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icestormng

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Everything posted by icestormng

  1. Ah. It's not only the helmet but a complete amor. Than you export the whole armor of course. Just make sure you unset the reference or export with reference. Otherwise the main armor is missing as you set the body piece as reference.
  2. What rest of armor? Did you imported additional armor to position the helmet? If yes, then remove them. You save everything in one nif that should be one pice of armor in the game. If you leave the armor there they will be equipped with the helmet.
  3. Oh ok. Looks like you misunderstood what I tried to explain. Here a little tutorial: 1) Import your base body mesh and your helmet. You need two helmets afterwards. A male and a female. (If you want to make both). For this turorial I imported the male mesh. (Meshes\Actors\Character\CharacterAssets\MaleBody.nif for male and Meshes\Actors\Character\CharacterAssets\FemaleBody.nif for female). Select the body mesh and set it as reference. 2) Select your helmet object. Go to bones and select all bones. Right click and select Delete->From selected shapes 3) With still your helemt selected, select ONE bone that is next to the position your helmet is. You see the bone area highlighted when you click on a bone. You should disable texture rendering by pressing T to see the bone weighting better. Select the bone you want and click on Shape->Copy Selected Weights. In the menu that pops up drag the first slider to the right (15.0) and leave the lower slider where it is. Click on ok. And wait for Bodyslide copy the weight. 4) Reselect the bone you selected in step 3 and open the brush settings. Drag the sliders for size and strength to the right. 5) Now pain the whole helemt red. It should look like this. Afterwards export as nif (NOT Nif with reference). Then you should do this again with for the other gender if you want to have both. You can open the file in nifskope to check that the mesh is still correct and the body was not exported. I hope this is more clear. :wink:
  4. While reshade's lumasharpen will reduce the TAA softening, it can't fix the blur. TAA works by using the data from the previous frame to create anti-aliasing data not only for the frame itself but also for the transition from the previous frame. It tries to smoothen the transition between frames which results in smearing at lower framerates. The TAA in Fallout 4 is not the worst but also not the best. The effect you see depends on your framerate. Higher framerates make this effect less visible. From wha I see, your tearing isn't really a problem (maybe youtube's compression made it invisible). On Multi-GPU systems the smearing and blur is insane. If it still bothers you, try reshade and activate SMAA & FXAA and lumasharpen and disable AA in Fallout 4. Source: https://en.wikipedia.org/wiki/Temporal_anti-aliasing
  5. Well, the ram usage of the game itself doesn't matter as much as the total ram usage. If your game uses 4GB and your system has 8GB you should be fine as long as you don't have other programs that eat your ram. You may want to install MSI afterburner and use the overlay which shows the total ram usage of your system. If your usage goes over 7,5GB RAM then you might need more ram. If it always stays under 7 GB, I don't see a problem there. Fallout 4 doesn't spread the CPU load well across all cores. If one core is fully loaded, this will bottleneck everything else. Look at this video here. The same CPU and about 70FPS on maxed out graphics. Your CPU should be more than fast enough. It is probably a little faster than mine in terms of single core speed and on my system the GPUs are the bottleneck, but at 61FPS 99% of the time. High CPU load can also be caused by AV software that runs in the background. If so, you want to set FO4 to be excluded. A friend of mine doubled the framerate of different game just by disabling the AV software. Btw. What are your graphics settings? There are some options that will easily cause slowdowns. Especially in Boston where the area is dense... I hope this helps you... :wink:
  6. The GO objects should have collision in them. For this you need 3Ds MAX 2013 (exactly this version), Havok content tools and the NIF exporter which was shipped with CK. Without this your objects will float in the air when you drop them and you can't pick them up as this only works with collision. The other way is, to look for a vanilla item which has about the same size and shape like your mesh has. Then copy the collision data from this one to your model. Outfit Studio is a bad choice for creating GO objects, as it doesn't set the flags for prop correctly which may explain the crash of your game. OS usually includes the bone data in all meshes. World (GO) meshes don't have bone data tied to the human skeleton! If you don't have access to 3DS MAX and still have problems, you can send me the OBJs and the material files (only the BGSMs, textures are not needed), and I will create the world objects for you. ;)
  7. You have to open the brush settings and move the strength slider to the right. Make sure youâve removed all bone data from the helmet before doing this so your old broken data is removed.
  8. This doesn't work that easy. The disarmed mines are still projectiles. I'm not talking about the mines just laying around in some bags. I'm talking about an active mine that was disarmed (by the player) but not picked up. They are still projectiles. The game just flags them as disarmed. And this is the problem. I checked every value ObjectReference provides. And not a single value changed after disarming them. Even not the ones which are accessible through F4SE. The same problem is to tell if the mine is hostile or your own. The owner is sometimes set but sometimes not. It's not set when you picked up a mine and place it again. It is set when you craft the mine at the chemlab. And when you buy them it's sometimes set and sometimes not. I know that the game turns of the lights on the mehs. But there is no script for this. Every mine is referenced by a DefaultObject. These are referneces that pass a from directly to the game engine, which in turn means that we can't access these states via scripts. The projectile class is hidden from the script engine.
  9. I know of three typical causes for crashes: 1) Broken meshes 2) Bad materials 3) Missing or invalid FormIds. Updating a mod is not always safe. Sometimes forms are removed which messes up your savegame. My typical causes for crashes are broken meshes or bad material descriptors (I'm a modder myself, materials can easily crash your game if you tick the wrong box). I also had a few mods with broken nifs which also resulted in random CTDs, but I don't see any of these mods in your load order. Did you changed anything mod-vise before the CTDs started to occur?
  10. If you don't find a mod which already have what you would like to have, I would like to create one for you. ;)
  11. Well this is something I can do... You don't have to fire them. You have to use the placeatme or placeatnode function and place a fragmine PROJECTILE. Thats important. You can even test this in-game. Open the console and type 'place.placeatme e56c3' close the console and... BOOOM. e56c3 is the id of the frag mine projectile. You could do that and then remove the mines from the player's inventory with removeItem.
  12. You have to make sure this object is only affected by one bone. Select one bone that is next to the helmet and copy the bone weight. Then paint the complete helmet solid red with the bone weighting tool. This is the way I made wearable weapon mods.
  13. Hi, I'm currently working on my mine detection mod (https://www.nexusmods.com/fallout4/mods/34477) and I face a little problem, as I can't find a way to detect if a mine is active or disarmed. I know it's a projectile (e.g. FragMineProjectile) in both states, they don't have any keywords attached (at least I couldn't find any) and they don't have any propertiey or function exposed. For traps (like trip wires) it's easy as they are marked as destroyed and/or disabled after disarming them. But these values don't change on mines. Does anyone know a way to detect this with papyrus? I hope the disarming mechanic and state handling is not fully hardcoded in the engine itself... Thanks. IceStormNG
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