a NiNode, and the collision is a bhkCollisionObject with a bkhRigidBodyT child block instead of a bhkNPCCollsionObject with a bhkPhysicsSystem child block. I followed Kinggarth's video tutorial here. In his video, his exported nif had the correct block types for Fallout 4. Any idea what I am doing wrong? My mesh is visible in Nifskope, It's just the collision and root node that don't seem to be exporting correctly. I'm pretty sure I'm exporting using the BGS exporter, not the Niftools exporter (the latter can't export collision anyway). SOLVED: All I needed to do was run the mesh through Elric and it works, lol. I could have sworn I had tried that earlier and it didn't work. Well there you go, it's all good :)
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Weird connection point issues.
steve40 replied to psych0hamster's topic in Fallout 4's Creation Kit and Modders
You have 2 overlapping snap points on your ceiling piece. That could be a problem. Also, try moving the snap point on the light/ceiling further out, away from the collision on both objects. Sometimes the collision interferes. -
Creation Kit Model Importing
steve40 replied to Julianromano94's topic in Fallout 4's Creation Kit and Modders
- Convert your free models to obj or fbx format (a useful site for converting is here.) - Import the obj or fbx file to Blender. It might be necessary to constrain the mesh scale to 20 if the mesh is oversized. - Select each individual mesh part and look at it carefully to check if it is made with triangular faces or not. If not, then use FACES->TRIANGULATE FACES to fix this. This is very important for the mesh to be visible in FO4. - Check all the mesh parts to make sure they are UV mapped. If not, then unwrap them (I usually do a simple cube projection). There are Youtube tutorials out there... - Export the model as obj. - Import the edited obj into Outfit Studio. - select EDIT->REMOVE SKINNING (n.b. only do this for meshes that don't require skinning, such as static objects etc). - export the model as NIF. - open the NIF in Nifskope. - select each BSSubIndexTriShape and choose BLOCK->CONVERT->BETHESDA->BSTriShape. Again, this is only necessary for models that don't use skinning. What I tend to do next is copy and paste mesh blocks from this nif into a nif from Fallout 4 that has a model with similar characteristics to the model I want to import, then I scale and transform the mesh parts, add the textures or material files, add a suitable collision, add any bells and whistles (such as snap points etc) and more often than not the mesh will work nicely in game. -
[LE] Skyrim - femalehands grow ungy big during animation
steve40 replied to Skybroom's topic in Skyrim's Skyrim LE
Animations can have built-in (hardcoded) scaling as part of each keyframe. You are using the animation with a race/gender/body size that the original animation was not intended to be used with. It could possibly also be a bone weighting issue. I doubt there is an easy fix for this either way. For example, this is what happens in Fallout 4 when an actor wears power armor (images are or Paladin Danse with the power armor animation applied, but the actual power armor has been forcefully unequipped using console). Basically, his body was stretched by the animation to fit into the armor. This is an exaggerated example, of course, but the same principle applies to Skyrim animations. -
i was going to suggest Audacity, but you figured it out. fwiw, there are also a few silent wave files hidden away among all the sound files in the vanilla BA2 archives.
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SSE Make NPC Play Animation Help
steve40 replied to Maduck89's topic in Skyrim's Creation Kit and Modders
int instanceID = mySFX.play(myNPC_Ref) ; play mySFX sound from myNPC_RefSound.SetInstanceVolume(instanceID, 0.5) ; play at half volume- 8 replies
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- npc
- animations
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SSE Make NPC Play Animation Help
steve40 replied to Maduck89's topic in Skyrim's Creation Kit and Modders
Well, you can't send animation events like that, that's not how it works. You want to be learning how to use PlayIdle.- 8 replies
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- npc
- animations
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Proposal for new Nexus option: Mod evolution explained by the author
steve40 replied to Obelix1111's topic in Site Support
Users won't even read the mod description page. They ain't gonna read some long and boring history... -
Awesome. No captcha on logon. I hope it stays that way :dance:
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skyrim https://www.reddit.com/r/skyrimmods/comments/9k7wbk/need_help_rain_only_drops_on_half_of_the_screen/
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Let me put you in touch with our game troubleshooting expert:
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Everythings black and time won't change
steve40 replied to JaxonHellsing's topic in Fallout 4's Discussion
Load a previous save. -
I see my "Captcha Hell" topic was closed, but today the Captcha Hell returned with a vengeance. I had to click through 12 captchas to get through. it started with clicking on "cars", but just to trick me it changed to "trucks" and then "planes" half way through, just to confuse me. These hcaptchas are EXTREMELY difficult for people with poor eyesight btw.
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[LE] Crea_Expansion / .esp to .esm
steve40 replied to AtAGavrel's topic in Skyrim's Creation Kit and Modders
Skyrim.