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mkborgelt13

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Everything posted by mkborgelt13

  1. Hi guys, Somehow, I turned off the CK's ability to display lighting, including the "Bright light" (pressing 'A'). Any interior cell I view, is totally lights-out, pitch black. Affects all mods, all cells loaded into CK. I must've clicked a button on accident, and for the life of me can't figure out which one it was. has anyone had a similar experience, or know how to turn the lights back on? Thanks :)
  2. If there's a way to do that, it would be in the Reference Properties, the window you get when you double-click an object instance in the cell. If it is available, it would work like the Material Swap in the Extra tab. Come to think of it, that might be your answer. Thank you, exactly what I was looking for. I'm re-doing and expanding the institute to use HiTech tileset with factory and machine kit assets.
  3. Thanks for the information. I want to do something to remove the Oblivion/FO3 "plastic-wrapped" look of the environment. The colors are fine, I just need some kind of post processing to dry out the textures a bit.
  4. Hi guys, I am just coming over to this game after playing Fallout 4. I really liked using ReShade with a subtle sharpening effect. Can I use ReShade with New Vegas? Will presets I used with Fallout 4 work?
  5. How can I change the color remapping index for an individual instance of a static... like one of the parts of MachineKit.? When I change the color of a piece, it changes it for all of them in the game.
  6. Anyone who says "Get to work" can stick it. :P I have a lot of stuff I've done that I haven't put up on nexus. This is because of the 'leeches' acting entitled. A 'leech' is what I will call someone who has no contributions, nor understanding of the process of modding, but is an eager consumer of mods. Any mod I make, it's to change something for me, in my play-through. I put them up here because other people can download and save themselves the headache of making it. I do not, ever, make any kind of mod with target audience or for anyone other than myself. People need to understand this more. So when I get complaints, entitled requests from 'leeches,' I am generally annoyed. If a user does not like something about a mod, don't use it. Or change it! DIY is encouraged and is the way all this exists. The exception is one mod where I specifically ask users for feedback about the features of the mod, because it deals with such fine-grained game-play variables I have difficulty noticing. When users complain about "modding scene dying," maybe they are sad because the "modders" aren't catering to their massive appetite. Well instead of whining about it, they should fire up the toolset and try their own hand. I honestly don't understand why they don't. I wasn't half an hour into Nuka-World before I quit and opened it up in CK. The urge to mod is this intense itch.
  7. Awesome, I'll try this next time I play! Thanks for putting it here.
  8. CK has only gotten better, in my opinion. Layers are great. Keywords are amazingly useful. "Filter" input boxes with regular expression support are extremely useful. I was confused at first by how abstracted some things are (armor addon -> armor -> levelled item -> outfit) but this design choice seems logical to me now. The script manager could be better, but it works.
  9. I'm just gonna go ahead and try this. Make new interior architecture closely matching the original layouts. Delete the old architecture, reposition my architecture, bam. I think I might even be able to use material swap on existing set pieces to remove the "Apple Corporate Headquarters" effect. Also spruce up the greebles, like seriously, there is ONE greeb they just recycle for every piece of equipment.
  10. Ask them, I don't know :P I think a lot of the older areas were part of CIT before the war, and they don't like old-looking stuff, so they built that sleek new concourse and avoid the old areas.
  11. I really don't like the Institute concourse. The first time I went down the elevator, I was like, "Oh... so this is Mass Effect now?" My dislike for this place is so great it prevents me from taking the faction seriously. What's that you're saying, Father? Sorry, the lights are too bright, I have to squint. I do like the "Old Robotics" area, and the older, "behind the scenes" locations, and how the ceiling folds up at night. But the overall "Apple Corporate Headquarters" irritates me. - What's with the water feature? Seems like a waste of drinking water. - Why so much wasted space? It's underground, it takes time to excavate. - Why make everything out of honeycombed tiles? - Where are the support beams for those curved balconies? - the DNA helix elevator is a bit much. I want to re-do the concourse and attached laboratories. I've been considering using the "hospital" or Mechanist's lair tileset. For now I've been tweaking the lighting and imagespace, and removing the stupid signs (these people live here, have grown up here, and it's very small, they'd know exactly which door leads where). The signs are only for the player's convenience. Also, - Where do they dispose of trash and junked synths? - Where do they dispose of dead bodies? - Where do they melt down scrap? - The synth fabrication room is too small. Where is quality control? Where is their supply of biological material stored? Who makes the bones? - and most importantly, where do gen3 synths sleep. There are no beds for them. My question is -- should I bother, given how many scripted events take place here? The layout of the concourse and the labs is built around the quests which take place there. The player's first entrance, for example. If I totally remake these interiors, I'd have to carefully reposition NPCs and markers so as not to mess anything up.
  12. That's not a bad idea, but instead of making them smaller I could just "remove" the BSTriShape"whatever-its-called" and paste the casing instead, keeping all of the bullet's data. Or I could do the same thing with some other object that you can pick up, like a stick of chalk. But I really want to know what it is about casing mesh that makes it unable to be picked up.
