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South8028

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Everything posted by South8028

  1. Very easy, but you need havok animations, respectively hct2014. You animate the actor and model with gamebryo sequences at the same time. You need to put in the gamebryo animation, in the Enter and Exit sequence the number of frames equal to the number of frames in the Entry and Exit animations of Havok. You can not just press a button, but make any animation, the complexity of the animation depends only on your patience.You can make any animated furniture for settlers, not just shops.
  2. I was able to assign an NPC to the overhead crane. It turned out the reason was idiotic. If I build furniture in the game and then update the parameters in ck, these parameters will remain the same. They are somehow written to the save and are tied to the object before the changes in ck. Therefore, after each change in ck, the furniture must be built again.
  3. I doubt that you can make a trap in Blender. The traps have collisions like ProgectileZone, GasTrap, etc., which cannot be configured in Nifscope.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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
  11. 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
  12. 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.
  13. 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.
  14. 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...
  15. 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.
  16. With animObject everything is perfectly synchronized. Moreover, animObject with collision, for example, you can knock down an NPC during the animation. The workplace can be assigned to a settler. The scheme is as originally planned. The Occupied sequence is the transfer of furniture to an invisible state. AnimObj is loaded in the last frame of the Entry animation. The Exit sequence transfers the furniture to a visible state, the actor, respectively, AnimObjUnequip. In general, you can easily make any furniture.
  17. https://disk.yandex.ru/d/hE3uv0chUoHGSA I tried these sequences in less bulky furniture. I made such a model. But... No, actor does not synchronize with the furniture. Only by accident. As a result, the only option for furniture is to hide the furniture model in the Entry animation and run the same animated model as animObject. The strangest thing is that the actor's cycle animations always start not from the beginning, but derivatively. There is no pattern.
  18. I used a ready-made mod for indestructible traps. Made my own model and replaced the vanilla trap. I'll look for this mod. I don't remember its name. The model itself is not difficult to make. There are 4 sequences, I think. I made a fence and something like anti-personnel mines. The fence simply hit with an electric arc at short intervals. The intervals were set in the terminal.
  19. OS does not delete anything. OS breaks the work of cloth bones. After export from OS these bones are saved, but do not work. Some information in these bones is lost, or the positioning of x, y, z is broken.In general, BSClothExtraData.I do not know. https://github.com/ousnius/BodySlide-and-Outfit-Studio/issues/379 And these are not skeleton bones. They do not necessarily have a common parent bone. They are like bones in a wire, for example. Perhaps they were simply linked to the helper in 3ds and somehow configured in hct.There is a manual on wiki somewhere about copying these bones to nifscope. I came across the manual about 4 years ago. Or maybe it was 40 years ago, I don't remember... Anyway, it's worth looking for. In any case, we are talking about nifscope and 3ds. OS doesn't work with these bones.
  20. i'm not sure what exactly you're asking, but fo4 hair has one single skeleton bone. The rest of the bones are Havok Cloth Physics bones. These bones, as far as I know, are not able to survive os. I also have no idea how exactly to create them in 3ds or what their structure is, because there is no manual. People just copy these bones into nifscop from vanilla hair.
  21. Because Fallout by Bethesda is not a serious narrative. The intelligent deathclaws are a joke, and the Brotherhood of Steel are just another post-nuclear clown. In the setting of post-apocalyptic chivalry, with all the middle-aged nonsense of the Crusades and pseudo-religious fanaticism. Along with Nuka Cola caps in the form of money. The cult of the nuclear bomb Children of Atom. They are no different from the biker gangs in Mad Max. All organizations in the Fallout world exist solely for the sake of entertaining the player, and not because they actually exist.
  22. Create yourself a bullet time, for example, based on the Scooter mod. Set the speed and time to be as comfortable as possible. Run around the Commonwealth for a while and you will develop an automotor. It will be impossible to hit you. The brain remembers all actions in slow motion and then you will be able to chop off the heads crowd of NPCs, and they will never hit you at point-blank range. I only recommend increasing the damage. Both for yourself and for the NPC.
  23. You can do a complete rebalance of weapons and armor. Armor is tied to ragdoll and accordingly it is easy to calculate damage for open and protected bones. It is not that difficult, but long. I do not know of any quick solutions. Also, everyone has their own desires for damage. Someone likes realism, someone likes long shootouts. Therefore, you will have to do the rebalance yourself.There is also some AI mod. I don't remember the name, but it's "advancedAITweaks.esp" on the list. It increases the NPC's attack radius and a bullet can fly into the head out of nowhere. This is good. Because the vanilla AI is very stupid, and I don't know how NPCs can hit the player anywhere.
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