-
Posts
530 -
Joined
-
Last visited
Everything posted by RaffTheSweetling
-
Happy 10th Anniversary to The Witcher series!
RaffTheSweetling replied to FenexFox1234's topic in Site Updates
OK so this post, and this anniversary, and this sale, well well well. I bought Witcher 3 - It's the most fun I ever had playing a game since Zelda Ocarina of Time. No lie. Hands down this game is amazing. Sorry Fallout 4, but receiving one accolade of Game of the Year from one magazine, doth not a Game of the Year title make. CD Projekt Red - Bravo. This game is mindblowing. PS.. I applied for a level design position for Witcher 4 - wish me luck, you guys. :) -
What is really important is the version of nifskope you are using. I believe there's only one version suited for SSE. Have you checked out this guy's stuff? It's a massive download but incredibly useful as it covers everything. Editing Your Models with Blender Tutorials by qualen
-
Hi guys, I have created a unique player home set inside a small cave near Riverwood and I am looking for around 2-3 people who might be interested in being testers to take a look at the mod for me, and then fill out a really short survey about the mod after testing it. I'm studying Games Art & Design at uni right now and this mod and the survey are a major assignment this semester. :smile: Thanks in advance to anyone who helps. The mod can be downloaded from my dropbox here The mod, a README, my survey w/consent form, and images showing the location of the cave are all included in the file. You can send the survey back to me here via my inbox. The mod is called Weasel's Wormhole and it will be released on PC/Xbone/PS4 in a few weeks time. Weasel's Wormhole features a new cave system with a player home built inside and contains all the player home essentials. Thanks guys! Some pics by AmaekilShath
-
Hi guys, I've been a bit AWOL these last few months as I have gone back to Uni to get a Games Art & Design degree. I am currently doing a first-year 3D modelling course learning how to model using Maya 2017 and I am wondering about its functionality when it comes to exporting .obj files with the intention to convert them to .nif files, as well as with regards to adding collision (thanks Ethreon for bringing this to my attention). 1. What do I need to do to add collision to objects modeled in Maya? 2. What workflow should I use to export models from Maya > ? > ? > CK? Please don't just respond with "use 3dsmax", as this in no way is helpful. Please let me know what workflow is available for me or what recommended method I could attempt. Basically any information to get me learning this stuff and moving in the right direction is what I am asking for please. :) I am quite familiar with modelling, UV unwrapping, assigning materials, creating diffuse/normal map/specularity etc, but just don't know what to do with my assets now. Cheers Griffin
-
It's always interesting to learn how much in common modders share. Mos Def - Black on Both Sides is one of my favorite hip-hop albums. I bought that CD after hearing 'May-December' on a 411 Video Magazine segment. Skyrim on Xbox 360 also led me to modding and to the Nexus (I didn't enjoy Fallout 3 on console, but LOVED it on PC). I started playing games with a C64 and doing tiny bits of painstaking code from ZZAP64 magazine. :) Oh and Dave Chappelle is my favorite comedian as well. (Loved his recent monologue on SNL). This was an excellent interview. I owe a lot to the '...Extended", mods; I would not ever want to play FO4 without them, and I can definitely appreciate how much tedious plugging-away goes into such plugin-creation. Keep up the good work, Gambit, et al. :)
-
In response to post #46364080. #46364325, #46367235, #46368205, #46369815, #46369930, #46370390, #46374095, #46374390, #46374475, #46374920, #46376420, #46377285, #46378940, #46379215, #46386540, #46389205, #46389595, #46389810, #46392420, #46393260, #46397745, #46399790, #46400835, #46401120, #46401925, #46402520, #46409160, #46409495, #46409765, #46410010, #46411275, #46412080, #46412965, #46413505, #46417005, #46418845, #46423325, #46427465, #46431210, #46431425, #46434125, #46434485, #46441710, #46444105, #46444495, #46449670, #46451245, #46451500, #46455475, #46456420, #46459075, #46460450 are all replies on the same post. @LUSITANER - I think there must be a glitch in the Nexus system, because I just checked your page, and it must be displaying wrong; it said you have published nothing whatsoever here for others to enjoy, which can't be right, considering how outspokenly you have slammed Elianora's work just now. I'm so confused. In seriousness, I wish I could disassociate myself from this thread completely now. I feel pretty ill seeing the way it has evolved into little more than a hate-thread. Noone deserves this much negativity directed at them. Sorry, Eli, for my part.
-
In response to post #46364080. I agree. Talent and arrogance seem to go hand-in-hand sometimes.
