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Everything posted by mmdestiny
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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).
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Imported Mesh and Texture
mmdestiny replied to ZombicideII's topic in Fallout 4's Creation Kit and Modders
The meshes from FNV are completely different than those used in FO4 and won't work natively, but it's not impossible. Pretty much everything you could ever want to know is here or here but it'll all depend on what software you have available to you. If you have access to 3DS the importer/exporter is really good. I've never used it for what you want, but I believe I've seen tuts for the proper settings to chew up a FNV nif and spit out a different game's format. Alternatively, I find it very efficient to export nifs to an .OBJ, optionally make any changes to it you want in the 3D program of your choice, load it into Outfit Studio, uncheck the Skin and Sub Index properties, and re-export it to nif again. I do this all the time, you just need to do a little clean up and it works flawlessly in FO4. Although not dealing with FNV, this video covers a lot of those priciples. As for textures - you'd just have to open the .dds in photoshop and resave with the proper encoding. -
Triggering animated textures OnPowerOn/Off
mmdestiny replied to mmdestiny's topic in Fallout 4's Creation Kit and Modders
Update: I've gone and got both light fixtures rigged up with an On and Off animation via NiControllerManager. Both animations play properly and concurrently in CK preview. I've hooked up PlayGamebryoAnimation using the NiControllerSequence names ("On" and "Off") but I still do not get the animations to play. I'm thinking that perhaps I'm not referring to the correct thing when I call the function? Do I need to somehow refer to something within the nif, and not the objectreference? I know SelfREF itself is working because all the stuff with the LightREFs work fine. Or perhaps is the problem derived from the fact that this is a furniture object, and not an activator? Do I perhaps need to place the "bulbs" in a separate nif, make that nif an activator, and add them to the furniture object with PlaceAtNode before they can play? ObjectReference SelfREF ; the object ObjectReference LightREF01 ; a created light reference ObjectReference LightREF02 ; a created light reference Event OnInit() SelfREF = Self as ObjectReference EndEvent Event OnLoad() if SelfREF.IsPowered() == True LightREF01 = Self.PlaceAtNode(strAttachNode01, LightToPlace, 1, True, False, False, False) LightREF02 = Self.PlaceAtNode(strAttachNode02, LightToPlace, 1, True, False, False, False) SelfREF.PlayGamebryoAnimation("On") endif EndEvent ;;;;;....and many other iterations of this or the off animation + killing the lights for moving, OnPowerOn, OnPowerOff, destroying, unloading, etc...- 7 replies
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Triggering animated textures OnPowerOn/Off
mmdestiny replied to mmdestiny's topic in Fallout 4's Creation Kit and Modders
Thank you for the reply. Perhaps I am simply too unfamiliar with how this all works in nifskope, but are controllers that simply edit settings handled the same way as physical behavior animations (like those in the wiki examples)? I'll definitely give it a try after work tonight regardless.- 7 replies
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Hi all, I was hoping you could help me wrap my head around how animated textures tied to powered workshop items like light bulbs work. I've got a furniture object that can be powered to produce light. I place the actual light objects via script, they work-great-look-great. But like any lightbulb in game, the illusion of the mesh being lit up has to be handled via an animated texture. I've never done this before, but getting a rudimentary rig was simple enough. I have a controller quickly animating the emissive multiple from off (0) to on (5). I know I'll need a reverse animation for when power is lost, but I just want to get one working first. I bring the mesh into the CK and preview it, the animation plays fine. But I know that is only half the battle, as there is currently nothing telling the object in game when to play the animation. Here is where I'm stumped. I already have a script shelled out from placing the light objects (all the OnPowerOn/Off, OnWorkShopObjectPlaced/Moved/Destroyed, etc), but I have no idea how to tell the animation to play, let alone how to control which one plays once I have both the On and Off animations set up. I'm not even sure if I'll need those fancy ControllerManagers or ControllerSequences, as the tut I followed for the float controller didn't go into having multiple states.  Any guidance, as always, is appreciated.
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Thank you for the response. I guess I should have included that my concern would be that instead of the obvious on-load CTD there might be some obscure, not-so-easy to diagnose situational stuff down the line. To be honest I don't really foresee a problem, just wanted to gather information if anyone had any.
