Jump to content

icestormng

Premium Member
  • Posts

    185
  • Joined

  • Last visited

Nexus Mods Profile

About icestormng

Profile Fields

  • Country
    Germany
  • Currently Playing
    Fallout 4, Ghost Recon Breakpoint
  • Favourite Game
    Fallout 4, Ghost Recon Breakpoint

Recent Profile Visitors

113632 profile views

icestormng's Achievements

Collaborator

Collaborator (7/14)

0

Reputation

  1. Yeah. XB1 has some differences to PC. So people cannot test the mod because they don't own a console. Or cannot fix bugs people report because they cannot reproduce them. So they don't want to bother. Also: Large mods don't work well on console because they only have 2GB in total and XB1 users often whine about file size. But anyway: If a mod author says that his mods should not be uploaded to XB1 or any other site, it's his good right to demand that. Whether it sounds dumb or not. the mod is his work. And maybe he used assets from other sources which come with their own distribution rules.
  2. HKX files can be created via 3ds MAX 2013 or 2015 with the HCT installed. HKX files can send events to the behavior graph to let it change its state. Havok behaviors are nothing but state machines. You can edit them, but only via XML and hkxpack-cli, or the Havok Animation Toolkit. In havok it's simple: There's a character definition, a behavior, a skeleton and a set of animations that the behavior referneces. The behaviors react to events sent from the game engine and send events back to the engine. That's how states are kept. The door also references the havok behavior for doors which have two states and transitions between those states. You can make it work, but you need to either edit the event or you have to attach a script that sends the events down the graph on activation. Look at the "OnActivate" and the "OpenClose" behavior.
  3. From what it look, the high heel effect actually works. The heels are not clipping into the ground. It's just that there is a second body with the fee that are clipping through the shoes. Only the mesh contain the shoes should contain the body. all other meshes not. And the mesh with the shoes has to occupy slot 33-BODY.
  4. From my experience: They can. I'm sure you're talking about the morph files BodySlide generates. It still works without issues when you archive them.
  5. It means one of the assets (usually NIFs) is corrupted. CK tries to read the file to find assigned Material files and textures. When it does that, it fails and crashes. The reason why other ESPs don't do that is because they don't reference that broken asset. You can find out which NIF it is. Run them through Elrich. If Elrich hangs or crashes, you can see the file it fails to process.
  6. You can totally compress scripts. You wonât gain a lot of savings but they still work. Just audio files stop working. And this Mixed type archives donât really worked for me. When I change the format afterwards and add files and save, Archive2 re-wrote the whole archive with the new settings. As Long as you donât mod for XB1, just use default compression without audio and no compression with audio. Makes everything easier. The used LZ4 compression wonât have any significant overhead on PC anyway.
  7. Youâre probably just limited by Hardware. 8k will definitely work. 16k would work, too but it will eat a lot of memory.
  8. Just to clarify this. Both should work. Most of the base game's diffuse textures are in DXT1 if they don't use alpha testing. DXT5 has higher quality. BC7 is the same size as DXT5 with even better quality. The game can read every DDS format for DX11. The format is not what causes the problem. Only if your compressor is broken But as Elsidia1 said, without the mesh, texture and the material files it's hard to help you. Or at least a screenshot of the problem.
  9. There is no hard limit. I have texture archives which are 14 GiB in size. But the game (probably) maps them into memory so there could be some limits on your computer depending on your operating system and system memory. The BA2 format has no hard limit that we would exceed anytime soon.. Just make sure to choose the correct format. DDS for textures and General for everything else. Use uncompressed when your BA2 contains Audio files.
  10. I'm not sure whether there is a limit in the game engine or not. But I could imagine they're mapping the file into memory. Windows has some limits there depending on the amount of system memory and some other factors like version of your OS. I have about 700 BA2s loaded (exactly: 687 with the vanilla ones included) and all of them work. If there IS a hard limit in the engine, then it must be beyond that number. Yeah. BA2 files are in (almost) every way better than loose files. It could be that the BA2 file is compressed with the wrong settings. Otherwise, there is not a lot you could do wrong with them...
  11. You can use every 3D modeling software you want to use. If you can export as OBJ/FBX then you can import into Outfit Studio and do the weighting and NIF exporting there. I would recommend to not use the Community NIF Exporter. It is hit and miss. For textures... Well the number 1 tool is probably Substance Painter. Then Intel TextureWorks for exporting to DDS (BC7 for Diffuse / BC5n for Normals and SpecGloss). Material Editor is needed for BGSM/BGEM files, too. Worflow: Import the base body and bodyparst (hands, head, ...) into MAX (or any other 3d modelling software). Model your armor around the body. You need a high poly and a low poly mesh. The low poly mesh needs to be UV-unwrapped and game-ready. The high poly mesh has all the fine details and high polygon count as well as material boundaries for texturing. Export both separately. Load substance with the low poly mesh, bake down maps from high poly mesh. Texture your model. Export Textures. Compress them in Photoshop with Intel TextureWorks. Create BGSM files for your Materials. Load the Low poly mesh into Outfit Studio together with the base body. Assign the material files. Then do the bone weighting. Sometimes copy weighting is enough. Most armors need manual painting to get them right. Export as NIF. Done with assets. For workshop items, you also need MAX 2013, HCT (Havok Content Tools) and the BGS NIF Exporter (comes with CreationKit). With that you can create custom physics (and eventually animations) which are needed for furnitures. Model and textures your mesh as above. Skip the OS part, import into MAX 2013, create collision/animations and export from here. Keep in mind. This is all very simplified and only shows the basics of the workflow. Modeling asstes for a game is nothing you do in 10 minutes while watching netflix.
  12. Just use whatever mod manager suits you. MO2 and NMM are great. Vortex does some stuff on it's own that it sometimes shouldn't do, but it will also work. If you want to remove the DLCUltraHighResolution.esm, you have to disable the DLC via Steam. You can't uncheck it as it will be loaded anyway as soon as the files are present.
  13. The DLCUltraHighResolution.esm is not checked in your mod manager as it's always loaded by the game when it's there. It doesn't contain any records so the just load it without an index to access it's archives. That way, you can use that slot for another plugin. When your settlement loads in, there are (maybe) a lot of objects that have to be loaded. This puts heavy stress on your CPU, RAM and PCIe link. Like others said: You're probably just running out of memory. This can also crash your driver in some cases. Maybe, just let the Task manager running in background with the graphs for memory and CPU. When the game crashes, just look at the graphs. The memory one might be above 90% (windows tries to keep the upper 10% free if possible).
  14. I also had the problem when using ENB. I've read somewhere that the max value for VideoMemorySizeMb is 10,000MiB (not sure if that's still valid), but the point is that DirectX thinks that there is no Video memory and therefore the game refuses to stream in the higher quality mipmaps. Try to disable your ENB and load it again. Or disable the VideoMemory setting at all. I actually have no clue what problem that setting should solve...
×
×
  • Create New...