Jump to content

MissingMeshTV

Premium Member
  • Posts

    929
  • Joined

  • Last visited

Everything posted by MissingMeshTV

  1. LOL...whatever you say. Your detailed technical explanation obviously shows that you're the expert here, and the CK installs that I've used to make 50+ FO4 mods without logging into anything have all clearly been broken. Your being silly, the kit downloads fully with an offline editor ,and it's 32bit at that, "OFFLINE" <--- NOW, That being the case, common sense would tell you the main editor is an ON line editor. 64bit at that. If your not aware of these simple things? Making fun of me here is really dumb. The tools the hidden version 32bit lacks a ton of extra software, where as the main editor is meant for publishing your mod's On Bethesa's web site, ergo there is a download of needed proprietary software your not allowed to keep. The editor for online is for cross platform publishing, that means the mod gets stuff you do not get offline. Now...what's your Problem? I’m not making fun of you. But you seem to be clinging to information that isn’t accurate. I have been using the 64-bit version OFFLINE, and WITHOUT logging into Bethesda.net since 2017. I have never ONCE needed to log into ANYTHING to, launch or use the 64-bit version. Yes, it actually says 64-bit in the window bar to clear up any confusion. This is the first I've ever heard anyone ever mention "online" and "offline" editor versions. Do you have documentation you can point me to about this? I can click the (64-bit) .exe file, launch and use it without logging into Bethesda.net, without using the launcher and losing access to any features. I stated as such, and “wrong” was your only reply. Not too helpful. Simply dismissive and condescending, with no explanation on what I am supposed to be “wrong” about. No one has mentioned uploading to Bethesda.net in this entire tirade. Obviously you would need login to do that. I don’t publish there so I have never needed to log into it. If that is what you are referring to, why not just say so? Or maybe version control? None of this has anything to to with the OPs post or the context of using the CK to change a texture. My first post indicated of that YES, you need to log in and use the Bethesda launcher to download and install it. NOT to actually use it as you seem to insist is the case. That is flat out incorrect, as is saying the CK will not read loose files. Or am I wrong about that as well? The OP was asking for help on how to simply change a texture and you answered with some tangent on logging into Bethesda.net, the Fallout 3 script extender and temp files. And here we are. EDIT: Could you tell me what features are missing from this "offline" version you mention?
  2. LOL...whatever you say. Your detailed technical explanation obviously shows that you're the expert here, and the CK installs that I've used to make 50+ FO4 mods without logging into anything have all clearly been broken.
  3. Sorry…I’m a bit confused by these statements. Can you clarify? The CK will absolutely load and use loose files, no matter if they are textures or otherwise. While packing those loose files into a BA2 is the preferred method for distributing a finished mod, the CK will load and use loose files if they are present, just like FO4 itself will. Also, you do not need to be logged into anything to launch and use the CK. You DO need to be logged into Bethesda.net and use their gawd-awful launcher to download and install the CK, but after that you 100% do not need to be logged into anything to actually launch and use it. Launching right from CreationKit .exe or a shortcut to it works perfectly fine. OP: if all you want to do is replace one texture for another, than you just need to know the file path of the texture you want to replace. The original will likely be packed into one of the game’s texture archives, so you’ll need to track down what the actual file path for your replacement should be then recreate the file path for the game to read your replacement texture. It can be a bit of a trail of bread crumbs to track down a single texture, but kinggath recently posted a great video tutorial on doing exactly that and explains it far better than I ever could. It involves a bit of leg work to find the correct material file that will have the texture data. For what you are looking to do, this tutorial should be helpful or at least get you started. As explained in the video, downloading and installing Material Editor will be very helpful for tracking down texture paths. It will also be required for making your own material files if you choose to do so. Are trying to make material swaps? If you just want to do a straight out texture replacement, a material swap may not be necessary for your situation. But…material swaps are extremely useful and are something well worth learning to use. Both kinggath and seddon4494 have excellent tutorials on creating and using them.
