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Everything posted by RoNin1971
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For this a single activator (water) should work. the entire object will act as water (interact = drink), but for a barrel thats ok. you don't realy need a collision specific for the water unless the barrel is big enough for a swim.
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How do you apply a collision to a curved wall?
RoNin1971 replied to Crash180's topic in Fallout 4's Discussion
I'm a bit late, but still, my 2 cents: Using a convex hull isn't going to work well with curves. It fills all "holes" (& inner curves). Better to use the mesh option for creating a rigid body. I used to create curves using separate boxes combined into a single (compound) collision, as that way it works since each box gets a convex hull which matches the box. Nowadays I use a mesh more and more to create a rigid body. Frequently the same mesh as the visible object. (depending on detail). Especially walls and similar low-poly meshes can easily be used to create the collision as well. As you mentioned, there is no 1:1 link between the texture/material and collision. So to get things like the sound right, you will need to cut up parts and join others. Not to mention simplifying some of it. Still, I found that, at least for myself, in the end the easiest and most accurate way to get a collision is by doing just that. Duplicate the meshes in Blender. Delete anything not needed (e.g. decals). Strip the material (not required), separate & join parts based on true material (metal, concrete, etc.) Simplify the mesh (less faces) if needed. Export it to a nif. Import into 3DS, create a compound rigid body, set the type & material, export & convert it to a collision (Elric). Instead of using a nif and 3DS, you can probably use an .obj & nifskope. -
what is a forcesteamoader and how do I run it?
RoNin1971 replied to DirtyMoFo's topic in Fallout 4's Discussion
you can add it to the shortcut behind the .exe -
I don't know. I don't use mod managers. It has the option, according to the description. So maybe you need to 'activate' the load order sorting or something like that?
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Don't know if it will solve anything, but at least the "Unofficial Fallout 4 patch" has to be the first (.esp) in your load order.
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Any Xbox lovers out there willing to test my ported mod?
RoNin1971 replied to RoNin1971's topic in Fallout 4's Discussion
No problem -
Any Xbox lovers out there willing to test my ported mod?
RoNin1971 replied to RoNin1971's topic in Fallout 4's Discussion
I'm not familiar with the bethesda site, but when I use "search" it doesn't find it. When I went to Games - Fallout 4 & then used "search mods" I found it. Although without a picture. (no idea how that works here) Sorting on latest and filtering on Vault-Tec & Workshop got it up too. -
Any Xbox lovers out there willing to test my ported mod?
RoNin1971 replied to RoNin1971's topic in Fallout 4's Discussion
The link above should take you there. With almost 800 views, so it should be available. -
Any Xbox lovers out there willing to test my ported mod?
RoNin1971 replied to RoNin1971's topic in Fallout 4's Discussion
Just uploaded a new version: https://mods.bethesda.net/en/fallout4/mod-detail/4370948 I only need to know it all functions, but only superficial. Does it load correctly. No missing textures. No missing menu icons (previews). No sudden CTD. Try to build a few pieces. If that all works I'm satisfied it works as my PC version. You can report right here or send me a message. If you do find anything wrong, be as descriptive as possible -
Any Xbox lovers out there willing to test my ported mod?
RoNin1971 replied to RoNin1971's topic in Fallout 4's Discussion
Not too much on Beth either it would seem. Was curious about it. -
Any Xbox lovers out there willing to test my ported mod?
RoNin1971 replied to RoNin1971's topic in Fallout 4's Discussion
That would be great. Somebody already did but his results vary from one day to the next. Which makes it a bit difficult to know if and what might be wrong. Already foubd a few "bugs" but non that crashes my game. Trying to put an update out tonight. (but @work now) -
Problems porting a mod to Xbox
RoNin1971 replied to RoNin1971's topic in Fallout 4's Creation Kit and Modders
Textures where the first thing I thought off but there are no custom textures involved with the WWT parts [edit: Forgot about the catwalk+railing part. Those have custom textures] & those that do have 'm (the V33 parts & (wide)door) works fine. Just checked if there is really no custom texture and noticed something else. Somehow at some point the texture paths used for the BSShaderTextureSet where all changed to \\ instead of \. I was sure I changed all of those, but there where still some around. My 1.10.163 PC version just doesn't show the texture (and only if there is no correct material supplied). But that just might be the cause. The texture in question is mostly hidden from view, as it is inside the floor behind the holes, so I didn't notice before. -
I just did my first (& only) port to xbox for one of my mods. Simply used CK to upload an XB1 version to bethesda. However, it will crash on a few assets, which work fine on PC... Since I do not have an Xbox its a bit problematic to solve. (why i usually don't port my mods) Anybody got an idea what could be the cause/solution?
