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Chiaro22

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Everything posted by Chiaro22

  1. If you haven't done it already, cleaning it with FO4Edit is always an idea.
  2. I haven't tried this myself yet, but I think it's got to do with using transparent glass windows and setting up an (exterior) location in the common data of your interior.
  3. Which objects are tied to precombine and previs data? Is there a way to find out?
  4. @krollo Turning down the directional ambient light settings to 0 also helps a lot.
  5. How do you edit the heightmap? When I open the landscape editing tools, I cannot get the edit radius to show up in the render window, nor can I adjust the heightmap in any way by left-clicking, and by right-clicking I just rotate through some textures. Has something changed? Is there a setting I'm missing?
  6. You have to go to Edit Attributes, scroll down and there's a field where you can write in the numbers manually.
  7. Why wouldn't they though? After all, it's their game. Once they made the site, for a large part in order to get mods to Xbox and PS4, why would they not include PC mods? Concerning paid mods etc, they have other games in the works besides Fallout and TES. I'm not saying it won't be revisited for TES or Fallout, but it could be tried on other upcoming franchises too.
  8. You can change the cells/grids to load in File-Preferences-Render Window-Grids to load.
  9. I updated the first post with an image example. Yes, it sounds a lot like orphan verts, but the thing is that instead of 1 extra orphan vert I can suddenly get 20-25, spread out across my navmesh, at places I haven't touched at the session where it happens. All the yellow verts are unconnected to the navmesh (I assume that's why they are yellow), and can be moved around and connected to the orginal navmesh. They seem to appear mostly at the edges of the navmesh. It's possible to delete them, but it's not very efficient to navmesh by hand for a while and then have to delete an increasing number of free-floating yellow vertices every 5 min. I haven't tried finalizing with them, cause I've kind of just quit and re-started. It could be it happens more often (or even only) when a navmesh vert is accidentially placed higher because of a static, but then there's all these extra yellow verts too. I''ll try to pay attention next time it happens...and the next...and the next, to provide more empirical evidence. When I start new interior cells I've always usually duplicated the markercell and deleted everything except the navmesh there. I think I read somewhere at a time that deleting that could lead to problems, I don't know if that could have anything to do with it. I never had such things happening in Skyrim, though.
  10. I know what you mean, but it's not cover edges, it's square vertices just like the green ones, only yellow. It has happened with several esp's too. I don't know if it's a bug or if I'm doing anything wrong, but it never happened with Skyrim.
  11. Sometimes when I'm navmeshing I'll suddenly start to see yellow navmesh vertices appear here and there. They are disconnected from my main navmesh, and typically appear when I hover over a green navmesh vertice, as if it's duplicating itself. When this starts to happen, when I zoom out, I can often see that there's a lot more yellow navmesh vertices in my cell, vertices I haven't placed myself. At this point I usually half-panic, quit and restart, and then it's back to normal when I start it up again. It seems to happen more oftenly when I'm trying to do micro-changes on my navmesh (like adding new ones to an edge) rather than big "walk-the-dog" sessions. Has anyone else experienced this? Am I hitting any hotkeys unaware perhaps? Example: http://i.imgur.com/S0pqp62.jpg
  12. I'm trying to place some dead feral ghouls in an interior, but whatever I do they all end up with missing heads: http://i.imgur.com/5ZA9ptj.jpg How to avoid this? Why does this happen? It looks good in the CK, but looks like this in-game. These guys are of the LootCorpse-type btw.
  13. Although not as abundant as in previous games there's still some exterior houses in the CK you can use as references. Also, the exteriors often tend to be built unrealisticly small, so I think it's often good to up the size a bit for the interiors. If the exterior is a 3x3 it could work with 4x4 for the interior. It's also possible to not use a whole wall length, so it'll be like 3,5 x 3,5. Some of the Solitude houses in Skyrim have way larger interiors than exteriors, so in my book it's perfectly OK to "cheat" and deviate slightly from the exterior so that the interior works better as an interior.
  14. This is how it'll typically look if you've set up roombounds without connecting them with portals, or there's gaps between the roombounds...have you set up roombounds? Anyhow, I see some meshes don't render, the white is the void.
  15. Yes, please do bring on more banal twitterings! Even though Bethesda and Valve turned around, the topic itself hasn't cooled down. Paid mods raises so many complicated questions and fears, and I think the community as well as Bethesda will benefit on debating some of them. The aftermath of this fiery sheitstorm is a better time than, say, a random day 2 years from now...
  16. I just recently had this issue with one of the standing sarcophaguses. I found out that when I copy and pasted the setup from the warehouse prefab cell I had forgotten one of the pieces, namely the CreatureAlcoveMarker sticking out of the sarco lid. I know it's important to get all the pieces, but in my haste I just had copied the lid and the sarco plus the trigger and green marker... I placed the green draugr marker just outside in the void, and edited the navmesh in front of the sarco to fit better, and suddenly it all worked, at least from a coc command. I haven't tested all connected up yet.
  17. It's step 4 in this tutorial. http://forums.nexusmods.com/index.php?/topic/809556-from-l3dt-to-skyrim-heightmap-tutorial/
  18. You should update your tutorial with under # 14) to choose "16-bit unsigned manual scale" and remember to double-click InvertY so it read = false. Also, I can't get more than 5 digits under #4, so it only reads 1.82882.
  19. I referred to the Dark Creations wiki yes, plus I saw that the forum was very inactive, but now I see they've set up on Dark Creations with their own forum, so I guess things are moving along.
  20. How is this project going? The latest news on the Darkcreations' Beyond Skyrim-pages are from 11th of January 2012, and the forum page it links to hasn't seen much action recently either. I hope it progresses well in the shadows, cause it sounds like an interesting yet very ambitious mod.
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