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Slinxx

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Posts posted by Slinxx

  1.  

    Gluumba, the problem is that Outfit Studio is not capable of applying cloth physics to the mesh. The reason it that the skeleton Outfit Studio uses in the reference body doesn't have those physics bones.

     

    You have to use another 3D tool like Blender to do that: http://wiki.nexusmods.com/index.php/Adding_physics_to_an_armour_in_Fallout_4

    Hmmm, that's strange. I've tested out cloth physics with the Irma outfit and it worked fine. Brought it in as a OBJ and copied over all the weights from the original and it worked like it should.

     

    Edit:

     

    @glummba, after you copy the weights and are exporting the outfit as a nif do you get a message saying cloth physics were loaded from somewhere and to choose the origin point?

     

    No it hasn't told me to choose an origin point.

     

     

    Gluumba, the problem is that Outfit Studio is not capable of applying cloth physics to the mesh. The reason it that the skeleton Outfit Studio uses in the reference body doesn't have those physics bones.

     

    You have to use another 3D tool like Blender to do that: http://wiki.nexusmods.com/index.php/Adding_physics_to_an_armour_in_Fallout_4

     

    Actually, that's not entirely true.

     

    The outfit studio does not apply cloth physics when exporting true, but he does not need to use Blender or 3DS MAX. I use Outfit Studio and Bodyslide for all my mods, along with nifskope.

     

    What you want to do Gluumba is :

     

    - Load the Grognak Outift

    - I don't know what you're trying to do, but when you're finished, export the nif with reference

    - Open the NIF you exported with Nifskope and open the original Grognak outfit as well

    - From the original Grognak outfit, copy BSClothExtraData by right+click > Copy Branch

    - Then go to your modified Grognak NIF, right click on the very first item > PASTE BRANCH

    - Now right click anywhere on the preview window (everything but the mesh) > Sanitize > click all the options in order.

    - Save your NIF and it will work properly now.

     

     

    oh ok, i'll try that once i get back to fallout 4. I took a break due to this problem, another odd texture malfunction i haven't looked into and after finding out i need more RAM to fully utilize my video card. It just became a big project to get it up and running the way i wanted. but i'll test. thanks again for your guy's help

  2. Gluumba, the problem is that Outfit Studio is not capable of applying cloth physics to the mesh. The reason it that the skeleton Outfit Studio uses in the reference body doesn't have those physics bones.

     

    You have to use another 3D tool like Blender to do that: http://wiki.nexusmods.com/index.php/Adding_physics_to_an_armour_in_Fallout_4

    Craaaap. ok that answers seems to line up with all the things going wrong, thanks at least i know now. If i make a fix then i'll probably upload it to the nexus.

     

    Thanks again!

  3. Best guess is the bone weights aren't applied properly. Clothes which sway as the character moves have two types of bone weights--the regular ones and the cloth physics ones, you need to copy both of them. If you're using outfit studio make the original Grognak outfit the reference, load in your edited mesh, and copy the bone weights.

     

    Hi, so i tried that, set each base section of the grognak mesh as the reference and hit copy bone weights on their counterparts, and the same bug is there still, so i'm not sure what the problem is. Any more help would be appreciated.

  4. Is that some mod you are using that adds a siren sound to the notification? I do not believe vanilla has an audible notification for settlement attacks. Just the very fast message box in the upper left corner.

     

    Yeah, I've never heard a siren sound notification after 1700+ hours played.

     

    I had shaikujin's better warning for settl... and i tried uninstalling to see if that fixed it when i first tried to get rid of it, but it didn't fix it. all my audio mods don't touch notifications for settlements other than that as they'd have no need to. Do you have all the DLC? because i don't remember this being a thing in vanilla.

  5. I'm surprised so many haven't heard of discord. Also try curse voice. It's the same thing, but came earlier and has a few other features like mod stuffs and in game overlays if you want, discord might have that last one, not sure.
  6. In response to post #41716815. #41729290 is also a reply to the same post.


    Akiryx wrote: Mmmm.... honestly, no. Like, Discord is great for convenience, but it's honestly pretty terrible voice quality in comparison.
    highhthere wrote: In comparison to...?


    Never had a problem with it. Better than all but the best in game voice chats and of course skype. I prefer curse, but if i started with discord i'd use it instead.
  7. Ok so i have a mod that keeps VSync Enabled so the minigames and general game play don't break, BUT disables it during load screens which makes load times normal. I HAVE to keep Vsync enabled for this mod. NMM keeps telling me to change the setting saying that it causes long load times. I don't see an option to turn this off and it's getting annoying. Am i missing something? and if not can this be disabled please?

