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Posts posted by 5like
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I think this is for the better and you'll get a lot more people involve. Thanks for considering the complains.
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Hi khazerruss
I kinda like the idea of having a framework respective of certain conventions to avoid clipping and i will in the future work on some armors for Fallout.
On the other hand, some of your TOS restrictions are an absolute no go for me. Starting with point #01
1) By creating any file that's slave to DesolateEquipSlotFramewok.esp you agree and give me full rights to use, edit and redistribute this file as long as you are credited and also acknowlede and give me permission to credit you.
That alone drove me away to ever mod for your framework. This is nvidia TOS level of control and was the reason i did not enter the contest. If you reconsider it, you may drive more people into your framework.
Then #02
2) You agree that I can decide to put your mod down from nexusmods.com if in my opinion it doesn't match the 'Terms of Use' or 'Instructions' section on this site.
So it's up to you to decide if the content an other creator made was a waste of his time or not ... again ... no go.
Also
-All clothing have to be in Fallout postapocaliptic climate
-NCR and Legion (from FNV) outfits are not allowed
Those points are kinda of limiting artisticly speaking, for no other reasons than you personal tastes. And that is not good at all for a framework. I hope those points are exclusively part of your "for this pack only".
Anyway i wish you luck in your projects.
Regards.
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I found an even better solution for the doorways, but i'm not sure anybody is ready for it ... Navmesh the area you dont want your NPC to go ! It just work ! ... Now i'm confused.
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I feel your pain, i have been fideling arround for two days straight and i have reached the conclusion that navmeshes, AI and bhkNPCCollision does'nt want to give you an easy time.
Anyway, i do use vanilla stairs indeed. The trick is that you have to place the snap node just on spot otherwise the NPCs will stuck themself. Also on my specific shape, there is still one spot i can't get them to use properly and it is on the bottom halph of both sides (where the navmesh exeeds the platform the most).
http://image.noelshack.com/fichiers/2016/30/1469820493-navmesh-issue09.png
Oh! The doorways ... I ended up looking at what vanilla do and did it my way instead, the good news is, it kinda work. I just exeeded the 'selection box' of my model both ways so the NPC will detect it. It's not perfect though, but vanilla ones aren't either so ...
http://image.noelshack.com/fichiers/2016/30/1469820393-doorwaynavmesh.jpg
I stopped finalising after a while due to inconsistent results. Re-did every navmeshes without finalising. Didn't use find covers at all, but i guess it could work with wall detection, i'll have to give it some try.
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Ok so results of the "Full navmeshed shape" are kinda surprising ...
http://image.noelshack.com/fichiers/2016/30/1469707157-foundation02.png
Exemple 01 :
The foundation is placed high, the NPC can't enter the "triangle section". But if placed real close to the ground he can go in no issue.
http://image.noelshack.com/fichiers/2016/30/1469706004-navmesh-issue06.png
Exemple 02 :
Two foundation are snaped side by side, the NPC can go through ! Overlaping Navmeshes isn't an issue in that case.
http://image.noelshack.com/fichiers/2016/30/1469706010-navmesh-issue08.png
Exemple 03 :
Same as above with the foundation connecting by the other side, the NPC can go through ! Overlaping Navmeshes isn't an issue in that case.
http://image.noelshack.com/fichiers/2016/30/1469706008-navmesh-issue07.png
Also, it's surpising to note, that the NPC's will not jump of the foudation as i initially thought, they will use the stairs instead.
Kinda wird indeed, i'll run some more tests, as there still the first exemple to solve, and the fact that NPC's do not go under the foudations at all when placed high enough.
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In CK, the margin you left is more of a wildguess than anything at this point.
I think overlaping Navmeshes ar not an issue anyway, it's more to tell the settlers don't fall of that platform.
I didn't try to do a full rectangle yet in order to avoid NPC's jumping of the foundation, but i'll give it a try to check if i'm correct about overlaping.
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Reserved for the solution.
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Hi fellow mod authors,
I'm having some trouble with some specific navmesh shapes. I made a custom foundation for my Fallout 4 mod, but the probleme is, before i dig deeper in this kind of exotic shapes, i would like to know if any of you has attempted to do similar thing and if there is a known solution.
