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FIXED!!!!! Omg. Feels so good. I have to thank you Steve40 while you might not of meant it you made me realize that glass materials are made to suit their enviroment and ideally I can't just take a transparency material I saw somewhere and hope it works in my enviroment xD That made me finally swallow my fear and start playing with the material numbers. Have NO IDEA what I was doing I finally kind of started to understand what all the numbers meant through trial and error and now I have this #proud #hashtagsonnexus #justkidding #ami? I can now move on with the rest of my custom institute pieces without frustration. For those wondering it /appears/ that the inversion of color comes from the player camera exceeding the position of the Falloff Stop Angle in the material. If you want to literally rub your nose on the glass it seems you need a negative stop angle as that would mean the player camera can't exceed 0 (due to collision) That is to say that the falloff stop angle is how close a character can get before the material stops changing appearance. If the camera can exceed that distance, the material is forced into negative numbers and therefore starts to look inverted.
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Heya Steve Both Changing Env Map LOD to 0 and Map Mask Scale to 2 made no perceivable difference. I think maybe LOD made the "image" in the glass appear sooner on approach to the window but that might be my imagination. Could if be falloff? angle of falloff in particular? I'll have a play with that because I realized my reference, the institute elevator is a rounded surface and might have a angle that suits that.
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Someone suggested if I produce more visual guides as to what I have personally done that it may be easier to help me. So here goes. I had some minor success by only using the shader property values and removing the material reference from the shaderproperty entirely. However the glass was still kind of foggy. Here are three comparisons With what I tried. The problem is that 1. doesn't entirely solve the issue 2. is what vanilla assets seem to do with glass and 3. is just a failed hunch and appears like 2. 1. looks like this in game 2 and 3 look like this in game. And the vanilla glass that I am basing this off looks like this in game The confusing part is that the above working vanilla glass looks more like comparison 2. than comparison 1 or 3. As I note in the edited screenshot the values in the vanilla shaderproperty are different from mine, and importantly are different from the material themselves. What I want you dear reader to know is that I have tried their values. shown in the working vanilla version. The ones you see in the comparison are the ones I took from the material itself using a material editor program. In otherwords. It doesn't seem shaderproperty values matter /at all/ when a material is assigned. As shown by comparison 3. And anecdotally through me trying these values in the past. So thats where the confusion lies. The material. The material I am using is the exact same one the vanilla version is using same file, same archive. InsGlass02.BGEM Yet when I use it, its all gross and weird. When its on a vanilla asset it works perfectly and you can barely tell I'm looking through 2 panes of glass on a glass elevator shaft in the Institute. I have rechecked my UVs, I have as you can see used the correct paths in the shader property (both sets) And at one stage I even deleted my own shader property and whole sale imported the block from the elevator asset. Still borken. So that leaves me to believe its something that I missed in the /modelling/ or /export/ phases of creating my own window. Any insight would be appreciated.
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Hi all I have been having an issue with the way the glass looks in my custom window model when a player approaches it. within a certain distance anything on the other side of the glass looks inverted and further away the glass looks way too glossy. I posted a thread here looking for any insight a few weeks ago but didn't receive any answers. At this point I'm desperate as I am finding it very hard to move on without resolving the issue. Heres a link to the original thread. https://forums.nexus.../#entry53809068 If you could please post any help there I would be extremely grateful. I'm sorry if this seems like post necro but I feel I waited a long enough time before asking again.
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Still need help with a glass problem, inverted colors
Rorax posted a topic in Fallout 4's Discussion
Posted in the wrong forum. sorry. -
Unarmed and melee combat is fairly bad outside of VATS in FO4 and after doing an entire play through as an unarmed character I am fairly certain I know what the pea to the princess is in that regard. NPCs can and /will/ infinitely block the PC if they use melee and unarmed attacks this is especially bad for unarmed. Currently in order to get around the infinite block pattern you are required to break distance with the NPC in order to force a change in their AI. This is extremely frustrating especially in heated and extended fights. The idea of the mod is simple (whether it is in practice is another story of course) If a NPC is blocking, and the PC uses a heavy attack it will "guard break" the NPC so that they can't guard again for a second or two. The heavy attack is still blocked but any following attacks can't be blocked in the following seconds. This does several things for close range combat IMO 1. prevents combat flow from being broken 2. elevates the usefulness of non vats close combat play 3. makes the heavy attacks stamina cost worth more 4. makes close combat less brainless. Thank you for considering my mod suggestion. Any questions welcome.
