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cypher2012

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Everything posted by cypher2012

  1. I've been working nifscope devs. A version has been released on discord that enables you to import obj for the mesh and for collision. You're able to create a night file that can be run through Elric to produce a fallout 4 file. I'll post an update thread when it's been nailed :)
  2. I just upload the mod plus archives in a zip mod.zip -> MyMod - Main.ba2 -> MyMod - Textures.ba2 -> MyMod.esp Then just upload that zip
  3. Well on a plus note about creation kit, creation kit could be a catalyst for development of a better creation kit. If Bethesda will start making money from mods, it's in their interest to make the tools better. What I would love to see, is a model importer! Or some kind of nif builder!
  4. aaah yeah that's what I did as I had already uploaded to PC. I've tried uploading another version where, I deleted the archives, then clicked to upload to XBox and then created new archives. Hopefully that's fixed it!
  5. Hey guys, anybody with Creation kit and Xbox able to take a look at one of my mods for me? My mod works fine on PC, but it's apparently not working on XBox. I really don't know why. Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4045743 PC: https://bethesda.net/en/mods/fallout4/mod-detail/4045742 The comments for the XBox version will tell you about the issue they are having. I really can't figure it out.
  6. Never mind. Was me being a numpty and not saving in the right location.
  7. Hey guys, I'm trying to create barriers for conveyor belts that you can craft in workshop mode. I've had a look at the nif files of the conveyor belts to see what snap points they use. In Nifskope, I've set the BSConnectPoint to what seems to make sense. The recipe is setup. In game, I can see the item in the workshop menu, and it shows up in game. However, it's not highlighted at all, it can't be placed, and it wont even snap to the conveyor belt. I haven't set up collision yet, so maybe this is the issue? I'm wondering if it's the nif that's wrong, or maybe something with the Static object or the recipe? ->BSX ->BSConnectPoint::Parents (Named "CPA)" ->Parent:WorkshopConnectPoints ->Name: P-Conveyor-Dif ->Parent:<empty> ->Name: P-WS-Origin ->NiNode (Named "WorkshopConnectPoints") ->NiNode ->BSTriShape (Plus materials etc)
  8. Code for anybody thinking of doing something similar: Scriptname SSS:SSS_SolarSwitch extends ObjectReference float Property LightsOffTime = 7.0 auto {The time at which lights should be turned off} float Property LightsOnTime = 18.0 auto {The time at which lights should be turned on} Bool Property bNightActivated = True Auto Const {If bNightActivated to true, power will be enabled at night. Reverse if set to false.} float Function GetCurrentHourOfDay() global {Returns the current time of day in hours since midnight} float Time = Utility.GetCurrentGameTime() Time -= Math.Floor(Time) ; Remove "previous in-game days passed" bit Time *= 24 ; Convert from fraction of a day to number of hours Return Time EndFunction Function CheckIfStateChangeNeeded() StartTimer(10.0, 0) float fCurrentTime = GetCurrentHourOfDay() If (fCurrentTime > LightsOffTime && fCurrentTime < LightsOnTime) GoToState("DayTimeState") Else GoToState("NightTimeState") EndIf EndFunction Event OnTimer(int aiTimerID) CheckIfStateChangeNeeded() EndEvent Event OnInit() CheckIfStateChangeNeeded() EndEvent State NightTimeState Event OnBeginState(string sOldState) if(bNightActivated) Self.SetOpen(false) else Self.SetOpen(true) endif EndEvent EndState State DayTimeState Event OnBeginState(string sOldState) if(bNightActivated) Self.SetOpen(true) else Self.SetOpen(false) endif EndEvent EndState
  9. Yeah you can probably just go. The notifications stack and stay there for a couple of seconds. It only displays a couple at a time and slowly works it way through the notifications. For example, if you ran a script that dumped 100 notification messages at the same time, the script will finish straight away, but it will take ages to have all of those notifications to be displayed.