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Hi guys, quick question about Master/Slave esp relationships: As a simple example, if I make a mod a slave to AWKCR's ALL DLC version (which is itself a slave to all the dlc obviously), must I declare the DLC masters of my mod, even if the records I'm referencing from AWKCR don't draw on the DLC? If it doesn't require the DLC as masters too, would I be correct in assuming that my mod would work with either the Vanilla or All DLC versions of the AWKCR esm, since they are both named the same?
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While Loop, Timers, Variables, and Scope
mmdestiny replied to mmdestiny's topic in Fallout 4's Creation Kit and Modders
Thanks Reneer. I'll have to check, but if memory serves I think that operated on a technique similar to the LEDs on the makeshift bomb - a layer of polys in the mesh that had an alpha channel animated from transparent to a bright color that simulated being lit up.- 12 replies
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While Loop, Timers, Variables, and Scope
mmdestiny replied to mmdestiny's topic in Fallout 4's Creation Kit and Modders
Yes. And when I was trying the constant calls the light would constantly move the that exact point, so I can tell it was working in that regard at least. At this point I suppose my options are A.) Stick with the placed MSTT idea and figure out why the light won't stay on the attach point as the MSTT havoks, or B.) Set the animated nif as the projectile (which does allow me to successfully attach a sticky light, see my previous post), and figure out why the animated nif's physics are so much worse than the non-animated nifs. I've tried copying the bhkNPCollisionObject data from the non-animated nif, but it didn't seem to work. I THINK it might be including the bounding spheres from the little flame meshes that are also in the BSOrderedNode, and that's what's causing the collision to be so wonky?- 12 replies
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While Loop, Timers, Variables, and Scope
mmdestiny replied to mmdestiny's topic in Fallout 4's Creation Kit and Modders
I was really excited when I read your post, Reneer, but alas the light still sticks to the same location as the MSTT's original spawn, and does not havok with it. I believe that parameter only "attached" it to the parent object for instances such as moving the parent object with SetPosition, MoveTo, etc, where the parent object is literally teleported somewhere, not as a result of physics. I did find a somewhat tolerable alternative. Long story short, this is a thrown weapon that on explosion creates a placed, animated version of itself (the MSTT, which I attach a light to via script) - based off how the artillery flare works. If I can stomach having the object lit up from the start, I can just make the projectile nif be the animated one and set the projectile light setting to be my light - that causes the light to stay perfectly with the object. Problem is, I can't figure out how to keep lobbers from rotating like crazy when they're thrown (and it also bounces much more forcefully than when it was a placed object since it now has velocity in addition to gravity). As a result, the cast shadows skitter wildly. I'm interested in what you mean by attaching the light in the nif itself. Light forms don't have mesh data, they're all setting based, so I'm not sure what I could put in my nif other than my attach node.- 12 replies
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While Loop, Timers, Variables, and Scope
mmdestiny replied to mmdestiny's topic in Fallout 4's Creation Kit and Modders
As you'll notice in one of the comments in the code, my first try was with bool TimerExpired because it was simpler, but that didn't work so I tried the global out of desperation. The reason to continually update the SplineTranslate is that this MSTT can spawn in the air, and the speed of gravity is such that if I need to keep firing to keep up with the fall. Utility.Wait causes a really ugly skipping affect. I did find a partial answer by calculating how many times the SplineTranslate line could fire in 8 seconds (about 425), and tried "While [someinteger] < 425 ...Loop". However, this would be inconsistent and obviously be different for each person's game because the papyrus load for each user would be different depending on mods installed, what they're doing, etc, so I don't think that's a usuable solution. I suppose maybe I can just set things up so it can't spawn in the air, that would at least minimize the havok headache :( Funnily enough, SelfREF is indeed visible in OnLoad. Everything in the code is tested and works, except when I introduce the timer into the loop (i.e. "LightRef.SplineTranslateToRefNode(SelfREF, "LightAttachPoint", 1.0, 1200)" works in integer loops, with Utility.Wait, etc). I have tried putting the timer in the OnLoad as you suggest, but as Hoamaii confirmed, it's all moot because no other events (i.e. OnTimer) can fire during a while loop. I've tested this by starting a 10 second timer, running a while loop with 10x Utility.Wait(1.0), and a debug message OnTimer. Sure enough, the debug message doesn't fire until 10 seconds AFTER the 10 second While loop.- 12 replies
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