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RoNin1971

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  1. By the looks of it the engine is pretty dumb in the way it handles this. One of my pieces is the 'wrecked wall'. Which has a bunch of bend plates on the floor. I assigned it the "Clutter NoNavcut" collision type, but that is completely ignored and the navmesh gets cut anyway. (so I just didn't add a collision for those parts in the finall version) ...Wonder what happens if the collision is something like 'smoke' ... It wouldn't surprise me by now if that too gets cut.
  2. I just received a reminder to claim a bunch of 'megascans' assets for free before the end of the year. (as they will not be free anymore at 1-1-2025) I already did some time ago, but it came to me that I should warn you guys/girls about it, as there is a ton of good stuff (3D models & textures) to be had, which you are free to use! I have a Quixel account and with that I now have access to the legacy Quixel megascans, as it all will be moved to epicgames fab.com. Where I got another library for free & unlimited access to the epic games assets, although the later may only be used with the Unreal Engine. So, if you are interested to have access (you do not need to download it all) to some 15.000+ textures & models ... go get 'm! (if possible, not sure any new account will get to claim those libraries ...)
  3. It does look related, but not directly. The problem occurs everywhere. However: "It does so by taking the bounding box of the mesh*, and forcing the navmesh that intersects it to reform a new shape around that bounding box." sounds about right. I've tested inside V88, my own interior cell and down main street Sanctuary. The overhanging part will block any navmesh below, that isn't part of the same mesh/nif if it all is a single collision (data). It's as if the engine uses a convex-hull or bounding box around it. which would block that part of the passage way and as the top of the floor is above the meshes bottom (so, inside the "navcut"). Its the only way I can explain why it does work with 2 separate parts of collision data. * = instead of the mesh, it looks to me like it uses the collision data instead, in this case. edit: Yes. It explains a lot. Including why it appeared to work normal at first. As the pieces where just above ground (so, above the navmesh of the floor = no navcut) & without the floor piece in my initial test. So, it almost certainly uses a bounding box based on the collision data as a navcut. Which is not a bug but a feature. An annoying & buggy feature...
  4. Here's something that's been bugging me for some time: This is one of my vault pieces, the red lines being the collision (a "compound rigid body" pre-elric). 2 of these gets you a "hall" with a (half) floor between. As you can see, the collision does not block the passage. As player you can walk right thru. NPC's however do not. The floor piece has a navmesh and works on its own, but they refuse to go there in combi with the above wall. If I navmesh the small strip of floor they will walk there. Combined within 1 mesh (add floor part to nif + collision) then it works just fine too. 2 separate objects (wall+ceiling & floor), no go. unless... I cut the collision up in 2 separate parts (2 bhkCollision objects inside nif) for the wall & ceiling. Any ideas on whats going on and possibly solve this issue? Am I missing something, a setting, a flag, or is it a bug? Note: For the image above I used the mesh to create the collision. Usually however I use a few boxes to keep it simple for the engine. No difference there.
  5. Well, knee deep into "something", for sure A few things of note: The meshes are grouped by texture/material. Pynifly (stupidly) assumes the texture is within the path of the nif imported, by cutting the path down to .\Data (IF its there). (so lets say your nif is: D\Fo4\wip\meshes\myModel.nif it will be unable to find the texture. If your path has a .\data e.g.: D:\Fo4\wip\data\meshes\myModel.nif it will assume the texture is at: D:\Fo4\wip\data\textures\... this can be very annoying if you are working outside fallout 4's .\Data directory) You can 'simply' point it to the right texture in Blender though. Editing the mesh to get what you want, is fairly easy. ...but then the 'fun' part starts... for adding windows and doorways you will need to create new collision(s). Might be doable with copying from something similar in size & shape. Otherwise its going to be a challenge. (and you will be looking for 3DS 2013...)
  6. Best would be to get your CK working. Then you could open the Vault88 cell, move the piece in question below the floor (do not delete !) save it as a (esl) mod and be done with it. If you keep it as ESP you can add more such edits later, to have your own "mod".
  7. All paths are considered relative to the .\Data directory. From there they are divided over the various types. (materials, meshes, textures) These might or might not be expected to follow .\Data. For example: Paths inside a material file are expected to be relative to:.\Data\Textures, and start from there. (so "Textures\" is not present) Where as inside the .nif file the texture(set)'s path starts from .\Data (so "Textures\" is present.) To have a working directory under meshes is a good thing, the other way around is not. Would be nice to have just one directory for a mod (or dlc) and then add the others from there, but that's not how the game & some tools want it. As you might notice the paths inside materials & nifs are mostly* relative. The game will try to find them starting at .\Data The same is true for some of the tools like Pynifly for Blender. * = some nifs come with a full path towards a material file. An obviously non existing one on your PC. Still they work. I suspect the game looks for the Data part inside the given path and uses what follows (or all if not present). Pynifly does that for sure.
  8. 2 weeks? That all? I know, it can be very frustrating and the game has 0 tolerance for errors, but 2 weeks is just enough time to get a taste of the complexity of things and whats needed in tools & knowledge. Took me way longer as that for my first model to work in game, and longer still to figure out how to animate stuff. (and then only gamebryo, not havok) And that's with prior knowledge of and experience with 3D models. (although old & animation related, not gaming) As for your points: Using the PyNifly plugin for Blender you can import any nif straight into Blender. Works ok, most of the time. (it has its quirks) and it can export one as well. The biggest problem there are collisions. Outfit Studio can help to turn an .obj into a .nif. -or- you can get yourself 3DS 2013 with the official plugin to export a .nif. (you will need another mod/plugin to import a .nif to 3DS). This is pretty much the only way to create a proper, complex, collision. (there are ways to create some with nifskope too)
  9. If your new to the game, I would personally recommend nothing but a few "improvements" and/or bugfixes. Stuff like 'load accelerator' if you have long loading times (especially true for SSD's) and the unofficial patch, for fixing a number of bugs. Maybe, just maybe, "everyone's best friend" as Dogmeat was at one point in development meant to be an 'extra', not using the companion slot. As mentioned before, if you get deep into settlement building, "place everywhere" is a must have qol mod, sparing you a lot of frustration. That way you will experience the game as it was meant to be, without some of the frustration. After finishing the game, you know what parts you like and which you don't and want to change (mod) and why/how. (how = the way it works/behaves etc. not how to create a mod for it) ...but that's just my 2 cents.
  10. With mods like these, the ones that change stuff, it's always better to revert to a save from before installing it. As they might create permanent changes or even corrupt your savefile. (something you might not notice, until way later)
  11. There are no modders that start out with a full set of skills ... Trial & error. Fall & get up. Fail & try again. That's how you become a modder Best to take it small step by small step & don't expect results for the first few tries. Besides finding what you are good at, as we all have our affinity to some aspect of it. Some are good at level design, some at audio effects, others with textures and models. Nobody is a master in all.
  12. The name of each connection point is important, but not shown in your screenshots. They will only connect to something with the same name. With or without some additional text. P-AtriumWall01 will connect to P-AtriumWall01 & P-AtriumWall01-Dif, but not to a P-VltStacking. edit: Just noticed an error in your path: The meshes, textures & materials directories, along with all the others should be directly under .\Data (so: .\Data\Meshes etc.) NOT inside another directory (FO4 Main) & the final mesh should (of course) be inside your FO4 installation path. (e.g.: C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Meshes\...)
  13. Can't help you there. I use Gimp myself. (& in this case: A BC3/DXT5 DDS)
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