-
A Question about the Loadorder.txt
RaffTheSweetling replied to RaffTheSweetling's topic in Fallout 4's Discussion
Thanks, though I really wanted to know more about the loadorder.txt than anything else. That's what my question was asking. :) -
A Question about the Loadorder.txt
RaffTheSweetling replied to RaffTheSweetling's topic in Fallout 4's Discussion
Latest version is 3.1.3 Experimental, right? Yes I have that. -
So long story short - I couldn't open a mod in FO4edit, because it said "Armorkeywords requires master file DLCRobot.esm to be loaded before it." I figured out that my loadorder.txt was the culprit, and made the necessary amendments to that. While snooping around in my loadorder.txt I noticed lots of old mods were listed, and some new mods were not. And it puzzled me. I never manually enter mods on that list, so why were some listed there despite having been removed from my game a long time ago, and other mods not listed there, despite being currently active in my mod list? I removed some mods from that loadorder.txt list, because, like I said, I don't use those mod anymore. The files no longer exist in my game. And I added all the DLC info to that list, as they were not present for some reason (which let me load that mod in FO4edit btw) and now I am left wondering... Should I do more to refine this list? Is there a practical purpose in making this list true to my own mod order? Will it improve my game if I do?
-
Washed out grey textures with newest update
RaffTheSweetling replied to NCRForever's topic in Fallout 4's Discussion
Lodge a bug report on bethesda.net and let them know. The more people who report it there, as opposed to here where they will never see it, the better odds it will be fixed in a patch sooner. -
Washed out grey textures with newest update
RaffTheSweetling replied to NCRForever's topic in Fallout 4's Discussion
Maybe it's your graphics card or drivers? -
I also went back to 1.7.22 and my game is unplayable now. The screen is black apart from HUD, when I open the main menu the graphics will appear but are flickering and glitching out. I agree with Joemitchell, that the update included more than a new executable. Don't know what to do though. Can anyone else confirm the problem is happening to them? I am somewhat freaking out here.
-
In response to post #43562410. #43564460, #43564645, #43595455, #43608030, #43615050, #43615075, #43619465 are all replies on the same post. Couldn't agree more.
-
Hi Chuck. If it is in a picture frame, it might not work for my needs. I want the player to follow a paper trail, so to speak. With photos that guide the player to locations. It would just be odd to have these photos framed each time. The problem with the Marowaski (and Silver Shroud) photos, is that for one "book" object there are so many different other files being used - mutiple nifs, multiple materials, multiple textures. And when I try to reassign them all to work with my new texture, I end up with either an invisible object or a purple object. It's bloody weird. I will see if this picture frame can have its nif replaced with the photo, and like you said then just give it the 'featured item' keyword. Does the featured item keyword change where the item is stored in the player's inventory? I know it gives the on-screen view when picked up, to let the player know it is a significant item, but I have always wondered how to make a junk item appear in another category. Cheers mate Griffin
-
How to make specular maps?
RaffTheSweetling replied to Nutulator's topic in Fallout 4's Creation Kit and Modders
I believe, like the normal maps, you need to use the option 3D filter in Photoshop CS6 Extended (filters>3D) and select specular map or normal map from the items in that option list. My CS6 lacks 3D filter options, so I can't tell you how to do it myself, but YouTube has tutorials. -
The specific item I want to make is a photograph. I would like to take the Marowaski photo/s mesh/material/texture and simply make a new object that the player can pick up and look at in their inventory and see the image on it. I have been trying to get this to work for months, and failed several times. I am all out of ideas. I know I need to use low poly object texture/nif for the world model, and high poly object texture/nif for the inventory item. I know how to edit the .nif to change the material property. I know how to make the textures. I know how to edit objects in the CK and make unique form ID etc etc etc. It should be pretty easy. It should 'all just work'. But I cannot get this to work at all. I REALLY need help, as this object, and this premise of 'player looks at photo and sees where to go next' is an important part of the mod I am making. hope you guys can think of a way for me to get this to work.
-
Well I'll be damned. You are right. It is clipping through the map. Half the door is buried underground. I have another one in Concord at the Entrance to the "Workhouse". And sure enough, it is clipping through the ground as well. Gave that a try and no luck. The message said "no papyrus scripts attached", but no other data. :sad: I don't use Homemaker, and have actually never installed it either. :sad: No I don't use any of them. But it was similar thinking that made me try Beantown Interiors. That wasn't it though. It's the darnedest thing. :S Yup. Definitely, but which one? That's the million dollar question. I'm only running a small number of settlement mods too. :sad: EDIT - found it. It was the Cliffside Player Home mod. :)
-
Throughout my game I am finding this half-door door object. In most instances it is in front of other doors, acting as a teleporter, and it looks okayish. But here, as can be seen, it has replaced the vanilla door, and as it is only a half-door object, there is nothing to conceal the graphics of the walls, and building, on the other side. I have disabled a few mods mods in the pursuit of the cause, as it is pretty jarring, but none were the cause. I'd really like to figure out which mod has replaced this door with this half-door variant and get rid of it if I can. It did not come from : Beantown Interiors Workshop Rearranged Rebuild - Modular Sanctuary http://i.imgur.com/zQSqHzh.jpg http://i.imgur.com/gHWZDNI.jpg http://i.imgur.com/4FdNF4r.jpg