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Hey folks, I've been gone about 2 years, so I'm shaking the CK rust off. It's been a long time since I worked with IMODs. Is there a way to load them into the render window so the camera acts as if the IMOD is cast on it? Chem effects, etc? I feel like there is because I don't remember having to load up the game to test them before, but I just can't remember how. I see the TEST button in the IMOD settings window, but it doesn't seem to do anything in the render window, with sky on or off. Thanks in advance.
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Any tutorials for making grenades?
mmdestiny replied to LucidLady's topic in Fallout 4's Creation Kit and Modders
These two threads compile pretty much every tut you could ever need. https://forums.nexusmods.com/index.php?/topic/5978333-fo4-modding-tutorial-list/ https://forums.nexusmods.com/index.php?/topic/3760875-fallout-4-modding-tutorials/ I would start there for the basics of CK. https://www.creationkit.com/index.php?title=Category:Tutorials https://www.creationkit.com/fallout4/index.php?title=Main_Page Navigating from within the CK wiki is a bit of a pain, so once you start tooling around with the examples in the wiki, if you have a question on a form type I highly recommend searching Google "Creation Kit Fallout 4 <form/script type>." The first result will most likely be the relevant page in the CK wiki. Just make sure you take the one with Fallout4 in the URL, not Skyrim (though some pages were only ever made for the Skyrim wiki). Grenades (weapon) have a Projectile selector. Projectiles have an Explosion selector. Explosions have a Placed Object selector. That's what you want if you want to spawn objects / place effects. If you'd like a mod to examine that has a whole variety of different approaches to the fun things you can do with explosions, check my Anarchist's Cookbook series, especially volume 2. https://www.nexusmods.com/fallout4/mods/32665 https://www.nexusmods.com/fallout4/mods/30754 -
Scope of LeveledItem.Revert()
mmdestiny replied to mmdestiny's topic in Fallout 4's Creation Kit and Modders
Thanks for the responses. Is it true then that there are no alternative methods to remove the null records left behind if the mod is uninstalled? I guess the next question is, will it matter? If my understanding is correct, it would only affect drop chances on lists that do NOT have "Use All" checked. However there would be no actual "problems" if the null is selected, just a drop of "zero nothings" haha.- 5 replies
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Hey gang, If I'm adding some items to leveled lists through a RunOnce Quest script injector, I know that when the mod is uninstalled there will be a null record in the list that could potentially throw off drop chances. I also know that the only way to remove the items from the leveled lists would be to run the Revert() function, which strips ALL script-added content from the list, but what is the scope of that function? What I'm trying to ask is, could position in the load order restrict what gets hit by revert? Like if my mod that injects content once on install is higher up than mod B which injects content once on install, would mod B's content be reverted too? I would ASSUME so, since leveled lists seem to be carried with the save, not recompiled each load. Thoughts?
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C4D is primarily a movie vfx/CGI software (for example, the Iron Man movies used C4D heavily). It's only recently (last 10 years?) started being used for games. I love it because it's UI is infinitely more intuitive and user friendly than anything Autodesk puts out, plus it's what I was trained on in school. It's also nice that they still do perpetual licenses unlike Autodesk, but it's a high-end software so it'll put you back like 5 grand haha.
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Only other advice I can give is something that I may be the only person on earth that uses haha - do your modelling work in Cinema4D and generate the nif through Outfit Studio (I have yet to meet another Nexus user that uses C4D). Again, YMMV for New Vegas because I'm not sure what the nif file structure differences are, but with FO4 you can export your mesh from C4D back to .obj, import the .obj in Outfit Studio, uncheck the "SubIndex" and "Skinned" properties, and export to nif that way. Then you just need to cut the BSTriShape out and paste it into your working nif. If it is truly 3DS that is messing things up, it's worth a shot if you have access to C4D.
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Does the "Update All Tangent Spaces" Spell have any affect for you? I have never modded for FNV, but I recall if you don't have certain settings ticked regarding tangent space ticked in the 3DS exporter for FO4 your normals get messed up, and the nifskope spell above fixed it. (Sorry, I can't look up the 3DS exporter settings in question as I no longer have 3DS.)
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Visible Synth Damage
mmdestiny replied to ToroMontana's topic in Fallout 4's Creation Kit and Modders
Armor has an "Add Destruction Data" where you can add debris and a replacement mesh at various damage levels. I've never used this before, but I'd be willing to wager that's what you're looking for. -
Imported Mesh and Texture
mmdestiny replied to ZombicideII's topic in Fallout 4's Creation Kit and Modders
Again, I'd check for the tuts as they give the best information. I do what works for me, but it might not necessarily be the best or most up to date method. For FO4 I use the NVidia dds Photoshop plugin set to DTX5 interpolated alpha for diffuse. The nvidia plugin has a Normal map filter but it always crashes my PS so I just use the GIMP2.0 normal map filter per GaigeStorm's tut now that my CrazyBump trial is over. -
Triggering animated textures OnPowerOn/Off
mmdestiny replied to mmdestiny's topic in Fallout 4's Creation Kit and Modders
It was a BSX issue. I did have the Animated flag checked, but apparently needed the Havok flag checked, even though it's a Gamebryo animation. Coincidentally, Bit 0 is the Havok flag, not Animated, so you were still right about Bit 0 being the key. Thanks for the help (though now I'm dealing with a completely separate issue :sad: )- 7 replies
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Hi guys, I'm getting pretty frustrated with this one. The furniture I created was working great with all it's bells and whistles, but when it came time to have settlers interact with it, they failed. I know companions will literally tell you if they can't pathfind, so I tried asking Piper and sure enough, she bailed. I thought maybe somehow in my bells and whistles process in the nif I somehow screwed up the nav or collision data, but no matter what I did, no pathfind. At this point I decided to literally just duplicate the vanilla furniture form (the guard post) I was basing my nif off of (somewhat scornfully calling it "mmd_literallytheexactsamething") and sure enough, Piper couldn't pathfind to this vanilla duplicate object. Does anyone know why this might be, and how to go about addressing it? EDIT: Please ignore/delete this thread...I'm just really dumb.
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Triggering animated textures OnPowerOn/Off
mmdestiny replied to mmdestiny's topic in Fallout 4's Creation Kit and Modders
Hahaha there's a huge chunk of stuff omitted, I wanted to keep the post concise so you didn't have to sift through the irrelevant stuff. I had actually updated the code since my post to include the second parameter as true, but that didn't help. I'll have to double check my bsx, though I'm fairly positive I have it set to animate=true. I do have WorkshopCanBePowered and can confirm the REST of the code works, because the LightREFs get placed. What is the second keyword though?- 7 replies
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I'm at work right now so I can't fully visualize what you were trying to accomplish but I think you would have had a much easier time, and avoided any clipping, just doing it all in nifskope lol. At MOST you might have had to reskin and deform in outfit studio (not sure without looking at the meshes you're talking about).