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TummaSuklaa

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Everything posted by TummaSuklaa

  1. tl;dr : what you want to do (create animations) isn't possible yet. Now that you know that, you can read the context below. Judging by your post history, using HKXPack isn't what you want to do. You'll want HKXAnim, which is ANOTHER tool and which isn't working at all yet... so it isn't out. Also, just a reminder : the tool you're trying to use provides raw data, nothing more... like : 47 255 247 127 186 47 255 247 127 233 47 255 247 127 251 63 0 0 0 29 0 1 0 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 30 30 0 16 170 73 63 124 189 185 64 142Good luck making a new animation from that, because I've been trying for about a month and I'm not yet close to finishing. You'll only need to use the HKXPack tool to analyze HKX files, or maybe edit them roughly. You CAN'T use them to create animations. Now, if you really want to open and/or edit existing HKX files with HKXPack (I can always be mistaken), then you HAVE to know already what a path is, what is a working directory and what the above command does in detail before, and if you don't to learn it by yourself. I mean, it's kind of the ABC of studying computer things and/or reverse engineering on WIndows, and I feel like I'd be doing you a disservice by explaining the solution (even with context) while what you are trying to do is something nobody (you can ask) knows yet. "If any of the above instructions seems too difficult, then you won't need the tool." -The post you just quoted I've been reading this read, and many have been asking about animations.. but not the one that I have, I think, sorry if I missed it though. I only want to know if your tool can extract the names of the animation events. I am not interested in creating NEW animations. I require these to in order to work with OnAnimationEvent. Also wanting to add them to the wiki. Idle animations in the CK obviously is not the same thing. Edit: Read your post about it being possible to edit behavior files in the CK.. I should do some poking around then.. but again, I just want to know the names (they will be strings to pass into the OnAnimationEvent).
  2. You can join the team to help them speed things up, otherwise, you have to wait. It's one reason I didn't make anymore requests and is holding off a bit. Also there are ways to avoid updating the game..but that's if you don't need to have Steam running in online mode.
  3. For DLCs, I always jump into them when I'm done with the main quest of the base game.
  4. http://www.creationkit.com/fallout4/index.php?title=Main_Page Problem: Suffers greatly from severe lack of contributors. Lots of pages are not well documented.
  5. See, this is the level of ridiculous of the "Bethesda stole something from a mod" crowd. That idea is not complex or revolutionary enough to claim that a mod created said idea. My god, next thing you know people will claim they stole a specific type of tree or flower from a mod because they put it in a game. I think you and a few other people around here need to freaking chill with the attitude, seriously. And in the same scope you go on to say other peoples' work weren't 'complex' and 'revolutionary' enough(wow..). I'm not even going to say what I want to say you about that because it wont be pretty. Yes Beth DOES USE mod ideas from modders and implement it in their games, and I also stand by point in my last post, while also maintaining, that it's their IP, they can do that. Most of the stuff in Fallout would not be there if not for other modders they have observed. Don't pretend to be blind to it, just to give you an excuse to go after people like me on this issue.
  6. I'm thinking, you should start with the "feet" because I feel they have the least amount of complexity. PA is a blocky model, so you will be working with primitives a lot. Shoulders make me think, one big box and then cut into its shape, and move edges around to get the shape that I want. May even need cut a piece off to make a "top plate" of sorts. Use a vanilla PA feet as a reference, or even try to "copy" it a bit, to get an idea on how to tackle the rest of the armor. This is what I used to do when I was into 3D modeling.
  7. Solved the last problem using GetLinkedRefChain, as doing operations on seperate GetNthLinkedRefs doesn't work on all the linked refs.. and is slower.
  8. Had Lock confused with SetLockLevel. That didn't solve the problem though. Edit: It all works if I make them objectreference properties, but the whole point of using GetLinkedRef() is to avoid making properties, especially for vanilla forms.. Edit: Had the door linked TO the trigger instead of from it.. but the problem here is, You can only link one reference from another. I need to link three doors.
