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Everything posted by JagMaker
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dark souls 1) I remember the first time I played it when I was very sick - the temperature was 40 and I felt very dizzy. With the unusual optimization and psychedelic atmosphere - for me this game was more like a hallucination) the sensations, of course, passed, but the impression remained)
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Hello, i'm looking for some tool for batch edit .nif models (it is preferable to reduce polygons) if it tool does not exist - then for .obj didn't found it in google) p.s. also, if interesting, good programs for batch .dds editing - XnConvert - ImBatch - ATI compressonator (batching mipmaps)
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HUD to display damage resistances outside of VATS
JagMaker replied to Glitshy's topic in Fallout 4's Mod Ideas
hud is a .swf file. You need an experience in decompiling here ) -
i v damki ;))
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Is this a glitch?
JagMaker replied to theepicgamer500's topic in Fallout 4's Creation Kit and Modders
it's a missing textures after terrain lod generation) -
Placing Power Armor in the CK?
JagMaker replied to Rorax's topic in Fallout 4's Creation Kit and Modders
:D -
Specific Object LOD Generation?
JagMaker replied to Korodic's topic in Fallout 4's Creation Kit and Modders
add ur airship to the world go fo4edit, find ur airship in 'worldspace' tab find 'record flags' in right side, add 'persistent' and 'full LOD' flags- 1 reply
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- lod
- generation
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(and 2 more)
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Dialogue won't advance past greeting
JagMaker replied to cdo947214's topic in Fallout 4's Creation Kit and Modders
Forgot 'conditions'?) -
Placing Power Armor in the CK?
JagMaker replied to Rorax's topic in Fallout 4's Creation Kit and Modders
try to duplicate it (in object window) and place it's copy anywhere) but strange, i remember i used 'copy' of PA in render window and there all was fine after i 'paste' it glitch? -
Another good solution: add a light source inside the house., hide invisible part with smoke\mist\fog. thus the illusion of visibility is obtained that the lower part of the house is hidden in the fog
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aaaaand, if i'l kill it's collision nod - will it reduce weight of model?) also i can reduce it's polygons, but again don't wanna)
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cool, i like 1th solution! so i need to make "reflection" of object and fix it's translation in nifscope for example., because as i know if to make it with road curved to left - in reflection it will be curved to right. anyway i'm sure x-minus-translation will help :smile: TY! but anyway final mesh will be increased in size (because of mesh and it's reflection) so, then how can i reduce reflection's size (weight)(?) p.s. modding hard )
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in extreme cases - I can change the mesh model, stick the stones to the bottom. But I do not want to do this because this will increase the size of the model. square or rectangular layer at the bottom - will not look very nice. too flat
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hey-ho) i have trouble - the flying house (deco, one piece) if u saw deco house in CK - it is "invisible" from below, and if it is lifted above the ground, it is noticeable. so, how can I hide it to look normal?) p.s. there are about 50-60 such houses, twisted into a spiral, and soaring above the ground p.p.s. Also there are other elements (roads, trees etc.) with which it is necessary to do the same, - to hide this transparency from below
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Creation Club "Lookup Failed!" Messages
JagMaker replied to UUFrost's topic in Fallout 4's Discussion
i don't know how cc mods looks like, but if it .esp file - load it in esp/esm translator and change 'lookup failed' to smth like 'Horse Head' 'horse head armor' in fallout.. like a knife to the heart -
Anyone know why this happens?
