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EsmeraldaF

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Everything posted by EsmeraldaF

  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]
  15. OK, I'm back. Changing OnInit to OnQuestInit still had no effect, either on onscreen notification nor on the clothes appearing in the clothes shop. Just to show that the clothes can be consoled up: [Removed Photobucket links because Photobucket broke them] And there they are on Becky's shop floor (I guess they show as stolen property because they're in her shop). Yes, they are garish silly prints and colours, don't judge me, it's just meant to be for fun, ha ha. [Removed Photobucket links because Photobucket broke them] But they don't show up in Becky's inventory. [Removed Photobucket links because Photobucket broke them] I wish I could understand why this script won't work. Sigh.
  16. shavkacagarikia: Thank you, will try that! Thank you for all your patient help with this puzzling problem, I really appreciate it. mutantmnms: Thanks, yes, the mod is enabled - I can console the items up, but they don't show up in shops. Frustrating!
  17. Well, this is just too weird. I added the debug line to the script, and didn't get any notification in the upper left corner, either on loading Fallout itself or the savegame. I then tried changing the load order of the mods I use in my game, so that the suits mod was at the top (it was previously at the bottom), but it didn't make any difference. Either way, I only use a very few mods and wouldn't guess that any of them would conflict with that kind of script, but they are: Full Dialogue Interface, Unlimited Companion Framework, More Where That Came From (custom radio station), Azar's Ponytail Hairstyles, No Hostile BoS, True Legendary Enemies (just gives legendary enemies funny names), NCR Ranger Veteran Armor, and Legionary's Gear. (The mods are all from Nexus except No Hostile BoS which was from Bethesda.net.) The latter two are outfits but they are not found in shops, they're one-off items placed into a specific container in the world, so I guess they shouldn't conflict with shop lists. In addition to those, I run my own two mods for the glasses and hats, which are both unscripted and add the items directly to Myrna's shop inventory list. None of those mods would conflict with our script, would they? Is there some additional tool I should have been using in order to get this script to be recognised by the game, like a script extender or similar? I just can't understand why it doesn't work, if it looks like it should. (My game is patched to the most current patch, BTW - so not a patch issue.)
  18. Ugh, it still doesn't work. I even went back into the CK and deleted the quest and recreated a new one in case the original quest had developed a bug somewhere, but still the same result - no suits. I can only think that although I was able to make my screenshots looks like your screenshots, I must be doing something wrong somewhere in the process. So frustrating - I refuse to be defeated by a piece of code and a few property forms!! I'll delete the quest and remake it again. Here are the exact steps I've taken: 1. In the Creation Kit, go into the Quest section under Character in the left-hand pane. Right-click in the right-hand pane of the Quest object window and choose New from the pop-up menu. 2. A blank quest form appears, give it a name and click OK. The form closes. 3. Click on the new quest to re-open it, then click on the Scripts tab at the top of the quest form. 4. Click Add to add a new script. Click on New Script in the Add Script box, click OK. Give the script a name, click OK. 5. Right-click on the script name when it appears in the left side of the Scripts page, under Script Name. Choose 'Edit Source' from the pop-up menu. 6. 'Editing Script' window appears. Copy/paste the code to add the suits: LeveledItem[] Property NeededLeveledLists Auto Armor[] Property Suits Auto Int Property iLevel Auto Int Property iCount Auto Event OnInit() int i = 0 int j = 0 while (i < NeededLeveledLists.length) while (j < Suits.length) NeededLeveledLists.AddForm(Suits[j],iLevel,iCount) j+=1 endwhile i+=1 endwhile endevent The CK also autofills the line "Scriptname Ez_SuitsIntoShops extends Quest" at the top of the pasted-in code - is that correct? If I remove that line, the script won't compile and throws up a load of errors, so I guess it has to stay in. 7. Choose 'Build' menu option to compile (compiles successfully with no errors), then Save and exit. 8. Open the Properties form. The 4 items iCount, iLevel, NeededlevelLists and Suits are already automatically autofilled on the form, but with no values yet. 9. Edit iCount and iLevel's values to make them both 1. Edit NeededLeveledLists to make it LLI_Vendor_Clothes_Any_Basic by picking it from the drop-down list. 10. Edit Suits to add the 7 suits by picking them from the drop-down list. Click OK to save and close the property sheet. 11. Click OK to save the quest. 12. Save the plugin and quit CK. What am I missing?? Thanks!
  19. Thank you! I'll remove VL_Vendor_Clothes from the script and try it later tonight, fingers crossed that that will now work as hoped. And thank you very much for the explanation of how the script works!
  20. Sorry, I'm not sure what you mean - do you mean I should add only LLI_Vendor_Clothes_Any_Basic to the NeededLeveledLists on the script's Property Form, and not VL_Vendor_Clothing? (Or, vice-versa?) Or, by 'only leveled lists that contain items' do you mean lists that contain MY items - that is, do I need to add the suits manually to the leveled lists under the LeveledItem category in the CK like I did in my original version of the mod? (As depicted in my first screenshot on the previous page.) So sorry if I sound stupid, I'm just totally confused as to how this should work! Would it help if I uploaded a copy of the mod? Then you might be able to see where something's not right. Thanks again for all your wonderful help!