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My custom glass inverts the colors through it. Help!
Rorax replied to Rorax's topic in Fallout 4's Creation Kit and Modders
The material file is the same one as the one from the reference nif above. -
So I have no idea what the issue is here and any insight would be great. this is my first transparent nif object so I could very well be missing something obvious. https://i.imgur.com/Tzi2LJ2.png As you will see from the link above the glass inverts all colour through it. Its also quite a bit darker than the VltWindowPanel01Clean.nif I took the material from. I made sure that the shader property was an effect shader rather than a lighting shader too. The glass also appears opaque in nifskope unlike VltWindowPanel01Clean which appears transparent just fine. I feel like there is a property value somewhere I am missing but I feel like i have checked and rechecked the two BSEffectShaderProperties to the point of absurdity. Thoughts? Answers? I would be grateful for anything. Thank you! Edit: So I changed it to institute glass to check that I wasn't crazy. Heres what it Looks like when I rub my nose up against the glass in the institute. https://i.imgur.com/vAaPrOd.png Heres what happens when I rub my nose up against the glass in my window. https://i.imgur.com/MGpMeuq.png
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Placing Power Armor in the CK?
Rorax replied to Rorax's topic in Fallout 4's Creation Kit and Modders
Good Gravy I'm an idiot. Turns I didn't even have the plugin enabled. Never mind -_- -
Ignore I'm an idiot I am trying to place a frame with power armor on it in the InstituteFEVLab interior. copying the national guard training yard third interior (the locked armory) it appears that its a matter of placing the power armor furniture object of your choice. In the NGTY example its a LvlPowerArmorFurniturePartialNoCore So as a test I dragged the exact same object type into the fev lab cell and it doesn't show up. Doesn't matter if its a new game or a reset cell on an older game. No power armor where I put it. What am I doing wrong? What am I missing? I searched the forums for the issue but others don't seem to have ever asked the question.
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SOLVED: Thanks steve40 I have created a few custom pieces of structure. I'm working on and institute set, I have done all the blender > max > nif > elric > mesh work. I have everything in game and working quite well except. I have my connection points well and truly where I want them. And in most cases they work. All but in one pretty normal configuration. On with the screenshots! This works fine (although odd because they aren't meant to go together xD) This works fine This works fine BUT this /doesn't/ And I have no idea how to fix it I thought it might be WorkshopItemOverlap as an actor value in CK and to some extent its true. Thats how I got the third screenshot to work so it /seems/ that value dictates how many units a model can clip into it or something. probably not quite since 128 units is half a "square unit" in settlements. To that effect I have tried values of 8 to 128 and both the ceiling piece here (a test object) and the walls currently have the overlap value at 128. As you can see it works with the shack walls. So I thought I might of had the connect points placed wrong. But the ceiling points on the shack wall and my institute wall are both y -128. If anyone has some insight on this particular issue. I would love to hear it. If you are wondering why I don't just clip the wall model back so that they don't clip in the first place. I intentionally built the model like that so that the inside curve didn't create a bizarre sharp edge. If I absolutely must. I will. But I know there are other workshop items that clip when snapping just fine so I would love to know the answer.
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CPA Snap Points not working. Help!
Rorax replied to Rorax's topic in Fallout 4's Creation Kit and Modders
Thanks again for finding those. I followed them to the letter but nothing has fixed it. I took a different approach and dug up ShackMidFloor01Foundation02.nif on a theory that my multiple collision objects were what were getting in the way. I have since reordered my nif to match that one as closely as possible. Including block order in the hopes that /something/ gives. Turns out. That for HOURS I was barking up the wrong tree. My entire problem was on the CK side. To ensure that a object like this sinks properly unlike a flat floor. It must have the WorkshopPlacementAllowWaterAv in the Actor Values of its Static object -_- Have a picture for our troubles. https://i.imgur.com/lYCTcqu.png