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Since it has been requested a number of times, and even though I gave permission to port it at least 3 times during the past 3 years that never happened, I just uploaded an Xbox version to Bethesda.net for my "Ronin's Vault Pieces" workshop mod. https://mods.bethesda.net/en/fallout4/mod-detail/4370948 I do not have an Xbox (not planning to ever buy one either) so... it remains untested at this time. Anyone willing to do the testing for me? To see if it all works correctly, nothing missing, etc.?
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Try this: - Right click (anywhere) in the Render Window. - Choose "Render Window Propperties" - Go to the Movement tab, and click the "Select Snap Reference" button. - Click "Select Reference in Render Window" - Double Click your reference. Note that you selected the right reference and not some "mist" or similar. - [ok] - [Close] Drop your next reference. It should now be on a grid aligned with the snap reference.
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These are the key binds from placeeverywhere for rotating: Ctrl Key, change rotation axis Numpad '-' Key, decrease rotation angle Numpad '+' Key, increase rotation angle Numpad '0' Key, set XY object angles to 0 '<' Key, rotates highlighted object anti-clockwise direction "left" '>' Key, rotates highlighted object clockwise direction "right" edit: You might need to 'un-comment' some of these inside the place.ini (remove the ; in front)
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Can you import or link existing BGSM files into Blender?
RoNin1971 replied to Crash180's topic in Fallout 4's Discussion
Basically the .mat contains all info needed. Except for the need to add a node for transparency. You could omit the textures entirely. Most of the settings for the shader too, although that's not 100% 'watertight'. There are visible differences with Nifskope, at least. Best practice however is to make sure it is all the same. Especially when importing it to use for other objects within blender. Remember, what you see there is the supplied texture (if there is one to be found) not the material. As these can be different you could get some unwanted or unexpected results after exporting. (as the material will overule the texture & many shader settings ones more.) -
Depends on what you wish to do exactly. When using 'place everywhere' you can rotate your buildable object in any direction. Otherwise it has to be an "animation" where you set the rotation keys on a time line. Which can then be set to loop (if powered or any other condition etc.) Edit: If it is your character you want to 'swing' an object differently, you need a new animation for your character to perform the swing (Afaik)
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Can you import or link existing BGSM files into Blender?
RoNin1971 replied to Crash180's topic in Fallout 4's Discussion
Yes, it can't. There is no way to only import a .bgsm, afaik. PyNifly does however import, preserve & export them. The long name you see for the material is given by the importer. Based on the file/mesh name I believe. I always change those to reflect the texture name. e.g.: VltBoxcar05Hazard.mat for VltBoxcar05Hazard_d.dds Then I assign that material to all objects using that same texture. When exporting all the materials & textures will be intact that way. To create something new is very tedious, if it can even be done, within blender. For new textures I usually copy the material and swap the diffuse texture for my own while modeling. After exporting the .nif I use Nifskope & the Material Editor to create a custom material file & add it to each part using that texture. (By copying the BSLightingShaderProperty Branch) -
Yes. You can rotate & move anything in any direction. When rotating objects its usually best to have the axis at 0,0,0 For example: My wide door model has a moving handle on both sides. The original center point of those is at 0,0,0. This makes rotating them easy. The shape was also moved to the position where it should be along the x,y,z axis. When animating, I only need to rotate the object while it stays in the right position that way. Its the interpolators that do the trick.
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Where to make a request?
RoNin1971 replied to GoldenDragyn's topic in Fallout 4's Creation Kit and Modders
What about option 3? Change the material or effect file. (edit or copy) With new textures. if you edit the original, no further work is needed. In case of a new material, Either swap the material (BGSM) or effect (BGEM) inside the nif -or- use a swap inside CK. -
How to create a working Vault door.
RoNin1971 replied to Withheldewe098's topic in Fallout 4's Creation Kit and Modders
I followed a video a few years back. Got it to work. I recall there was something with the scripts. Forgot what. Been too long.