Jump to content

DiodeLadder

Supporter
  • Posts

    324
  • Joined

  • Last visited

Everything posted by DiodeLadder

  1. Hello niston, I've quickly hacked up one for you in Blender, see the attached NIF file. Here's how : 1) Export the source nif as .obj using Nifskope 2) Import it into Blender, with orientation set to Y forward, Z up 3) To see the texture while editing, apply the image texture as .png file and set up the nodes to use alpha like this (The settings in the right panel should be set up for Alpha, as seen in the screenshot) : 4) It looks like Bethesda used 3 different letter mesh widths. Go into the mesh edit mode (hit Tab from layout), and you'd notice that each letters are on separate faces. You can move these, duplicate (shift + D), or just create new faces. These can be UV mapped in the "UV Editing" Tab. 5) Export when editing is done, as an .obj with orientation set to Y forward, Z up, and scale set to 0.10. 6) Import the .obj in OutfitStudio, uncheck Sub Index and Skinned. Export as a Nif. 7) Do the copy paste stuff in Nifskope. ....Just a very quick run down of the process, but I hope this helps. Good luck with your project! :smile:
  2. The problem you are seeing might be similar to what I found with the lock level "Requires Key" : https://forums.nexusmods.com/index.php?/topic/7236336-is-the-lock-level-requires-key-broken Novice-master level locks should block NPCs properly, but doors requiring terminal or key exist specifically to control progress, and it sure is frustrating that this bug exists. A door requiring terminal can be blocked using a navcut (which should be disabled when the door is unlocked). A door requiring a key, which can be actually used by the owner of the key, is trickier to handle. :confused:
  3. Hello Taxivader, Check the "Object Template" in the armor edit window (button on the lower left will open another window), and there you should find a material swap setting (lower center part of the object template window).
  4. Hello vonBennett, The decon arch by itself won't do anything - it only plays animations when activated, that's it. You need a collision primitive that provides the healing effect, and this should be linked from decon arch via keyword TwoStateCollisionKeyword. The decon arch you'll find in the Institute (close to the fusion reactor room) has this collision primitive with appropriate script. The best way to do the radiation healing effect itself, however, is by placing the hazard marker used at the entrance of Mechanist's Lair (it uses gradual healing, rather than by blocks). That one is the smoothest.
  5. For making caves, one advantage you'd find in worldspace is that you have a ground you can edit to your liking, like intricate and flowing elevation changes. In Skyrim, Blackreach was done as a worldspace. I think one of the caves belonging to forsworn (the long one going up) was a worldspace, too. I think editable ground is a good enough reason to use worldspace instead of interior. :smile:
  6. You might want to think about practicality of working with a large cell, though. For example, if you want to work on navmesh, entering the editing mode would probably slow down your machine. Simply displaying all the markers can take a long time as well. These are kind of things you may not notice while just putting together static meshes. Vault 88 and Mechanist's Lair are two of the largest cells (nowhere as large as the limit being discussed here), and you might want to check them out just to see if you like working with such large cells. I guess you could create layers for separate sections, though, so that you could turn off parts of the cell while you work on one section. I think navmesh gets displayed for the whole cell, so that could still be annoying to work with.
  7. Yeah, I'm not big on power armor, either. And that's the reason why it took me a while to find this issue. Personally I think it is a good habit to test things you don't normally do, because everybody plays the game differently. Just by making the box taller, you can fix this issue. I wanted to mention this issue because when it happened I had to spend some time looking for the cause. About the loading time, how long it takes may have more to do with the DDS textures being decoded. I was looking at activity monitor on my PC the other day, and the load screens lasted far longer than the actual activity on drive when running Fallout 4. I've read that Fallout 4 decodes textures with frame rate limiter on GPU, and this is supposed to be the reason why loading time is so long (there's a mod that unlocks this to make the loading time quicker). Your cell isn't filled yet, and have only a few material files, but this may change when you have more texture sets being loaded.
  8. By the way, Roombounds in Fallout 4 has this problem : It's a video I made a few years ago when I was first getting into CK. What I am demonstrating here is, when the roombounds is setup for height of 256 units, getting out of a power armor in this room would make the PA in its furniture state to become invisible. :teehee: The upper floor in the video has the same ceiling height, but the roombounds is setup with a taller box. It looks like your room has a ceiling height of 256, so I thought I'd mention this issue. You could get around this problem by grouping larger chunks rather than doing every room (or by using Pre-Vis instead).
