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Everything posted by markusm1000
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Worried about future mod creations
markusm1000 replied to daveaspec's topic in Starfield's Discussion
NPC actually wear what you see, but if you want to get it, you have to use the console (removeitem, removeallitems). Things you loot are like death items in the old (Skyrim, FO4) system. I think it's because of the new spacesuit system. -
Right, the Player isn't a NON-Player-Character :wink: Players ID is #20 (0x00000014), the "player" in the actorlist is #7 (0x00000007). So there is no actor #20, you can't use the player as template. (And only for the vault suit and the wedding ring you do not need a template).
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My Nemesis – Precombines
markusm1000 replied to pepperman35's topic in Fallout 4's Creation Kit and Modders
Current Cell Use F4Edit to check you are in the right cluster. Just use "Create Archive" in the Creation Kit -
Protection from radiation in settlement buildings!
markusm1000 replied to Lehcar's topic in Fallout 4's Discussion
They have Rad-X and Radaway. This worked for 200 years. Now this person who has slept for 200 years wants special treatment? Go back to your vault and go back to sleep! -
Yesss. Like PJMail told you, TheCastleExt02 ist the mothercell of this cluster. Short Version: In the "World"-menu choose "PreCombine Geometry for Current Cell". In "Visibility"-menu choose "Generate Visibility for Current Cell". In "Visibility"-menu choose "Generate Precombined Visibility for Current Cell". Long Version: Read Understanding precombines, previs and why mods that disable them can cripple game performance.Read Fallout 4 Optimization and Performance Systems Explained
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The strength of the CreationEngine is its weakness: it always knows where all and everything is. In other games, the landscape is just a decoration. In FO4 the player can interact with any object. If there is a tin can lying around there, you can kick it, throw it or collect it. And so the engine constantly has to calculate millions and millions of objects, which means that the landscape can only be displayed at pedestrian speed (if you don't have a NASA computer). The trick with the Vertibird is that only a very low LOD is required for the environment because it flies.
- 21 replies
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- non-technical question
- custom worldspace
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NPC Pathing question
markusm1000 replied to alasalius's topic in Fallout 4's Creation Kit and Modders
The problem is that the navmesh on top of something is not connected to the navmesh on the ground. Simply connecting it will not work if the height difference is too great. Try this jump thingy: mark an edge of a triangle on the top, hold crtl, mark a corresponding edge on the floor, press p. -
You need an art object (ARTO) with the .nif of your object as icon. For this art object you need a preview transform (TRNS) in which you position the camera. Put this art object in your recipe at the point "Menu Art Object". EDIT: Sorry, misunterstood your question. This method shrink the icon in workshop mode, not the object itself.
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Trade Caravan Post
markusm1000 replied to pepperman35's topic in Fallout 4's Creation Kit and Modders
Your own Caravan Post works from the first minute, regardless of the Bunker Hill Quest. If you create a additional new model (nif), you will need to include this Caravan Post in the quest of each vendor to appear there. -
A few questions about SCOLs ...
markusm1000 replied to YouDoNotKnowMyName's topic in Fallout 4's Creation Kit and Modders
They can be edited und updated not-so-easily. Create your SCOL Open your SCOL to edit it Click "Recreate NIF from data" Now you have a .nif in DATA\meshes\SCOL\yourmod.esp\ Put it in your mod-folder Create a new STAT from this .nif Work with this STAT If you need changes, simply create a new .nif for your STAT. With this method you can do material swaps or change textures in nifskope. -
It may happen, that the companion teleports to you, if he can not walk. He will spawn in an area without navmesh, get stuck, keep teleporting, and so on until you lose your companion or the game crashes. If you want the companion to stay at place, change his package.
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Confused about "Glowing One" Texture
markusm1000 replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
You missed a material. Directly edits in the .nif was in Skyrim. For FO4 you need a material file. -
How to make a simple vendor
markusm1000 replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
You only need the quest for individual lines of text. For a standard vendor, you only have to put together an actor and a vendor chest via the vendor faction. It is important that you have selected a voicetype that contains vendor text. -
Open Door script
markusm1000 replied to saladinbobbins's topic in Fallout 4's Creation Kit and Modders
Same command, but set the flag to closed. YourDoor.SetOpen(false) -
drop it on the floor, open console, point on it.
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It's a vanilla texture on a cbbe body (or vice versa).
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Creation Kit. Is it an oxymoron?
markusm1000 replied to monesq's topic in Fallout 4's Creation Kit and Modders
Reinstall the Mod. Try again. -
creation kit settlement help
markusm1000 replied to max10121's topic in Fallout 4's Creation Kit and Modders
http://www.markus-machner.de/locations.jpg -
creation kit settlement help
markusm1000 replied to max10121's topic in Fallout 4's Creation Kit and Modders
Farm01Location -
You bought 3ds max back in 2013 because you knew that FO4 would be released in 2015 and since then paid $ 2000 a year to keep the license up-to-date but without updating 3ds max because only the 2013 version works with FO4?
- 14 replies
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This tut is full of errors. Best comment to this video: "great .. a tutorial to crashing the game" :devil: Try this one: How to make custom weapons for Fallout 4 from scratch instead.
- 14 replies