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South8028 last won the day on May 25 2024
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Max assignable workshop work objects
South8028 replied to pepperman35's topic in Fallout 4's Creation Kit and Modders
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. -
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.
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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? https://youtu.be/7KSRYNbxVwI?si=tkeGqKu9FxYPIrE0
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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.
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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.
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Question about drawcalls and cpu usage
South8028 replied to schakusa's topic in Fallout 4's Discussion
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. -
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.
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Find yourself 3ds. There are a lot of things that cannot be done in a blender.
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A Vertibird fell on my Head - Twice!
South8028 replied to AndalayBay's topic in Fallout 4's Discussion
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. -
Making Companion with a preset face.
South8028 replied to GoldenDragyn's topic in Fallout 4's Creation Kit and Modders
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. -
Making Companion with a preset face.
South8028 replied to GoldenDragyn's topic in Fallout 4's Creation Kit and Modders
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. -
what I didn't like about fo4: *The game often comes across objects and cards that are not carefully made. The guys were in a hurry and did not have time to pay attention to the little things. In interiors there are many objects that partially fall into the plane, or even at an angle to the planes. *many logical holes in the main plot. * mirrors do not work correctly. There is no support for at least one video format. * Very poorly implemented SM. What I liked about fo4. *World. This is the world of 60s comics. Cold War folklore, social caricature of carporatocracy, crazy characters. It turned out to be fun. *Personalization of the actor. *Construction! A huge backlog for modding, which has no analogues in other games. *Kellogg's brain.
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it was a short video. Minutes 3. The author created the superspray in the usual way. He set the particle parameters and assigned bsEffectFx without textures (of course, you can set your own material settings by looking at the analogues in vanilla nif). After that, he exported the NIF as pe static art (but this is not critical, you can export it as pe anim, or pe weapon, etc., depending on the scene). After that, the author added the object to ck and opened it in the game. That's all that was in that video.