  9. I have a trigger setup where if the player walks through it.. doors are closed and a boss is enabled. But when I walk through it, nothing happens. Event OnTriggerEnter(ObjectReference akTriggerRef) if GetTriggerObjectCount() == 1 if akTriggerRef == PlayerRef debug.notification("I've enter the trigger.") ; The "Front Door" is probably open when the player steps through. So let's close it. if GetNthLinkedRef(2).GetOpenState() == 1 GetNthLinkedRef(2).SetOpen(false) ; Have to make it seem urgent by making this door inaccessible. GetNthLinkedRef(2).Lock(254) else GetNthLinkedRef(2).Lock(254) endif ; The "Back Door" is probably already open. Usually is for me. Let's close it. if GetNthLinkedRef(3).GetOpenState() == 1 GetNthLinkedRef(3).SetOpen(false) GetNthLinkedRef(3).Lock(254) else GetNthLinkedRef(3).Lock(254) endif ; This is the load door leading to the balcony. The door on the left from the "Front Door" GetNthLinkedRef(0).Lock(254) ; Now let's enable the boss. GetNthLinkedRef(1).Enable() endif endif EndEventThe load door, the only door in this room not open by default(obviously) doesn't lock either.
  10. Nothing new, they been doing that for years. The items show in the inventory when you hover over an object was a mod released in Skyrim, that Beth carried over to Fallout. Skyrim even has some systems borrowed from OOO. While it does feel a little.. rude of them to do that and it kind of reduces the amount of mod ideas to implement for their other games, it's their IP, they can do what they want. On the flip side it says that they don't think about certain things that should be in their games and it's only when a modder implements it that they are probably like "hey why didn't I think of that?"
  11. Well first you must find out if you can even obtain their reference. You couldn't do this in Skyrim for a few years until SKSE came out with a function that can obtain any type of reference(GetType I think), otherwise it was notoriously difficult to do anything with projectiles.
  12. Yeah I just read that again and you beat me to my edit. :tongue: Although your tone comes off a bit.. insulting but I get it that no one likes misinformation, but I always behind myself. However that almost makes me want to find a way to delete objects from the world.
  13. I believe you can use http://www.creationkit.com/fallout4/index.php?title=SetCriticalStage_-_Actor as a makeshift delete for objects not dynamically placed. Although this is something I would use in like an uninstall script or something. Disable is fine on its own otherwise, since it blocks rendering obviously.
  14. To summarize: Minutemen are straight-up good guys of the Commonweath. Think: Multiple Denzel Washingtons. BoS are technology hoarders thinking they are the only ones capable of handling it, with one of the members being involved in an ironic twist. Institute is Terminator-esque.So.. If you are a good guy/want to play a good guy, because we all know usually, Beth forces you to ultimately be a bad guy, then playing on the minuteman side if for you. If you like being in a military setting.. BoS has that covered. If you want to be a terminator, go for the Institute. I just wanted an excuse to say the Institute is just a bunch of Terminators.
  15. I pulled that from an example off the Skyrim wiki(no examples on the Fallout one) and yeah the HasForm bit confused me as well.
  16. The retired 3D modeler in me thinks it has to do with the World Object(the mesh that shows up in the world) which suggests something went wrong on export, when creating the world object, or perhaps the mesh was added twice. You can check in nifskope. AFAIK there isn't a setting in the CK to have it drop 2 world objects. IIRC, the world object is a different nif from the inventory object(the main nif file). But I see someone has already looked at it so.
  17. I tried putting it elsewhere and man the game didn't like that..
  18. It just takes a bit of common sense that's all. Some events don't work for fallout as well as some of the condition functions, but all in all, the CK for Fallout is almost a 1:1 copy of Skyrim's, just with some Fallout specific additions.
  19. Well there is a way for the player at least, by way of a magic effect attached to a spell, with the condition set to IsInFurnitureState(http://www.creationkit.com/index.php?title=IsInFurnitureState -Yes it's the Skyrim wiki, but ALL of the condition functions carried over and I'm sure that is one of the many that is valid for Fallout ), and when that's true, the code in the magic effect script will fire. For NPCs, I can't think of anything that wouldn't take a lot of work, while still not solving the problem of returning the actual reference.
  20. This is what I love about Fallout 4 modding. You can monitor by keyword most likely which greatly reduces the range of your search to just a specific type furniture, as the majority of them have keywords attached. And if more than one in the area, then you can check which one the player/NPC is using http://www.creationkit.com/index.php?title=IsFurnitureInUse_-_ObjectReference To monitor by keyword, I believe you can use FindAllReferencesWithKeyword. This grabs all references with that keyword and stores them to an array.
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