JagMaker replied to theepicgamer500's topic in Fallout 4's Creation Kit and Modders
u need to enable sky checkbox in 'cells' - 'lightning' tab and put some wall piece there ) -
feedback too it was half a minute to look at the quests of the attacks., as I wrote before, there are two scripts in the end, "WorkshopAttackScript" and "REquest". in the first different conditions and events that occur when the quest has already begun, so you don't need to touch it. in the second - triggers i hope u need (pay attention to "reset" timers, u can find em as 'bool' in properties) but anyway i think it better to make ur own trigger that will push first stage of quest. to avoid all this hell) ___________________________________________________________________________________________________________________________ another funny method to force settlements attacks, i'm using for myself and in one of my mods: 1. Take a cage from the DLC, which catches Raiders. 2. add there keyword which will make from this cage the generator, with output 0.01 AC/DC ) 3. repeat same to any cages from DLC, and add all of them to all settlements (somewhere underground) done) after ~7 days, cages will catch enemies, and their friends will try to rescue them, bringing hell to the settlements without any quests ;)
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New landmasses questions
JagMaker replied to BusinessVulture's topic in Fallout 4's Creation Kit and Modders
strangely it turns out) it works for me, I'm playing and everything is OK, and you're trying to tell me that it does not work) "because zilav is right and there is no discussion necessary" words is your only argument?) -
Editting projectile nifs
JagMaker replied to littleerve's topic in Fallout 4's Creation Kit and Modders
don't change links inside .nif just go fallout4\data\textures\effects and throw 'GlowSpotLinear.dds' there. also do same with 'gradient.dds - look it's path, take file and throw there. check ur fallout4.ini 'sResourceDataDirsFinal=' line have 'textures\,' open .dds with photoshop and change picture color as you wish. save file as .dds, choose dxt3 or dxt5 conversion because of alpha support) and check 'generate mipmaps' then check it inside the game ) -
New landmasses questions
JagMaker replied to BusinessVulture's topic in Fallout 4's Creation Kit and Modders
Nimboss, nah, i'm still working about this mod, it's pretty big (there territory triple bigger then commonwealth), also there 7 huge cities as Manchester u saw more then 100 locations and over 30.000 exterior objects added, and nowhere i didn't meet any drops or stress because of Full LOD. It's myth. or curved hands of modders.) Ofc. i will make cool youtube and screenshots and will share mod, but later, when it will be done( p.s. MipMaps doing their work well, vanilla distant of any LOD will disappear is 200.000 points (commonwealth is over 50.000 or smth). most fallout4 vanilla textures have dxt5 conversion, and 512-4k resolution. this way they are support 10-13 mipmapping steps. and this way 4k texture will be 2k texture in over 10 meters in front of char, 1k in 30 meters, 512 in next step untill it will became 1x1 texture somewhere far. so, i really don't belive that 1x1 textures somewhere in 200.000 points range and some 2x2 texture at 100.000 points will push my videocard very hard) also there is nice option in prefs.ini 'iTexMipMapSkip', which control it. Another thing is Meshes, they are using RAM, because they are 'persistent' when full lod is working. that mean when u start game they are appear in world too, and yes, i thought it will burn my laptop and will kill fps, but again no. There simple thing why, for example, a lot of ppl have lags in fallout 4 cities - it because most of static meshes there have it's analog - lod mesh. wow, like sais some-guy-that-know-how-fallout4-engine-working-and-how-i-have-no-idea-bla-bla-bla, - i'm not right, lodmeshes are cool thing for memory safe. But on practice, - when u going from one cell to another in city and waiting while lodmesh of some building will be changed with original mesh over 10-15 seconds because there too many of this - that's sucks.. and not always working, as guys from the internet say) So, if to remove any lodmeshes links and remove any flags from static objects - it will disable this 'switching', and you will get original lod at start. about how much ram it will take - in my way it's over 800mb for near 7-8.000 persistent objects. BusinessVulture, i'm sorry for offtop -
New landmasses questions
JagMaker replied to BusinessVulture's topic in Fallout 4's Creation Kit and Modders
Nimboss, so, show it ;) -
Editting projectile nifs
JagMaker replied to littleerve's topic in Fallout 4's Creation Kit and Modders
kk, to find and change color of some mesh u can load it in 'outfit studio' r-click/properties/textures for example IncendiaryTracerBeam.nif using textures\Effects\GlowSpotLinear.dds and some gradient .dds., so if u'l play with it's colors is some Photoshop i think it will give result also, if u want to make some part of .nif invisible - u can use Nifscope, just scale this part to 0.0000 -
New landmasses questions
JagMaker replied to BusinessVulture's topic in Fallout 4's Creation Kit and Modders
well, let us have our own truth) in all the locations that I did there were no problems with this here you can see Manchester, whose hundreds walls have Full LOD, also trees, another houses.. do not believe stereotypes) https://www.youtube.com/watch?v=H67q-7f1m2I test at my 8gb ram with 1gb ATI videocard laptop) -
New landmasses questions
JagMaker replied to BusinessVulture's topic in Fallout 4's Creation Kit and Modders
do not tell if you have not tried it