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South8028

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South8028 last won the day on May 25 2024

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  1. It's high time for game editors to have built-in autoscripts with code integrated into the engine.
  2. Thanks, but it's unlikely to be useful to me. I'm looking for a way to create a creature without using hat2014, something like this... https://forums.nexusmods.com/topic/9329348-fallout-4-havok-guide/ With approximately the same level of animation. Accordingly, I need a way to use a custom skeleton (any) and animations.
  3. looks like a mesh problem. I don't know what your clothes look like or the best way to make a world model. Perhaps you just need to do it more carefully than this? I mean mesh. Texture has nothing to do with it.
  4. I only read that there is a limit to the activators that can be used. But the number of settlers and jobs is probably proportional to the processing power of your PC. They are subject to the same conditions as the handling of npc actions within uGridsToLoad. There are videos on YouTube where a supercomputer processes ~50k npc and there is no engine limit. There are definitely no restrictions on static objects. I built mega-huge settlements and even settlement worlds, in a sandbox of ~500k x 500k cells. No problem. My largest construction esp (which is crazy garbage in which I myself don’t remember what and where it is) includes thousands of building elements. I've been adding my own models for many years. It’s just that now this esp takes a long time to load into ck, this is not reflected in the game itself.
  5. Or, Delivery Drones. Yandex food. Just self-propelled robot couriers who are in a hurry to deliver the settler his traditional Sunday marbled veal steaks.
  6. I can make a skeleton and a set of animations. I’ll also make a bunch of outboard weapons. Rockets, machine guns, whatever. Perhaps someone is able to manually assemble the behavior.xml and skeleton.xml files?
  7. If I run havok animations on a wall... For example, an actor is climbing a rope/horizontal ladder/Spiderman... Etc... In places where the walls meet, the camera, for unknown reasons, falls into a collision (falls into the plane of the wall). The collision plane is conditionally infinite. This has no effect on the actor's movement, but the camera picks it up. Perhaps the npc also registers an invisible infinite plane. Havok feature. Actually, I don't know... It's just a guess.
  8. There is an oddity in bgs nif exporter. If the Pivot point of the mesh is far from the actual mesh, distortions occur during export. For meshes of the body, face, hands, it is appropriate to use 0,0,0... For further work in os. But... The more polygons and the further the mesh is from 0,0,0, the more deformations. You should also know... The actual coordinates 0,0,0 os and 0,0,0 3ds are not the same. There is a microscopic displacement.
  9. 50 fps is not playable. It should always be exactly 60fps. Fixed. Otherwise, all constants of the havok physics engine increase. This drops fps even more (and, for example, boobs into the bargain). If the engine works correctly, fps never changes. Always = 60fps.
  10. Yeah, for fo4 the modder will have to find 3ds 2013-2014 in any (any = any) way. Otherwise, you won't be able to access the most basic developer tools. Unfortunately, there are no such plugins for blender. This is simply a given that Bethesda offers you.
  11. Find yourself 3ds. There are a lot of things that cannot be done in a blender.
  12. I just added hp to the vertibirds to make them very hard to shoot down. There are only a few of them on Prydwen, and it looks very stupid that everyone is knocking them down. I also customized their miniguns for realism and the vertibird shooter mows down crowds of enemies in a few seconds. Considering that I am always for the Institute, it has become much more interesting to play.
  13. https://www.nexusmods.com/fallout4/mods/41209 This tutorial describes how hkx is associated with furniture animation. The principle is similar for any animation.
  14. I only did the body. I'm using a custom body that I built in 3ds. I wanted to redo the head, change the seam, add polygons. But this turned out to be beyond my capabilities. I realized that I need to redo all the heads with facegen from the Morph folder, otherwise facegen will not work. Then you need to redo all parts of the face. All sorts of eyebrows, cheeks, etc. It's a huge mess. And there are even no guarantees that it will work, because there are no manuals.
  15. As far as I know, no one has ever inserted a non-vanilla head into the game. Because it's difficult. There are several dozen heads, where each of them is a face gene expression with morphs and it is not clear how the facial bones work. There are no manuals on the head. Simply replacing the vanilla mesh with your own won't do anything.
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