  8. i like wind noises, but when i'm 5 feet from my radio and can barely hear it that's a bit much. i don't mind if it was that way sometimes, like when the wind really picks up, but not all the time

  9. i don't think a flying camera would be bad, though it kind of disconnects you from feeling like your character built it, and as somebody who loves immersion that puts me off a bit. Obviously it could all be modular though. I was thinking of an interface kind of like the "too many items" mods for minecraft. or like what SkyUI did to skyrim. Just something suited for mouse and keyboard that utilized our extra buttons and makes looking through items a breeze instead of mashing arrow keys

  10. Basically after like 10-20 seconds (or any other variants) the junk fence gate will close on its own. I hate that my supply lines always open it and leave it wide open for anybody to come strolling in. i took time to wall off and secure my base and i'd like it to look the part too

  11. A UI for the workshop that isn't terrible to navigate, one that uses arrow keys as an option not a requirement. I'd like one that lets me use my mouse and other buttons to choose the item quickly insteald of hitting right arrow really fast repeatedly. Obviously you'd need a mouse toggle button so you could still look around when in build mode, but yeah.

  12. So there seems to be a seperate cap for types of objects placed through the workshop. Regardless of your budget size there seems to be no way of placing more than X machine gun turrets MKII or this type of wall, or that type of floor. I have NO IDEA why bethesda though that was a good idea or useful in any way, but i'm really sick on not being able to place more than 8 turrets of a type or barricade my entire base. *salt levels rise* aarrgh.

  13.  

    I would LOVE for there to be a powerful large light, that can be turned on and off, that hits the screen for the starlight drive-in settlement. jsut a light originating from the projector in the tower. If possible it would be even cooler if it projected some grany messed up (torn, aged, dirty, etcetra blank film rolls onto it. I'm not sure how possible light sources are without the GECK, but it would make this settlement so much more worth

     

    I made a big trader city at starlight. Would be cool to look out your window and see a movie playin XD

     

    oh, what if you saw the silver shroud show playing. That would be amazing and probably hilarious. I'd only trust bethesda to make it though haha

  14. I would LOVE for there to be a powerful large light, that can be turned on and off, that hits the screen for the starlight drive-in settlement. jsut a light originating from the projector in the tower. If possible it would be even cooler if it projected some grany messed up (torn, aged, dirty, etcetra blank film rolls onto it. I'm not sure how possible light sources are without the GECK, but it would make this settlement so much more worth

  15. Here you go, fluffy animals:

     

    https://www.youtube.com/watch?v=RraFaYiu8t4

     

     

    HDT on animal fur wouldn't be a good idea in this game. Skyrim is only 32bit application and terrible at utilizing resources.

    Does kinda look that way, but i like how the fur sticks out too. I just hate the glued on fur, i've see na few games where the fur is actually independant hairs, and while it doesn't have physics on it it still looks sooo much better

     

    EDIT: i uh... quoted the wrong comment haha

  16. Thanks a lot for all your responses. Makes sense that my HHD is low RPM, explains quite a bit actually. one question though:

     

    I know my video card is not made for gaming, but how would it even be optimized for gaming? I thought all there was to video cards' effectiveness was their specs. how is it set up so that it doesn't utilize them to its best? and is there a way to optimize them through software either manually or automatically?

  17. ok so, i have a pretty nice rig and a kickass video card, unfortunately i have no SSD at the moment. Even still i feel that loading screens shouldn't be NEARLY this long with my setup. Is something badly optimized? Does the game structure inherantly make it load slower? Is my HHD really THAT slow? I know others have been having problems with this, i'm just wondering what is causign the problem, how it is, and suggestions for fixing it. I hate the interuption of fuidity and shattering of immersion. Here is my GPU,CPU, and storage.

     

    Video card Saphire Firepro W8100

    Imagine a Titan X, but with 512 bit interface width

     

    WDC WD20EARX-00PASB0

    2TB HHD

    5400 RPM

     

    [intel® Core i7-2600 CPU @ 3.4GHz]x8

    says it all in the name

     

     

    Any suggestions for reducing load times would be greatly appreciated

  18. So i think mechanic wise they are fine, but i miss the old feral ghoul look, i don't like these flat faced melted ghouls (i love their eyes though). I was wondering if, at least when meshes are editable, somebody could create something like the biohazard ghoul retex from new vegas http://www.nexusmods.com/newvegas/mods/49925/?

    I love that, they are creepy and very detailed. also i've love to keep the eyes black for both feral and non feral.

     

    That's it, just ghoul stuffs...yep

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