  10. Hey guys. Currently working on a simple mod. It's a switch you can build in workshop mode, that activates/deactivates during day/night. I've pretty much finished the scripting already. I'll make a few adjustments so you can have powered on during the day or night. You can choose a pylon that is active during the day, or one that is active during the night. This mod is aimed at somebody that for example, wants an easy way to have lights turn off during the day. Nexus: https://www.nexusmods.com/fallout4/mods/28476 Bethesda PC: https://bethesda.net/en/mods/fallout4/mod-detail/4045742 Bethesda Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4045743 I've done some modelling. Recycled the power pylon and modeled a little solar panel to it:
  11. Perfect. That was it! Thank you! Just had to change the Keywords so that they were correct also. Here is updated code: Scriptname SSS:SSS_SolarSwitch extends ObjectReference float Property LightsOffTime = 7.0 auto {The time at which lights should be turned off} float Property LightsOnTime = 18.0 auto {The time at which lights should be turned on} float Function GetCurrentHourOfDay() global {Returns the current time of day in hours since midnight} float Time = Utility.GetCurrentGameTime() Time -= Math.Floor(Time) ; Remove "previous in-game days passed" bit Time *= 24 ; Convert from fraction of a day to number of hours Return Time EndFunction Event OnTimer(int aiTimerID) StartTimer(10.0, 0) float fCurrentTime = GetCurrentHourOfDay() If (fCurrentTime > LightsOffTime && fCurrentTime < LightsOnTime) Debug.Notification(" Day time: " + fCurrentTime) GoToState("DayTimeState") Else Debug.Notification(" Night time: " + fCurrentTime) GoToState("NightTimeState") EndIf EndEvent Event OnInit() StartTimer(10.0, 0) If (GetCurrentHourOfDay() > LightsOffTime) GoToState("NightTimeState") Else GoToState("DayTimeState") EndIf EndEvent State NightTimeState Event OnBeginState(string sOldState) Self.SetOpen(false) Debug.Notification("State changed to Lights on.") EndEvent EndState State DayTimeState Event OnBeginState(string sOldState) Self.SetOpen(true) Debug.Notification("State changed to Lights off.") EndEvent EndState
  12. Hey guys, I'm trying to create a work shop switch that turns on and off depending on the time of day. I've got the functionality that makes the script change state depending on what time it is. How to I make it so it stops transmitting power? Here is the code I have so far, which doesn't work: Scriptname SSS:SSS_SolarSwitch extends ObjectReference float Property LightsOffTime = 7.0 auto {The time at which lights should be turned off} float Property LightsOnTime = 18.0 auto {The time at which lights should be turned on} float Function GetCurrentHourOfDay() global {Returns the current time of day in hours since midnight} float Time = Utility.GetCurrentGameTime() Time -= Math.Floor(Time) ; Remove "previous in-game days passed" bit Time *= 24 ; Convert from fraction of a day to number of hours Return Time EndFunction Event OnTimer(int aiTimerID) StartTimer(10.0, 0) float fCurrentTime = GetCurrentHourOfDay() If (fCurrentTime > LightsOffTime && fCurrentTime < LightsOnTime) Debug.Notification(" Day time: " + fCurrentTime) GoToState("DayTimeState") Else Debug.Notification(" Night time: " + fCurrentTime) GoToState("NightTimeState") EndIf EndEvent Event OnInit() StartTimer(10.0, 0) If (GetCurrentHourOfDay() > LightsOffTime) GoToState("NightTimeState") Else GoToState("DayTimeState") EndIf EndEvent State NightTimeState Event OnBeginState(string sOldState) ActorValue PowerRadiation Self.ModValue(PowerRadiation, 500.0) Keyword WorkshopCanBePowered if(!HasKeyword(WorkshopCanBePowered)) Debug.MessageBox("Adding Keyword") AddKeyword(WorkshopCanBePowered) endif Debug.Notification("State changed to Lights on.") EndEvent EndState State DayTimeState Event OnBeginState(string sOldState) ActorValue PowerRadiation Self.ModValue(PowerRadiation, 0.0) Keyword WorkshopCanBePowered if(HasKeyword(WorkshopCanBePowered)) Debug.MessageBox("Removing Keyword") RemoveKeyword(WorkshopCanBePowered) endif Debug.Notification("State changed to Lights off.") EndEvent EndState
  13. So I've gotten a little closer to a refined process. I recompiled Nifskope with the import obj option enabled again. I don't know why it was disabled, it works really well. The NiTriShapeData can be converted to NiTriStripData, which can be added to bhkRigidBody. So you just have to export your collision from Blender, or whatever modelling software you are using, as .obj and then you can import to Nifskope. There's a couple of settings you need to make sure are correct in Elric. 'Save as' must be 'PC', not 'PC - 32 bit'. Under 'Mesh-conversion'->'Options', make sure to tick 'Endian convert meshes'.
