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EsmeraldaF

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About EsmeraldaF

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    United Kingdom
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    Fallout series, Deus Ex series, Elder Scrolls series, VTMB, Thief 1-3, Dishonored series

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  1. OMIGOSH it works! THANK YOU so much! I wish I'd known about this fix years ago. I found that you don't even have to drag & drop one setting at a time, I tried dragging the blank column heading to the right of 'NVNM - Navmesh Geometry", above the Version number "15", across to the same blank line on my item, and it auto-filled ALL the settings, I didn't have to drag & drop them one at a time. Amazingly quick & easy. So now I went back and fixed my floors & roofs that also didn't seem to want NPCs walking on them. All items are working as intended now. Again, THANK YOU ! Very much appreciated. :thumbsup: :D
  2. Ahhh, thank you, so we need to look at the static, not the cobj. Here's an updated pic of what I found (and sorry, I mistakenly compared with Steps02 in my last post, it should have been Steps01). Now we can see a Navmesh section, and that my object doesn't have that. My mod is a copy, not an override - it simply adds a few new colours to the vanilla object, the vanilla object's texture/material remain untouched. Do I copy all those details from the vanilla static to mine? If so, how do we copy them? If I right-click on any of the items in that list I get an option 'Copy to selected records', but I'm not sure how that works. ETA: Oh I see you posted a pic in your last post while I was writing this. Is that Navigation Mesh Info Map category the 'info map' the other poster referred to? I did see that category but didn't know what to do with it.
  3. Hi, thanks very much for the reply. Sounds good but unfortunately I know very little about using FO4Edit. I opened the plugin and Compared it with the default, and here's what I see. What do I need to edit? Could it be the Priority, which is 5 in the original and 0 in mine? Thanks for your help! ETA: Also, where does one find the 'info map'? ETA2: Oops, if I change the Priority, lots of the details on my item's side of that list turn red, so I guess that's not what to do...
  4. Hello, am a lapsed Fallout 4 modder who hadn't played since 2019 but have now started a new game, to find that a lot of new glitches exist that didn't before. Am guessing due to ongoing Creation Club updates, as patches to FO4 itself had ended back then? I just got a new comment on my concrete stairs recolours (material swaps) uploaded here in 2018 saying they are not navmeshed because NPCs won't use them. I'm pretty sure they did before, but now I note in my own game that they do not. It also seems, in my new game, that NPCs rarely even use the default concrete stairs. But, they do happily use wooden ones. So I made a set of wooden stair material swaps in colours to match the concrete ones, in the expectation that players could use those instead. But on testing them, NPCs won't use those either, although they will use the unmodded wooden stairs. So apparently, just adding a set of simple material swaps to a vanilla item deletes its navmesh?? Does anyone know why? And, how best to fix it? Do I need to go and paint new navmeshes on every individual recolour, or is there a way to transfer the default navmeshes? I did see this one thread here but I don't know what 'delete the info map' means: https://forums.nexusmods.com/index.php?/topic/12578439-exportimport-navmesh/ Thanks in advance for any help!
  5. There are numerous driveable vehicles in the Vehicles category here: https://www.nexusmods.com/fallout4/mods/categories/39/
  6. OK, I learned that making one's own collision mesh is pretty much impossible, at least without 3DS Max 2013, which I don't have. However, I tried re-cloning my table from a dresser (which has collision) of the same height as my table instead of using a coffee table to clone from, and now the decor placement on my new table works perfectly! Thanks again! :)
  7. Aha, so collision is the property that does it, thank you. I had no idea what to look for. Will have a good Google on Fallout 4 collision now, thanks for the pointer!
  8. Quick question: I made a new table mesh cloned from a coffee table, but my table is higher than the coffee tables. I'd like for decor objects such as candles, radios, etc to be able to be placed on my table like on the coffee tables, but currently, putting a decor item on my new table results in the item sitting beneath the table in mid-air, at the level at which it would sit on the coffee table. I can't see anywhere either on the .nif or in the Creation Kit that looks like it enables editing the height at which decor objects can be placed. How do we edit this? If anyone knows, thanks!