  4. AFAIK that keyword is used to trigger the “featured item” preview sequence (with dramatic musical cue) that gives a close up view of an item when the player adds it to their inventory. It’s gets applied to not only legendary items, but perk magazines and some quest related items. The items that Scribe Haylen sends you to retrieve during BOS radiant quests come to mind. As examples, it gets triggered when you pick up an issue of Picket Fences (or any other magazine). You get the full screen close up of the item with a description of what bonus or perk it provides, along with a dramatic musical cue. You can look at the perk mags and quest items like the Deep Range Transmitter from the Call to Arms quest to see how it gets used. I’m guessing the only effect from not using it will be the “featured item” preview sequence won’t be triggered when a player picks up your item. EDIT: No wonder the browser hung when I tried to post. Everyone is answering at once! :laugh:
  5. I 110% agree that the settlement system blows chunks, but complaining about it in all caps isn’t going to help you. It’s entirely possible to just play the game like an older Fallout game and and ignore it. I’ve been playing that way for going on two years now. There are lots of existing options to avoid dealing with settlement BS. Leave Preston and crew sitting in the museum. Just grab the bobblehead and leave. That solves that problem. Use the few pre-existing locations to do trading with. Covenant and Vault 81 are often overlooked, as are unmarked vendors like Opal (near Faneuil Hall) and Eleanor (near Fairline Hill Estates). As has been said, use Transfer Settlements if you really want something built. It literally takes minutes to import a blueprint. If you enable the option to import the power grid, you don’t have to wire a damned thing. Use the Spawn Settler Button mod to populate. Again, it takes literally a few minutes. Use the Happy Maker 9000 mod to work around the broken happiness mechanic which is one of the absolute stupidest things in this game. There are also already plenty of pre-built settlement mods here…have you looked at any of them? Use Spawn Settlers Button and Happy Maker with those too.
  6. The nice thing about material swaps is that you can reuse textures from one kit and apply then to another. I've been using the hotel kit myself for something I'm working on because of the curved sections as you mentioned. But I have done material swaps with the Prydwen and BldConc kits to get the look I want. The one thing to watch for is that sometimes the UV wraps don't line up between kits and some pieces can look a bit wonky...but sometimes that can work to your advantage. Sometimes not. But in general it's nice way to expand the variety of the pieces you're using and give a new look to existing meshes.
  7. If you don't mind having DLC dependencies, Automatron and NukaWorld have some cool assets that would be appropriate. The NukaWorld Nuka Galaxy assets in particular come to mind. You can likely use material swaps to get around using their original textures. There's also a load screen static for the ArcJet rocket engine that might be useful.
  8. If by "fix" you mean generate precombined meshes and previs data for those mods, you'll need the CK. You can't generate new precombines/previs with xEdit.
  9. Just a thought: If you're doing your testing with the Automatron DLC active but did not have it enabled in the CK when you do your regen, that could explain what you're experiencing. The RobCo building added by Automatron is in the cell range for the area you're working on. I did some regen in the Easy City Down cells a while back and forgot about the Automatron changes...was getting lots of preculling around the prep school and the RobCo building until I did it again with Automatron activated in the CK. I know you said you resolved it, but this was what solved it for me as I was dealing with making new precombines.
  10. I'm pretty sure The Danse Dillemma mod that partially restores cut BOS content gives an option for proceeding without undertaking Tactical Thinking, when you become enemies with the Railroad, thus keeping them intact. The mod page has a few videos showing the added content that may give better info on the specifics. EDIT: I'd add that if you do give this mod a try should probably make sure you have a good save you can fall back to prior to activating it. It seems to have a LOT of issues. Read the comment and bug sections carefully before deciding to install it.
  11. Early in my games, I've become a huge fan of both APC Transport and The Red Wave Reloaded, using the Red Wave's optional file for having it docked at Egret Tours Marina (as opposed to having it docked in Far Harbor). Later in the game when Vertibird travel becomes available, that's my preferred method. But I use Vertibird Beacon to avoid the tedium of constantly having to craft or buy signal flares, and add in the Vertibird Flight Altitude Fix mod to keep those BOS pilots from flying through buildings
  12. Cool! If I can't find what I want with the Nexus search engine after a few tries, I just uses the Googles. It's far less aggravating and gives faster and better results over all. Nexus search seems to focus too much on the mod title, and of course, if you don't know the name of the mod it's sort of useless in that event.
  13. Nexus search leaves a lot to be desired. I often end up using the Googles. This sounds like what you're looking for. I might give this a try myself: https://www.nexusmods.com/fallout4/mods/27306/
  14. A quick way to find the EditorID of a location is to search for it on the Googles. The first result is usually (but not always) the location's entry on the Nukapedia Fallout Wiki. The entries there pretty much always have the cell name as it's used in the CK. This doesn't work too well for unnamed Wilderness cells though.