  14. Good shout. I wasn't really sure where to go. Git hub page is dead! I'll go check out discord :)
  15. So I managed to compile Niflib and create a new project using the library. I had to download the 'develop' branch on Git. Not the master. It also needed to be compiled in Visual Studio Express 2005. I'm running in to problems using the code. 'ReadHeaderInfo' keeps crashing. #include <iostream> #include <string> #include <niflib.h> void Run(std::string sFileName) { Niflib::NifInfo TestNifInfo; TestNifInfo = Niflib::ReadHeaderInfo(sFileName); } int main() { std::string sFileName = "test2.nif"; int iVersion = Niflib::GetNifVersion(sFileName); if(iVersion != Niflib::VER_INVALID) { if(iVersion == Niflib::VER_20_2_0_7) { std::cout << "Found a valid Fallout 4 file!" << std::endl; Run(sFileName); } else { std::cout << "NIF is not a Fallout 4 file!" << std::endl; } } else { std::cout << "File was not a valid NIF file!" << std::endl; } std::cin.get(); }
  16. Has anyone been able to compile NifLib recently? I've been trying to compile in visual studio 2015 with no luck. I want to write some tools, but I need to figure out how to compile niflib.
  17. Hey man. Yes thank you! :) I've successfully managed to create a few different custom physics data :) I've got a thread dedicated to it here: https://forums.nexusmods.com/index.php?/topic/6177668-custom-collision-mesh-without-3ds-max/
  18. BETA release! Nexus: https://rd.nexusmods.com/fallout4/mods/28109 Bethesda PC: https://bethesda.net/en/mods/fallout4/mod-detail/4043416 Bethesda Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4043419
  19. Finally! Figured out how to create custom collision/physics WITHOUT 3DS max and without having to recycle the physics data off of another object. I will post an update once I've got the work flow nailed down. I've so far successfully created both a static and an anim static. Thanks to user a_blind_man for sending me some examples of what gets exported from 3DS max! I'm going to create a template nif file that you can download, that's bare bones, but can be run through elric once the custom collision is added. Bare bones skeleton nif structure template (nif structure created from scratch. Will need ALL details filled in): Download (bhkConvexVerticesShape)Download (bhkNiTriStripsShape (NiTriStripsData)) Sample nif file exported from 3DS max. Can be used as a base: Download Export model from Blender 2.49. Don't use the specific game export settings. I just selected the 20.2.0.7. Creates basic nif with an NiTriShape. Export with 'Stripify Geometries' and 'Stitch strips' if you are going to use NiTriStripsData.(If using TriShape) Use nifskope: On the TriShape: Havok->Create Convex Shape (Creates 'bhkConvexVerticesShape')OR Use Nifskope: Copy NiTriStripsData that Blender created and copy it over to the NiTriStripsData template. I had varying levels of success. Vertices and Normals transferred, but I had to manually copy over some bits at the bottom, such as the points, num triangles etc. Using a template "pre-elric" nif file (I'll upload once I've created a bare bones version), add the bhkConvexVerticesShape shape created in the last step to the template nif fileYou can then edit the havok options in nifskope under bhkRigidBodyOnce you are happy with physics and anything else you want to edit, just run through elric We're essentially just trying to replicate a nif file that gets exported from 3DS max, but with a mesh created in Blender. That way it can be run through Elric to create the physics binary data. You can now either build upon you new nif file or you can now copy the created physics data to another nif file that needs collision I still need to refine this process. Also, when you create the convex shape, I don't think it exactly copies you model! If you know a way of exporting NiTriShape from body slide or a current version of blender, that would be a lot better!
  20. Is it safe for me to go through everything under 'World spaces' and just delete all records that don't have 'Placed object' or navmesh (I've done some nav meshing which I want to keep)?
  21. Is there a way in either creation kit or fo4edit to quickly delete ALL pre combine and previs data? I have a mod that spans across many cells. I mucked about with the generate pre-vis. I want to delete all the data. I would like it so that afterwards, those cells that are otherwise not effected by my mod, are no longer marked as edited in creation kit. I think I can safely wipe any edits to ALL cells where I have not placed a static or anim static object. If that helps.
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