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RoNin1971

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Everything posted by RoNin1971

  1. you should/must ask the mod author. if (s)he doesn't want to change anything (wouldn't surprise me) you can ask permission to create a patch. If not given, you are out of luck. Nobody is allowed to just go and change mods.
  2. In part, at least. I got my own water to act as water, but still need to test it with the object & static collisions. I fear it might regard the entire thing as water, or something like that. & I still need to figure out how to get the 2 levels in there. So I'm still looking for working solutions (so thanks for the pointers) & keep my progress posted
  3. I'll have another look at it. Been a while since I checked SOE. Although, it used the same "multibound" objects as the game does, which I can not combine with my model, and save as SCOL (the water is not counted as a 'static') When I combined it using nifskope, the water is ignored/invisible. That's pretty much the dilemma I'm encountering. Within CK I can't join them into 1 object, if I do it outside CK it doesn't work. At least, the stuff I tried. edit: Yes! I just knew I was missing something. Now I know what, I feel stupid for overlooking it so far, but anyway: It should be an activator. Assign a watertype & tadaaa! Now I just need to get my collision right. (There is a vanilla watercircle1024, but that's twice the size I need. But it works perfectly with that one, beyond the size) My own water object still has the "water" collision, but now I'm walking on it ... (I can drink it though )
  4. Yes. Just keep in mind the engine ultimately works with faces/triangles (& 3 vertices for each tri). These are combined into shapes. How, doesn't really matter for the engine, it just defines the quality of the model. Each shape can have 1 texture. 1 or Multiple shapes define an object (*.nif)
  5. Does anyone know if its possible to create buildable water. "Actual" water, that is. The Drinkable / swim-able kind. Not just "looks like". I've been working on a few pieces to create a "Waste Water Treatment plant". 2 of those contain water. I've spend days to get it to look acceptable, but I still fail to make it "act" like water. One of the 2 (unfinnished) objects (the 2nd being slightly visible on the left): The water slowly moves from the center outwards, in this case. The other one has a rapid flow in a straight line (but I'm not completely satisfied with the way that one looks) Anyway, looks ok, but although you're not supposed to jump in, you can. & then I'm walking on the bottom, breathing air, etc. I tried several things, including a big collision of type water, material water, but that does nothing. at all. Other methods & water from the game turn the object into a non-buildable / non-static object. I took al look at other mods promising "water" but they only seem to look like water. So, I either get it to work, but then I can't create a recipe, or I can create a recipe but it doesn't act like water... At some point I would love to create a buildable pool which you can actually swim in, but is it possible at all? If so: how? (or if you know a mod that has swim-able water, just point me there)
  6. I don't know a thing about vortex, but by the looks of it: Vortex is trying to access a zip file but lacks the rights to do so. (line 1) As it appears to be happening during download (context), it means your (vortex's) access rights for the download directory of vortex are to tight. As is mentioned. (line 2) It can't write the downloaded data to your computer in that case. Why that is the case, I don't know. Depends on your settings for windows and/or vortex.
  7. You should delete (nuke) the entire folder (\this PC\Documents\My Games\Fallout4). Including all the .ini files. Zip it all up first, as backup. (The ONLY folder containing anything related to Fallout 4 on your entire system you do not need to delete, are your saves (\this PC\Documents\My Games\Fallout4\saves) Still it doesn't hurt to remove them and restore them later on. To go for a clean (re)install. (as far as the file system goes, but I'm not aware of relevant registry settings you might need to remove) Only after verifying the game works, "out of the box", you can start restoring/installing mods like F4SE.
  8. Looks absolutely like a bad texture (or multiple). I had the exact same kind of 'darkening' once while working on my own landscape textures. Sadly, I don't recall what exactly the problem/solution was ... Well, not something the average mod-user could fix easily. Anyway, look for a landscape (texture) altering mod in your load order. That's the cause.
  9. It should do. Besides: If a (working fine) game stops working from one day to the next, the hardware specs are irrelevant. They are sufficient. Only the software component could cause such behaviour. (Like a bad graphics driver update)
  10. Not entirely. Vaults might be a problem, but an English branch or competitor doing the same would not be impossible. A British version of power armor or something similar. FEV was released into the atmosphere, which would most likely affect the whole world. So Ghouls etc. are still an option. Nobody escaped destruction & therefor the occasional rad-storm. etc. etc. A lone wolf, in a devastated wasteland, searching for answers. These are the 'ingredients' that make a fallout game. Leave most of that out, and you might as well call it 'Metro London' or anything else. Not saying its bad or anything. Just not Fallout. IMHO.
  11. Yeah, the quality of the originals isn't always top notch and it doesn't always matter. As in this case, so they get away with it. For the engine it makes no difference, and you won't notice.