Here is a screenshot of the foundation with it's navmesh so you know what you are looking at bellow.
http://image.noelshack.com/fichiers/2016/30/1469640408-foundation.png
- - - - Navmeshed Areas
- - - - Unreachable Areas
Exemple 01 :
The foundation is on the ground, the NPC can't enter the red area.
http://image.noelshack.com/fichiers/2016/30/1469638770-navmesh-issue01.png
Exemple 02 :
Two foundation are snaped side by side, the NPC can't go through the red lines.
http://image.noelshack.com/fichiers/2016/30/1469638772-navmesh-issue02.png
Exemple 03 :
Same issue as in the second exemple but with the foundation connecting by the other side.
http://image.noelshack.com/fichiers/2016/30/1469638774-navmesh-issue03.png
Exemple 04 :
When connected by their "straight" side, the NPC can go through no issues.
http://image.noelshack.com/fichiers/2016/30/1469638776-navmesh-issue04.png
Exemple 05 :
When connected to a squared shape, the NPC can go through no issues.
http://image.noelshack.com/fichiers/2016/30/1469638780-navmesh-issue05.png
So i hope the images explain the issue a lot better than a long ever lasting text. What i would like to do is allow the NPC to go trough every situation with success.
Any idea and/or insight will be deeply appreciated.
Regards, 5like.
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Ok so ... i think i am on to something, but it's wird.
This time arround the fix works in-game, but not in the CK. Not a big deal to me cause only the in-game result matter.
Using Nifskope again,
- Create a Static Collection in CK containing an object i know is bugy for exemple Data\Meshes\SetDressing\MetalBarrel\MetalBarrelGS01.nif with some planks or anything purely static
- Make it so you can build it via build menu in game. You can find the nif to use by double clicking your static collection in the object window
- Try to build it in game and you should see it reacting to havok physic
Then
- Open your Static collection in Nifskope
- scroll down until you find a NiNode called xxxxxxxx_PhysicsMerged_L01[xx]
- Just a little below is a NiBlock called BSXFlags
- Expend it and edit the Integer Data by clicking on the little flag icon
- Uncheck everything and click ok
- save and try it again in-game it should know stay static
It works for me for now, but if some of you want to confirm it, it could help a lot of mashup makers.
The workflow is 99% in CK using "Static Collection" to group you statics, allowing full collision support and auto generating a .nif containing all the assets of the mashup. Only one checkbox to uncheck in NifSkope per static collection subject to the bug. + No Bounding Sheres to edit what so ever.
I hope some of you will find interest in helping me debunking that fix.
Regards
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Hi everyone,
After some time (
Days ?) on iti think figured out a solution. I will need further testing in-game to see if everything works as expected, but here it is.I used Nifskope to edit the value of the PhysicsMerged of my static collection, and pointed it at something in the collection that i know have no physic at all.
Edit : It fixed the issue in the editor, but looks like it broke the nif enough to CTD in-game.
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Almost solved ... Maybe
Hi everyone,
I'm confronted to a wird issue, maybe some of you have allready experience it and/or have a solution for it.
I use "Static Collection" to make some mashups of pre-existing meshes, but some object that don't have havok simulation when used alone sudenly have when grouped with others (in a static collection).
Exemple :
- Data\Meshes\SetDressing\MetalBarrel\MetalBarrelGS01.nif
If used alone it is not affected by havoc physic, if used in a static collection havok physic comes in.
What i tryed so far :
- Creating a new static pointing at the nif i wanted to use in my collection
- The "don't havok settle" check box in the properties of the object
- A script named "defaultDisablehavokonload"
- Editing the nif with nifskope to disable havok physic at the source
- Using Outfit Studio trying to break the physic data by creating a mashup with an object i know is purely static
The first one have no effect what so ever, once combined with others static meshes the havok physic comes in.
The second have no effect at all
The third is kinda wird, the object go straight trough the floor and stop somwere under the map when placed via build menu in game.
The fourth doesn't seem to be supported yet
The last broke the collision data but kinda kept the physic in place
I choose static collection to make my mashups because it allow an acurate auto generation of the collisions and can be done directly in the CK, however, don't hesitate to tell me if that is a bad idea.
Thanks for any help you can provide.
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Ok, so after a lot of diging, i found a solution.
Thanks to BronzeIVScrub on reddit, it is in fact real simple to fix.
BronzeIVScrub- Select the companion in console (or PRID <actor ID>)
- type either 'caf' or 'changeanimflavor' and hit enter
I hope it will help other with this nasty bug.
Regards
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Hi,
i kinda have the same issue only with an other companion (X6-88) in a different idle pose. Did you ever find a solution to this issue ?
http://image.noelshack.com/fichiers/2015/51/1450452668-377160-screenshots-2015-12-18-00001.jpg
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When the time come, i'll try my best to prove you wrong. x)