  9. Now that I think about it, I remember seeing that happening in RedRocketTV's video on pre-comb/pre-vis, where he shows a problematic mod without optimization (I think his example looked even worse than yours). I guess the cells in my project hadn't yet crossed the threshold where this problem would happen.
  10. Wow, I haven't seen that here before. In the past several months, I had pre-combine and pre-vis turned off in the North End area (the other side of Charles from Bunker Hill), but so far things are looking normal in my game (aside from low FPS). I just checked, and I have Object Fade at max setting. I have a Radeon RX580 8GB. It might as well be another engine bug, lol, I don't know. :teehee:
  11. Hello niston, I think you can just check the "Show Sky" and not use the Sky Lighting. I remember doing that in the few of cells that needed exterior LOD views, but wanted hand placed lights. I am not sure about the texture/distant object part you speak of, though? I don't think I've seen that myself, but I have a pretty bad sight. :laugh:
  12. I've said "daylight" in my post, but I think it's just a max light value coming through, and is separate from actual sun light value. (too bright, isn't it?) What I've meant to say was that, by having the "show sky" turned on, this blinding light from gaps would get turned off. :happy: I think this is the reason why some interior cells in vanilla Fallout 4 have the sky turned on, to not have to care about the gaps. (Institute Old Robotics, Mechanist's Lair, for example.) About the immersion stuff - as much as I'd agree on what you say, our boss is Creation Engine here. In the project I'm working on, I'd have a lot of places that would require suspension of belief, lol, but I'd rather have something fun than realistic.
  13. This "daylight" from un-closed gaps is used even in other game engines, too. I was playing Nier Automata the other day, and I saw the same thing there. Rise of Tomb Raider had it, also. I saw a couple of gaps showing like this in Control as well. I don't think this is a Bethesda thing. As far as Bethesda engines go, I remember seeing it in Fallout NV (the hangars in Nellis, and some factory windows had this as a lazy lighting effect). I'm pretty sure I saw some gaps showing like this in Skyrim, too. I don't think this is new to Fallout 4. I think you could avoid this effect by having the sky turned on in interiors. It maybe that many of Skyrim interiors had sky showing (caves had sky light coming through in many places), and this "daylight on gaps" thing didn't happen? I think the "blinding" effect itself comes from ImageSpace, though, probably how the absolute max light is handled in combination with the exposure setting.
  14. As far as the size go, I've done a room in an interior cell exactly that size myself, and I didn't have any issue with it in my case. I didn't have too many objects in it, though, and how much stuff is supposed to be visible at one time might be more of an issue in this kind of scenario. Interior cells can be very large. (take a look at Vault 88 or Mechanist's Lair) By the way, you can just check "No Sky" and "No Landscape" in your worldspace window to use it pretty much like an interior cell, also. It can be a nice option if you are doing a location large enough that you need dynamic loading. Long straight visible area can get pretty taxing on the game engine if you have a lot of objects. So if you are going to have lots of machines in your location, you might want to think about ways to break up line of sight.
  15. There should be no problem removing the overriding records in your .esp, since they will just fall back to the original records. I've never used that navmesh object function (I suppose it's for the settlement pieces?), so I wouldn't know exactly how your problem happened. Project Cathedral is looking great, by the way. Good luck with your project! :smile:
  16. Yeah, that would be handy wouldn't it? I haven't found anything like that so far, though. Maybe it can be done as an interior, with sky turned on, but "sunlight" is placed manually only where you need it? DefaultLightWhite has a sunlight variation, and you could use the emittance source in object ref editor to simulate day/night cycle with it.
  17. Hello YDNKMN, I think it might be possible that the sunlight would not remain as a "shadow light" in long distance. Shadow lights are huge performance hit for the game engines, and I'd imagine after a certain distance, it would stop casting shadows. Maybe when it doesn't cast shadows, it will pass through meshes like other non-shadow lights.
  18. Hello Doc, The error looks to be actually from another cell, with the ID being 000000025? It says, "NavMeshGenCell", and the ID being so early, I suspect it's something used internally by CK : Breaking pre-combined meshes/visibility actually should not give you any errors. At least, I've never seen one here. Maybe looking at this NavMeshGenCell and see if there's anything weird in your .esp would help?