  13. The "prisoner of unknown heritage" isn't a lazy or random design choice, it is the basis of the entire franchise, it's why the games are called "Elder Scrolls" in the first place. Your character fulfills certain predetermined characteristics from one of many possible timelines as prophesized by the scrolls. One of the clauses is the person must be a total nobody, an empty vessel for Shezarr. Pay closer attention and you will see the Elder Scrolls games are very well thought-out. I've said it before but I'll say it again here -- i'm not a fan of the "forced family drama" of Bethesda's fallout games, either. IMO the focus of these games has more to do with the theme of survival and "what makes civilization" than any kind of family thing. You could argue that family is a core component of survival and civilization but I think it is too narrow and constricts the plot.
  14. Yup, there are new misc items, with the vanilla casing mesh assigned to it. The casings are extruded from the vacuum hopper, and move along the belt, until they get to the ammunition builder. Then they just kind of... drop through the belt, and pile up on the floor. I cannot pick them up from the world, either. This is why I think there is some condition set into the .nif as to whether or not an object is flagged as "can be picked up." They are fine transferring to/from container and inventory. I am thinking of NV ammunition too. There are already mods out there that add primers and stuff, but I want to make my own version, where scavengers at your settlements find bullet casings, or you can buy boxes of them from vendors for cheap. Then put the casings into the ammunition press with fertilizer, lead, and primers, and bam, it reloads the cartridges, say 20 at a time. My ultimate aspiration is to make you able to also pick up your own bullet casings, but one thing at a time, first I have to make a misc item which can be picked up from the world.
  15. It's usually as easy as fast travelling to a different location and coming back. Let's just say they're shy and not that the AI is stupid. Although it is. Coming back seems to resolve the problem of not fidning the stairway to heaven. That's what I've found, but I use survival so instead of fast traveling the problem resolves itself after leaving the settlement for a day and coming back
  16. That's what I do too, but it takes them a while to figure the guard posts are *on top* of the walkway :P
  17. Morrowind did have better writing than any of their later titles, and it's not nostalgia, I went back and played Morrowind about 5 years after it came out, when I had finished Oblivion. The plot was much more imaginitive than anything else they've produced since. (at least TES). >Morrowind: stop the dust storms, which are carrying a cancer-like disease. This will spare the people living on the island from hardship. In the process, you destabilize the theocracy which has ruled Morrowind for thousands of years, and piss off the conservative/xenophobic political faction, which hopes the dust storms will drive out the Imperial influence. You learn the disease was caused in part by the island's same god-rulers, who violently suppress any inquiry into the issue. In the DLC, you learn that only 1/3 of the Tribunal is a functional ruler; the other has been missing for a long time, and the other has questionable sanity. At the end of the DLC 2 of the Tribunal are flat-out dead and the third is driven into hiding, leaving the nation empty-handed and in the hands of the bureaucracy the Tribunal built up around them. >Oblivion: stop the evil demons from invading by killing all of them, to save "the world." >Skyrim: Kill the evil black dragon, to save "the world." Morrowind deals with themes such as abuse of power, problems of religion, foreign influence, corruption in political system (Crassius Curio and Yngling), mythology vs. history, and the problematic power of nation united by faith in a closed society. Oblivion and Skyrim have none of this, basically the "Evil Other" which threatens for no reason other than the threat exists to threaten. In Morrowind you aren't ever certain who the enemy is, even Dagoth-Ur is not "evil" in a conventional sense, moreso when you learn the truth about him.
  18. I really like the "Vanilla Extended" mod, it adds snap points so warehouse/barn snap to scaffolding.
  19. Hi, I'm trying to make new misc items, which are bullet casings, used in the Contraptions ammunition plant. The problem is, the casing meshes cannot be picked up. I can put them in a box, in my inventory, but when I drop them, they act like moveable static. On conveyor belt, they just move along, and fall onto the floor, accumulating a large pile, instead of going into the stamping machine. I think this has something to do with .nif data. I've been comparing with other meshes and I think specifically, collision or BSXFlags. Can someone explain what the purpose of BSXFlags are?
  20. This looks great! I will gladly use it when you are done.
  21. I can confirm this, I reactivated it and a gazelle popped out of the conveyor belt. Now the park is overrun with gazelles.
  22. Building up, of course... didn't think of that. I have all the DLC's, but I don't like using the vault-tec prefabs. I build like this: First is scaffolding frame. Then I put in concrete foundation and floors. Then Roof. Then I attach warehouse or barn walls. I usually enclose my settlements with rectangular palisade made out of 2x1 scaffolding frame with junk fence attached to it, and guard posts on top, with 2x1 barn flooring, so the settlers can patrol the perimeter.
  23. Are you guys having a problem with population control at your outposts? They keep sending more guys over and I just can't keep up with their food and housing demands, Like physically there is not enough room for all their beds. I am trying to fit 17 people at Murkwater and it's just not happening with the two bunkhouses I made. Had to attach another one outside the walls of the compound. and I'm using bunk beds.
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