  9. You might find this easy short tutorial by the creator of Outfit Studio helpful - it tells you how to transfer bones from an existing outfit to a new mesh: https://github.com/ousnius/BodySlide-and-Outfit-Studio/wiki/Copying-bone-weights
  10. Update: In case anyone has looked at this thread and wondered what the fix would be, it was the lack of a bounding box - a BIG thank you to BlahBlahDEEBlahBlah for pointing me in that direction! After adding and configuring BSBound, the POV is now working as intended.
  11. I'm trying to get a vehicle for FO4 to work, using M150's Raider Quad Bike to base mine on, as M150 very kindly says that other modders can use his mods as a base and I have no idea how to do it myself. (I've made vehicles for The Sims 2 and 3 in the past but this is my first attempt in FO4). It's almost working EXCEPT that for some reason the player character's POV is stuck at ground level throughout the whole ride! In The Sims games, the character's position would be adjusted by editing the object's rig in a purpose-made rig editor [but on further thought, maybe the rig is not the problem - see ETA below*], but in FO4 I don't know where to find the equivalent to that - I've tried tweaking things that looked like they might make a difference in Nifskope, but still get the same in-game result, and don't know where else I might find the variable that needs adjusting (maybe in the Creation Kit somewhere?). Here's a short YouTube clip to show what happens (yes, it's a very silly car, I make mostly quirky objects, ha ha. It's a FO4 remake of a car I made for The Sims 2 and 3): [video removed now that problem solved] As you see in the clip, the only time you actually see the character driving the car is when it goes off a cliff or similar; the rest of the time, her POV is dragging along the ground. If anyone can tell me what it is that needs tweaking to change the POV, I'd be very grateful. Thanks! ETA: Thinking about it further, I think this is not actually a rigging problem, because the character does appear in the right position when driving off of cliffs where she is visible in 3rd person view for a moment. The problem seems more likely to be with the camera's POV instead. Anyone know how to alter that? So frustrating to be so close except for that darned POV.
  12. Thanks so much for testing. I don't know what you mean, though, by 'you haven't included scripts' - the script was inside the suits mod, inside the 'quest'. Do you mean the script should have been a separate file: that is, rather than being included inside the suits .esp, it should have been a separate papyrus file? In any case, if you reconstructed the script and it doesn't work for you either, then it looks like sadly it can't work as we hoped it would. Such a shame, it looked like it should do what was needed. Thank you SO very much for taking the time to help with this; I really appreciate it. It's not time completely wasted - at least I now have a basic idea of how scripts work in FO4 whereas before, I had no idea at all. I'll now look into the idea of constructing the items at the chem station and see how that goes. ETA: Omigosh, I just tried setting them up to be constructed at the chem station, not expecting it to work because I wasn't sure what I was doing, and - it works!! I made them as a 'Utility' recipe that requires 2 units of cloth, and it worked fine! Oh, what a relief - it's actually probably better than having to go around looking for them in shops. Thank you again for your help.
  13. Any luck? [sits on edge of seat, biting nails.] I could put clothing or clothing accessories in a container out in the world somewhere instead of putting them in shops, but, from what I've read, it seems that adding something to a cell will conflict if another modder has done something to the same cell? If that's true, I'm just back to the same problem... I don't plan to upload the silly suits (they are just a learning experience) but I did have a few of my own glasses meshes I wanted to try to add to the game and be able to share. I've come across mention of crafting all kinds of things at chem stations - is it do-able with clothes and accessories? I have no idea how to do it but will try to find out if necessary. Argh, why does Bethesda have to make it so difficult to add clothing & accessories? Well, I mean, you can, but not without potential conflicts with others.
  14. Thank you! I do hope whatever is wrong is easy to see. Here you go: [removed item now that shavkacagarikia has tested it]
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