  12. If the game starts with all your mods, try starting a new game. Does that work? then the problem is most likely backed into your savegame. (try older ones) Does it not work? then the problem is most likely caused by one or more mods. Try again without any mods. Still doesn't work? then the problem is most likely caused by corrupted/missing game files. Restore using steam. If mods are the (likely) cause: Removing them one by one and testing each time, as said before, is pretty much the only way to find it. BUT, keep in mind that removing a mod, especially ones containing quests, can by itself crash your game. In that case the only way to find the culprit would be by starting a new game without any mods and then start adding them one by one, until the problem occurs. Disable that last mod and try again with all (but that) mods. if it works with a new game, try your save game. If that still doesn't work, your save is most likely corrupt. (try older ones) ...and, yeah, always make and keep backups before doing anything (not just your saved games, but .ini files too)
  13. A general problem with sandbox/open world games, which is slowly making me wish for the good old RPG's like "Dungeon Siege" & "Mass Effect". Even the epic "Dragon Age: Origin" style was way better at keeping it all together in a flowing story, with relevant side quests which will help you in the main quest, or to deepen your connection to all the characters. (Mass Effect excels at this, as does DA:O) The only viable way to somewhat "steer you around" is by making areas level based. (so you need a higher level to go there) The main quest doesn't give you enough experience / level ups to do so, forcing you to do all kinds of side quests. As ridiculous as saving a kat up to spending a life time making others get along. To something which might remotely be connected to the main story. It simply comes with the territory of 'open world'
  14. Pretty much the same here. I bought the game (GOTY, with all the DLC) and went in pretty blank. (not knowing much about it) Me walking into vault 111: "Okay... these are cleary cryo pods ..." After doctor explains and getting in: "decontamination my a$$, this is a cryo pod.". Freezing over: "See ..." Then you wake up for a moment to see Kellog being ... Kellog. (He could easily have ripped the baby from my spouses arms, but no destroying your 'source material' is way better ...) & then you freeze again. When waking up the second time, I immediately had that realization: I don't know how much time has passed since. (and before) A few moments later, you learn it was 210 years, in total. Again my immediate conclusion was that the kidnapping could have been yesterday, or 200 years ago. Most likely he's not a baby anymore, if even still alive. Apparently unable or unwilling (or just maybe still to young) to save his old man ... So, yeah, I didn't care much for the 'search' and took a long time before going after Kellog. (above level 30, at least)
  15. The best way to be sure everything is in the right place & properly connected, is to create a single object. (by joining everything). Merge all vertices, and make sure there are no doubles, gaps and/or overlapping parts. Then separate it by material. (& separate those into different parts if needed (like helmet, body, arms, legs) and export those to separate nif's. (look at the original for an example) Selecting vertices (which should become just one) and then scaling to 0 helps, as does merge to center & merge by distance (if they are at the exact same spot). You might need to adjust the separate object origin locations, to correctly use them with OS & bind them to a skeleton. (So, the helmet isn't floating 1.8m above ground and subsequently above your head ) But the average Outfit Studio & rigging tutorial out there will do a better job at telling you how to do all that, then I currently can.
  16. FO London has nothing to do with the Fallout universe. IMHO. Might be a nice game/mod, but it realy should not be called "Fallout". (no vaults, no FEV, England/London 'misteriously' wasn't destroyed etc. <= = not a fallout game (again, IMHO)
  17. - A bunch of bug fixes. (There is a mod for that, has been for a long time. but... there are more to be solved. Who knows?) - Updates to the engine (mostly to support newer ("nextgen") consoles, not needed for PC) - With that, support for wide & ultrawide screens and maybe higher FPS. (PC has mods for that... but ok) - The HD textures, hopefully improved a bit, which are now default and for console too. (doesn't do much for PC) - A certain amount of mods is now obsolete, broken and in need of adjusting or scrapping. That's pretty much all I'm expecting. Absolutely nothing fancy or anything new. Why? Because they wouldn't be so quiet about it otherwise. ... but I hope strongly that I'm completely wrong.
  18. Not sure I quite understand what you are trying to do exactly. Don't know much about clothing either. But, if you mean the vertices from different parts "not connecting", then it depends. It's not an absolute must, but the result is seldomly good. (gaps, glitches from overlap, edges etc.) Within the same mesh, same story. Separate vertices should at least be in the same spot. If the mesh is to be transformed, like bending and such, it should all be 1 part, without separate faces/vertices, as that will likely result in gaps during the transform. Bottom line, you can probably get away with it, 'technically' (the game won't crash etc.) but it will most likely look bad. ...but it all depends on what exactly you are trying to do.
  19. Split into parts = split by texture/material (each part can have only one texture/material) Split/double vertices = split up by UV. / Different parts of a texture Don't know about OS I'm using Blender & the pynifly plugin for most of my work. 3DS 2013 + official plugin too, but mostly just for creating collisions.
  20. If you're into vault building, my vault pieces mod might be of interest to you. A lot of it is new, as in, they don't exist already in that particular form, but close to 100% where made by using vanilla assets. (& made to fit with & look like the rest of it)
  21. if the texture was missing, you wouldn't see any vines ... Could be something with the material? No real clue though.
  22. Maybe darker nights? At least I think it was, when my game started glitching while under water. But not 100% sure. (could have been the combo with the ENB i'm using) Giving the far underwater sights you have in your screenshots. Although the 'surface' was intact, so not entirely the same.
  23. +1 My google-fu tells me it likely means "Secure. Contain. Protect." / "the SCP Foundation". https://villains.fandom.com/wiki/SCP_Foundation
  24. F4SE will no doubt be updated. Other mods however will be affected too. Its unavoidable. How much is the question & which of those will get updated?
  25. IMHO: They don't need more time, they just wait for April, when the TV series launches.
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