  15. I had this happen once a loooong time ago. It will also affect your character if you look at yourself in third person. Try changing the cell Imagespace and/or lighting template settings.
  16. There are lots of good options for what you're looking for. The Nexus search can be a bit useless at times...Google is your friend in those cases. Or, you can browse mods by category. There's an entire Music mod category you can have a look at. Lots off great ambient soundtrack mods listed there.
  17. Are you using spotlights by any chance? Not sure why, but I've never been able to get them to be confined by lightboxes in any setting now that I think about it. Other than that, not sure what you've got going on.
  18. They work perfectly fine in exteriors if set up correctly. Remember to make each light source you want contained by the light box a linked ref with the LightBoxLink keyword.
  19. How long a mod has been "abandoned" for is totally irrelevant. Unless an author gives you clear, specific and documented permission to do so, you can't just take someone else's mod and upload it someplace else. If the author doesn't respond to your request, you're out of luck.
  20. Scrapping mods work by disabling the precombined mesh system in all the cells they touch. That’s what allows you to interact with and scrap with items you wouldn’t otherwise be able to. If you uninstall a scrapping mod mid-game, the precombined meshes for those cells are reenabled and revert to their vanilla state. This is because the scrapping mod records which disabled them are no longer loaded because you uninstalled the mod. On a side note, if anyone tells you disabled precombines get baked into save files, they are just regurgitating old wives tales that are patently false. Once you uninstall a scrapping mod, the precombined data records revert to vanilla (unless you are using another mod or .ini edit that still breaks them). Objects that were not scrappable in the vanilla game (because they were part of a precombine) should return to their original vanilla sate (they will become “unscrapped” and reappear), and will once again be unscrappable. Vanilla items that were scrappable without using a scrapping mod will still be disabled and should not reappear. If you were encountering performance issues caused by having precombines disabled, those issues should no longer occur once the optimization system has been restored. If you still have performance issues after that, you probably have other contributing factors in play. Contrary to what montky may have alluded to, Transfer Settlements has no interaction whatsoever with the precombined/previs system. Other than simply not using mods that break them, the only way to rebuild or replace precombines is with the Creation Kit.
  21. My Coastal Cottage Bunker was heavily inspired by Underground Hideout and has many of the same features. Actually, pretty much all of my homes owe something to Underground Hideout as an inspiration. UH also has a version for FNV that's pretty awesome.
  22. Are you asking about ambient music? If so,you might have a look at Ambient Fallout Compilation. It allows you to add several of the various ambient soundtracks available to the game alongside the vanilla ambient music. Lots of details in the mod description. Personally, I only use it with the music from Fallout 1, 2 and 3 (with the original audio assets from my FO3 install). I was also able to add in some ambient music from FNV (again, with the assets from my FNV install). Everything plays right along side the vanilla FO4 ambient tracks. It really adds some great variety.
  23. OP: If this is your first build, I’d suggest spending some time researching your components using PCPartpicker.com. You can compile a list of components you have on hand or want to use and the site does a pretty good job of alerting you to any incompatibilities. You can also take a look a builds other people have made with the components you have in mind and get a feel for how things are going to work together. You can certainly get a feel if what you want to use will fit into the case you have in mind. After two decades of tinkering with hardware upgrades and swapping out components, I had never built a machine from the ground up until the beginning of this year. It would have been a much more stressful process if I hadn’t come across PCPartpicker and spent time doing my homework there. I was able to find some alternative component options that IMO were far superior for my situation that those I had originally planned on, which made my build end up being more cost/effective than I had initially specced out. Good luck!
  24. Hope it helps! With the CK, I find that sometimes the simplest things are the most elusive.
  25. That’s easily done with the AO_Comment packins. Filter “comment*packin” in the object window. Enable markers in the render window and add any of the AO_Comment packins to your cell(s). Some examples are: AO_Comment_AbandonedRecently_128_PackIn AO_Comment_Clean_256_PackIn AO_Comment_Fortified_1024_PackIn AO_Comment_Safe_512_PackIn The numbers specify a radius from the center of the marker that will trigger a player's companion to comment.
×
×
  • Create New...