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South8028

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South8028 last won the day on May 25 2024

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  1. I doubt that you can make a trap in Blender. The traps have collisions like ProgectileZone, GasTrap, etc., which cannot be configured in Nifscope.
  2. Yes, the Play Anim When Full flag worked. The forklift worked with the npc. But for some reason it doesn't work with the overhead crane. In both cases, the same parameters in ck. But the difference is that the overhead crane has very short Entry, Exit animations and a very long gamebryo animation of 15k frames.In general, I'll try to remake the havok animation. I'll make a remote control with a wire.
  3. For some reason, NPCs don't use custom animated furniture with these sequences. I suspect that the reason is the first person launch condition specified in GenericFurniture.hkx. The actor uses such furniture without problems, but NPCs don't know how to use it. Perhaps some keyword needs to be added, but I don't know what. Or, perhaps I'm making some mistake. In this example, the forklift in the Occupied sequence goes invisible (it is turned off by NiVisController). The annotation simultaneously calls an animObject with the animated forklift. I used animObject because the furniture sequences are not synced with havok. I don't know how to sync them without hat. AnimObject is easy to sync.The main problem... If I remove animated furniture completely, and leave only boxes - cargo as static furniture, then the npc can be assigned to this workplace. The forklift will be called as animObject and the npc will be animated synchronously with it. But the npc refuses to use animated furniture. He just comes to and stands next to it. I have not found a way to solve this problem yet.
  4. Funny... If you install some mod on a vertibird patrolling a settlement, your settlers will run very far and kill all hostile NPCs ad infinitum. The detection radius of the vertibird extends to all friendly NPCs. It turns out that all you need is to create some kind of indestructible group with a huge detection radius and they will kill all your enemies in the Commonwealth. You can probably just release a group like that via some quest and they will automatically run through all enemy spawns, including those outside of uGridsToLoad, because the Red Rocket settlers with the vertibird will calmly get to Cambridge and kill raiders, ghouls and anything else they meet along the way.
  5. In 3ds, any collision is done in a couple of minutes with just a spline and edit poly. You outline the structure with a spline, grab the edge +Shift. Pull it out. Target Wild connects edges, or vertices, Cut adds edges. Blender has similar tools and it is hardly difficult to make a collision (outline an object). In Blender, you cannot add this collision to nif. But this can be done in the latest version of nifscop, as far as I heard.It is important to know that fo4 is oriented towards 3ds 2013-2014. There are official plugins for 3ds that come with ck. These plugins allow you to create any game resources. Blender doesn't have comparable capabilities in fo4.
  6. https://cascadeur.com/ This thing works. It works with any skeleton, you can import a fo4 skeleton and export the animation back to fbx. It uses AI instead of motion capture.
  7. The result of trying to adapt Deepseek's assumptions to bgs tools. Deepseek probably only has information about older tools than nif exporter fo4. But you can still roughly figure out what to do. Overall, Deepseek is a useful AI if you take its manuals with a grain of salt.So thank you Deepseek.
  8. What's the problem? It's a simple file-sharing service, like Google Drive. There are screenshots of the lesson without an archive and an example of a punching bag in the archive. https://drive.google.com/file/d/1BdgL3fFtctPgyrTCDATr-rNg-8rbsukH/view?usp=drivesdk
  9. A small tutorial. You might find this useful. This is a way to create objects with complex physics. This way you can create punching bags, hanging traps, skeletons that are scattered around the Commonwealth, lamps, etc. https://disk.yandex.ru/d/eZVizcS8ptUPwg https://youtu.be/8HuLks3MayI?si=bHsMiqS1U0r79gFT
  10. https://disk.yandex.ru/i/efdHpFInbL-8Ew Some machine guns are in modern firearms. ~10 heavy and 10 light + a lot of attachments. But, I don't know if this version of this mod is still available anywhere. I downloaded it a long time ago from the author's page, on Nexus, as if it was a cut version.
  11. I think it would be cool to create a regular electric fence. Until an NPC or player touches it, it's just a fence with phases stretched. No effects. When touched, the effect of a high-current shock is realized. In reality, the victim is "attracted" to such fences. Muscles under high current contract and the victim is unable to move. The voltage is low. But the current is very high. The ground works as 0.As a result, a person can be shocked for several hours without any threat to life (unless, of course, he has heart disease, and especially a pacemaker). The person is simply unable to move. The muscles do not work.For a similar reason, electricians are taught to touch conductors only with the back of their hand. Otherwise, the grasping reflex is triggered. The finger muscles contract, the person grabs the conductor and is unable to unclench his hand. If a person tries to climb over such a fence, he will simply dangle on it until security comes and removes him.
  12. https://disk.yandex.ru/d/4KHzar3nbzhDog Here you go. This mod has an indestructible electric trap. You can make a fence model with any animation with these sequences and reproduce the same conditions, setting the desired damage, duration and everything else that can be configured in ck...
  13. 1. Because I rarely finish anything. 2. Because I can only post resources, but not a finished mod. 3. Because my models rarely interest anyone. + I always wrote, everyone can ask anything, I will gladly share the model, or help make it.
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