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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\...)
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Transparency Issues on Static Object (e.g. it isn't)
RoNin1971 replied to Tathrin's topic in Fallout 4's Discussion
It's not transparent. The white parts should not be visible (transparent). Make sure it has an Alpha layer & delete the white parts. Also: Make sure the nif you use has the NiAlphaProperty, or it might still not be transparent. -
The NG comes with native support for ultra-widescreen. ...but TruBy9 did a better job, imho. ...but it still can't handle my SSD speed, so loading takes forever. Unless using the load-accelerator mod. Which however has a DX11 dll conflict with the ENB mod. So I still need to choose between better graphics or faster loading. A hand full of bugs was fixed, but nothing really noticeable has changed. If you are new to the game and using mods for it, your biggest problem will most likely be the (mostly F4SE dependent) mods that didn't update. (mind you, most old mods work just fine with NG) ...but for the "old guys" there is really 0 reason to update to NG and work through their modlist to be compatible. Their only problem will most likely be the mods created solely for the NG version. (but resetting the esp version number will solve most of those)
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It brings you ... nothing. (but headaches) I really gave the NG version a chance, but it brings absolutely nothing. All the issues I had with the old version are still there. They just added new ones. The NG version is mostly just an upgrade for 'console' players. Anything created on the NG version will NOT work on the old version (usually all they changed was the version number, which is enough to deny it. (there are tools for that though)) Pretty much anything created on the old version WILL work on the NG version (ex. F4SE and all mods depending on it, and mods addressing parts of the game that where changed. (like bugfixes for example)) So, I just stick with the old version and can no longer test it with the NG version (I had both versions before, on 2 different PC's), as that will work (99% of time) on NG too.
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Anyone please help a beginner with collisions....
RoNin1971 replied to steviex34's topic in Fallout 4's Discussion
To download 3D Studio 2013: https://forums.autodesk.com/t5/installation-licensing/3ds-max-2013-windows-64-bt/td-p/5557230 The first answer to the post contains a link to download the 2013 version (straight from the official source) During the 30 day trial period you can create as many collisions as you want. I should add that I updated to the NG version, with the latest version of all the tools, and my collisions only managed to CTD the game after that. Reverted completely to the old version, including all tools, but I have yet to see if it all works again. As for videos, there is extremely little out there concerning the collision planes & boxes in CK, this is the closest one (but still not about CK): All the other videos I found are about creating collisions with Blender, 3DS or Nifskope. Just one about creating navcuts (a type of collsion that cuts a hole into a navmesh, to prevent NPC's from walking there) with CK. -
Is 3ds max required for making basic collisions ?
RoNin1971 replied to steviex34's topic in Fallout 4's Discussion
Yeah, stairs collisions are a pita. As long as the new stairs dimension matches an existing one, the copy method will work. When creating one, I usually use a 'ramp' (for the collision) instead. No need for 'stairs helpers' special materials etc. and in game you hardly see any difference when they walk up or down. -
Is 3ds max required for making basic collisions ?
RoNin1971 replied to steviex34's topic in Fallout 4's Discussion
If a basic floor tile collision is all you need, the easiest would be to copy the bhkcollisionobject from an exisitng floor tile. (256x256, centered at x,y,z = 0,0,0.) -
The new drive being faster will only make the game load slower... Load times are still ridiculous (minutes when changing from internal to external cell, downtown is even worse) even with the nextGen version on my 7Gb/s SSD! The load accelerator mod still has its use, except ... the d3d11.dll it uses conflicts with the d3d11.dll which comes with the ENB... *sigh*
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How does Fallout 4 recognizes custom texture .ba2 file ?
RoNin1971 replied to steviex34's topic in Fallout 4's Discussion
...to get it loaded: Launch CreationKit & select the Fallout4.esm to load. (no need to set anything active). When CK finished loading, immediately "save as..." Give it a name. e.g. MyDummy.esp Give your textures archive the same name + textures: e.g. MyDummy - Textures.ba2 Activate the MyDummy mod (either with a mod organiser or within fallouts mod menu.) Play the game with your new textures. NOTE: Any other mod loaded after yours, with the same textures (filenames) it will overrule yours. (a load order thing). Meshes, materials & scripts should go to MyDummy - Main.ba2. Voice-audio should be packed in a MyDummy - Voices_en.ba2 (for english language) Animations go to MyDummy - Animations.ba2 etc. -
How does Fallout 4 recognizes custom texture .ba2 file ?
RoNin1971 replied to steviex34's topic in Fallout 4's Discussion
it doesnt. To load a ba2 archive it needs an .esp plugin (with same name just add "-textures". without (empty / dummy) esp loose files are your only option. -
1. The clothing comes with a reference pointing to a custom skin. 2. The CBBE skin texture is a loose file, overruling the 'fair skin' mod. 3. The character in question has a custom skin assigned. to just name a few possibilities.
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I designed a new institute flag based on the American flag
RoNin1971 replied to novapunk3701's topic in Fallout 4's Mod Ideas
DXT1 is for opaque diffuse. The flags however use transparency. So DXT5 would be needed at least. -
Any good alternatives to "A Forest"
RoNin1971 replied to 363rdChemicalCompany's topic in Fallout 4's Discussion
This is where I shamelessly plug my own (textures only) "UHD Landscape Enhancement" mod https://www.nexusmods.com/fallout4/mods/55385 Customizable with a few separate mods (different resolutions, more or less leaves, different colors): For the maple tree's: https://www.nexusmods.com/fallout4/mods/55042 The Elm tree's: https://www.nexusmods.com/fallout4/mods/59140 The Vines with ivy: https://www.nexusmods.com/fallout4/mods/55561 and the spanish moss: https://www.nexusmods.com/fallout4/mods/55920 All in 2 & 4K and some even in 8K (like the maple tree & Ivy) It so happens I'm working on an update at the moment, so you might wanna wait for that. That is: IF you like my version of the wasteland of course. Preview for my current WIP: WIP Preview