  19. Hello Indarello, In the material editor, you need to : 1) Turn off "Environment Mapping" on "General" tab 2) Assign the file to "Glow Texture" in "Material" tab (encoding = BC1, BC3, or BC7) 3) Check "Emittance Enabled" 4) Make the "Emittance Color" white 5) Set "Emittance Multiplier" = 1.0 as a start (if it is too dark/bright in game, you can adjust this multiplier) 6) Check "Glowmap" One thing to note : In Fallout 4 engine, you can't use both Environment Map (used for metallic materials) and Emittance at the same time in one material. For example, on Pip-Boy, the parts that use environment map and emittance are on separate materials. The "detail map" you are talking about would be a normal map, I assume? Fallout 4 uses Direct X format for the normal map, so if you are using a texture from another game, you may need to convert it (flip the green channel). If it's in a wrong format, your texture will look as if the light is hitting it from a wrong direction. The normal map and specular/gloss map should be in BC5 or BC7 format.
  20. Hello niston, I'm not sure what you mean by "indirect drive" - would you mind elaborating on this? I'm using TranslateToRef on a dummy activator that acts as a attach host to train car mesh. The micro nudge happens mostly when the train car is climbing up, and when things are horizontal, it's usually smooth (but not always, somehow). This can get worse at faster speed, however. What I was trying to do was to have a firefight like in the "On the Rail" section of Black Mesa, where the player and marines would exchange fire on trolley cars. This isn't really the most important section of my project, so it's on the back burner at the moment (and probably get cut). The initial testing of a firefight between 2 moving platforms ended up pretty boring. Passing through the 23 worldspace cells I've tested didn't feel all that long, either, and that's another issue. So, even if I didn't have the Havok issue, I may still have a much bigger problem of the whole scene not being fun. Just like YouDoNottKnowMyName said earlier, for me, I'm not sure all this is worth the time and effort. :turned:
  21. The train mod I mentioned takes place in an "exterior", BTW : I thought I'd mention it because it looked like what you are looking for. I don't know how this is done at all, though. I think the environment is in a loop (well looked that way when I saw it the last time). That's more or less my line of thinking as well. It's so easy for me to get excited about details, lol. :laugh:
  22. The biggest issue with a fast moving platform in a horizontal direction is that you get "micro nudging" problem on the camera from Havok, as well as unnatural jumping. Like niston said, I think using an NPC as train car is probably the most trouble free in this context, but not being able to move around in a train for the entire trip probably won't be fun, lol. Here's a very simple script I was using earlier this year to test a train moving through a long distance in a worldspace : This one follows an array of target destination refs like this : Having a destination in an unloaded cell worked just fine (I've tested a distance of 23 cells). The issue with Havok, though, is bad enough that I'm not sure if I can use this in my project. I was also testing a firefight between two moving platforms, and that didn't feel all that exciting either (the enemies end up being in the same positions on screen = boring). While watching a video of the Train quest mod, it looked to be somehow moving the environment rather than the platform, since I didn't see any of the Havok behaviors that would happen on a moving platform. I haven't downloaded that mod, but maybe you'll find a different/better solution there. I think another issue is that there aren't that many objects for the tunnel to create an interesting environment. Anyway, good luck with your project! :smile: Edit : I was attaching a train car to an activator, as activators seem to be a better host for attach ref in this context.
  23. Just to note : duplicating a worldspace can take some time, so be patient. I've done it only once - it took a long time, but it did finish without crashing. Good luck!
  24. Maybe I've missed the point somewhere, but if this is your goal, isn't simpler to 1) duplicate the vanilla worldspaces, 2) modify this new worldspaces/delete unnecessary refs, 3) make all your quests point to your new worldspaces. This way you don't have to deal with all the acrobatics to keep the vanilla references mentioned in this thread. Since your mod is not overwriting the vanilla worldspaces this way, it would be much simpler to work with.
  25. Hello lyosea, In Outfit Studio, you need to go to property for the each mesh, and in the "Geometry" tab, you need to uncheck "Sub Index" and "Skinned" for static meshes. When exporting .obj from blender, make sure you set the export setting to Y Forward and Z Up. I just saw your table/chair set, and I think you have too many polygons for the legs for table, donut shape under the table, plate, glass, and cookies. Bethesda may use more detailed meshes for weapons, for example, but those objects are meant to be higher in poly count because of how much screen space they occupy in 1st person view. You might want to try test baking normal maps with lower poly count, and see how low you can go. In any case, I think you should have a look at Bethesda's own assets, because that should tell you what sort of assets the game engine is expecting. Your table/chair thingy has too many pieces. Good luck with your project. :smile:
×
×
  • Create New...