  21. Hi there, those Chance percentages came from here: 0% Chance None [Removed Photobucket links because Photobucket broke them] 60% Chance None [Removed Photobucket links because Photobucket broke them] I could very well be wrong about this, because I really don't know what I'm doing, but I interpreted that as meaning that there was either a 60% chance of there being None, or a 0% chance of there being None. Is that what it means? In my original mod where I added the clothes directly into the clothing vendor list instead of using a script, I inserted all my suits into the 0% None category, and in-game they showed up right away.
  22. Ah, thank you, that's very useful info to know. So with those items clicked, it seems it should work as intended, but - I see that you posted just after I did and you wouldn't have seen the ETA I added to my post. It's strange, I added the ETA 4 minutes after you posted, but your post wasn't appearing for me at that time (maybe because I didn't refresh). I'll repeat the ETA here: Something that just occurred to me: When I made the original version of the mod, upon adding the items to the clothing vendor list there is a choice of two options under LLI_Clothes_Vendor_Any_Basic - one with a 60% chance of None, and one with a 0% chance of None. I chose the 0% option in my original mod. But with the quest version of the mod, I don't see a way to choose which option to put the suits into. With the quest, could the game be automatically putting them into the 60% category? Is there a way to make it put the items in the 0% category? Could that be why the items aren't showing up, because there's only a 40% chance that they will? But even then, I'd expect to at least see one or two of them after several in-game days. Arghh, it's frustrating - I feel like I'm so close but yet so far.
  23. No luck. I went back and tried uninstalling it, starting the game and making a new save after the 'This save depends on a mod' message, quitting, reinstalling the mod and starting the game again, went into the new 'clean' save, still no suits in shops. I loaded an earlier save from before I put the original version of the mod in the game, still nothing. I loaded an even earlier save from a whole different player character, still no suits in shops. I wondered if some sort of remnants from the original mod might be in a game cache somewhere and that this was preventing the updated version from working properly, so I even went back to the CK and remade the whole mod all over again from scratch, hoping that would give everything new ID codes and the game would see it as a whole shiny new item that had never been installed before. But noooo. No suits in shops. I can only guess that something is missing somewhere in the 'quest', but don't know how to troubleshoot because I don't know what to look for. One thought that did come to mind is, if adding clothes to shops is a 'quest', what triggers the quest? Does it just automatically trigger the first time the game loads after installing the mod, or is some action required by the player character to make it happen? And if the quest only runs once, does that mean the items will only appear in shops once and then never again? I'd wanted them to always be available like default clothes. ETA: Something that just occurred to me: When I made the original version of the mod, upon adding the items to the clothing vendor list there is a choice of two options under LLI_Clothes_Vendor_Any_Basic - one with a 60% chance of None, and one with a 0% chance of None. I chose the 0% option in my original mod. But with the quest version of the mod, I don't see a way to choose which option to put the suits into. With the quest, could the game be automatically putting them into the 60% category? Is there a way to make it put the items in the 0% category? Thanks so much again for helping!
  24. Arrgghh, it doesn't want to work for me. I thought I'd followed your instructions correctly, but the clothes are not showing up in any shop anywhere, after two in-game days. When I originally added them directly to the clothes vendor list, they showed up immediately at Fallon's basement and then a bit later at other places. But with the script, nada. Where did I go wrong? I added a new blank 'Quest' within my suits mod: [Removed Photobucket links because Photobucket broke them] Added a new script - now, there were a couple more steps here in addition to what was in your pics, what with filling in these two property forms - is there something else I should have done here? (After taking this pic, I did have to change the name I gave in Add New Script from ScriptEzAddSuitsToVendors to Script_EzAddSuitsToVendors, because CK claimed it already existed for some reason.) [Removed Photobucket links because Photobucket broke them] Inserted the script. The hats, suits and glasses are three separate mods, so I deleted the lines pertaining to the hats and glasses. I hope I haven't unintentionally deleted anything I shouldn't have, but the code compiled and saved OK. [Removed Photobucket links because Photobucket broke them] Added the info to the script's property sheet about item count, item level, what lists to add them to, and what clothing items are being added. [Removed Photobucket links because Photobucket broke them] Saved the mod, installed it with NMM and ack, nothing. The items can be seen in the console using help 4, but nothing in shops. Can you see where I've gone wrong? (ETA: This is something that's supposed to be added into the suits mod (which is how I made it), and not a separate external script in addition to the mod itself, is that right? I wondered if maybe it was meant to be a separate thing, but then couldn't see how it would be possible to find and select the modded suits to add to it.) Thanks so much again for your help, it is hugely appreciated!
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