Jump to content

Gilibran

Premium Member
  • Posts

    389
  • Joined

  • Last visited

Nexus Mods Profile

About Gilibran

Gilibran's Achievements

Rising Star

Rising Star (9/14)

  • Dedicated
  • Conversation Starter
  • First Post
  • Collaborator
  • Week One Done

Recent Badges

0

Reputation

  1. Kindoff been there done that but it was B*tch todo with the vanilla pieces. What i did was use snap to grid for large sections, then select all pieces and allign them as best as possible in free movement or create static collections and then use 0.1/0.01 in 3d data to line them up as best a possible, you can get pretty seamless results that way. It's just a bg time sink and tedious. Rebuild the Mass Pike tunnel that way: https://www.nexusmods.com/fallout4/mods/35422?tab=images&BH=4 The mod is old and an un optimized mess due to breaking precombines (never heard of that way back then but it worked and still does with a few frame drops) Could probably be fixed using PRP. Anyway, dont give up, let my mod inspire you
  2. Uploaded a "manual" you can find it in the download section https://www.nexusmods.com/starfield/mods/6029?tab=files
  3. SUC6 It's life https://www.nexusmods.com/starfield/mods/6029 Tutorial in the making, for now i'm first going to release more updates and iron things out. In the meantime go bonkers building ships ;-) :-)
  4. Not dead at all, but finally succes: So for the past few days been busy troubleshooting with the help from some people at the Exedit discord, i had eveything set up correctly but none of us could figure out why my modules remained invisible. Finally through the process of ellimination we figured it out, there are still some engine quirks and Xedit is still in very experimental stage. For now, it had to do with having to copy existing entries and then edit them instead of creating all new entries. Some info is still hidden or something. Anyway, I can now start some prep work for the copy pasting and figure out a good workflow. It's not going to be fast work, quite a few entries need to be created to add just 1 extra module and quite some links needs to be carefully managed to not make an accidental edit to the wrong file. Figured out how to get modules into their own build categorie as well as add them to existing ones. You will be able to flip with Z between fore top and bottom, go the next entry which will be the aft top and bottom, flip with Z etc. etc. Each new module needs to get it's own Storagecell, Snaptemplate, Generic Baseform, Moveable Static and Packin, every set of two it's own From ID list and those have to be added linked to the original constructible object. The COBJ being the link to having them show up in the buildmenu. That's just the files needed to be created, not the edits to the various values and figuring out the correct snappoint position. I can copy existing ones for some modules but will have to manually adjust them for others, especially the Equipment attachpoints. Right now I have re-oriented the NIF's for 105 modules for which I now have to start creating all the above mentioned entries :ohmy: So, what I will probably do, depending on how fast the re-orientation of equipment snaps goes, is release, perhaps, if everything keeps working and I dont run into some yet unknown limit for adding modules, is release Deimos flipped belly, cowls, Skeg and spines by the end of NEXT week. Followed by Hope and Novatech modules. I have not yet worked on the NIF's for Stroud and Tayio that I want to see flipped. Once this is all done and i have the right workflow figured out I will make a guide since this process will be the same for adding modded NIF's. I'm no 3d modeller, but if someone is, They might be able to mod existing modules to create smooth corner pieces or make other tweaks, for instance a 1x1 length version of the sloped Deimos side cowl. Any other re-positioned modules, like Cargo and Fuel tanks that now only have a side position I will start working on as a next project. Whish me luck and hope I keep my sanity :laugh: :laugh: :laugh:
  5. Ok, been busy adding the "new flipped" modules but it's not going well, so far i have added 31 modules but only 1 actually shows up properly ingame, the rest is "selectable" but just invisible. Added new categories in the build menu, but they remian empty/filled with invisible modules. So it's an ongoing investigation and struggle, the one module that does show up does function 100% as intended including the correct snappoints, so at least i know i did something right somewhere :laugh: :laugh: :laugh: now to figure out where the rest goes wrong. been at it for 2 days without result, but we plough on through rain and wind :laugh: :laugh:
  6. From what I have seen they are nodes that are added to a module similar to the snapnodes. A 1x1 hab has 2 ladder nodes (1 top, 1 bottom) and 4 door nodes (1 aft, 1 fore, 1 port, 1 starboard) What I have not found is the script that is responsible for the logic behind where a door and where a ladder is placed if you connect habs and have 2 door nodes or ladder nodes touch each other and why more then 1 loop is not possible. Somebody will figure it out or create modules that represent "blind walls" you place on the hab so no door or ladder will be generated on that spot. Or they remove the door and ladder nodes and make those into object we can place on a hab so a door or ladder will be created at that spot only. If it turns out that is not possible, creating an item or via scripting, well there is a solution I thought about but it's an insane one really. "Just" create habs with those nodes removed. for a 1x1 hab that would mean remove the top ladder node = 1 module, remove the top ladder node and aft door = another module, remove the top ladder node and fore door, remove the top ladder node and aft en fore door, remove the top ladder node aft en port door, etc. etc. etc. etc. I think you get what I mean and how many habs you would get and have to scroll through. Not to mention creating them would be a work of biblical proportions considering 2x1, 3x1, 2x2, 3x3 habs. You'd probably go insane, throw your PC out the window and become a hermit :laugh: :laugh: :laugh:
  7. At this moment I dont know exactly untill we have at least Starfield editor so I can have a proper look at how everything interacts and we can actually add extra modules to the game and buildmenu. But for a start you just need the NIF file of the module and you can edit it's orientation in NIFskope and then save it "as new" for each new position. I already did this rotating for alot of modules and once the proper tools are out I will be adding 100+ extra orientations of existing modules, hopefully, we dont know if their are limitations to the total number of modules in the shipbuilder. (also I need to adjust the snappoints for all those "new" modules first) OInce I figured it all out and have it properly ingame I will write up a proper guide. If in the meantime you delve into it yourself and have anything to add or ask, please share it here so we can all benefit. This is all new for me to.
  8. oh dear lord, does this mean that we can also add snap points? fantastic. As far as my knowledge at this moment goes, yes, snap points can be added to any NIF just like in FO4, just in a different way seperated from Nifskope. If I look at the large ship M-modules I also think there is no limit to how many. also to answer your earlier question wrt "Nova module NIF with a Deimos module NIF" the two different modules have two different colour schemes/ texture maps, and one manufacturer's maps are going to be shared among their parts. short of making a new set of texture maps and finding how to apply or "wrap" the mesh, (actually not massivly difficult if you have an idea of what you want already, making the texture, buuuut applying it is going to need an update to NifSkope, I suspect, although thats in the works.) Looks to be an issue to tackle for new meshes/scratchbuild ones, just copying the mesh and replacing a same manufacturer one the paint option is untouched. I think, but cannot say for sure untill I can actually add the "modded" meshes that it is keyword related. Edit, also good for you for all that you have figured out and shared so far, I and I am certain many others really appreciate it. I could have kept it for myself, since I have no clue how this works and prevent looking like an idiot :laugh: :laugh: :laugh: :laugh: :laugh: :laugh: :laugh: :laugh: ,but thought it better to just share as I go in the hope others would chime in with what they have been able to figure out. Modding is sharing afterall. Oh! Also, there are different flavours of snap point as well, you are looking at structural ones, but there are, as you probably know, equipment ones and hardpoint style ones. (or just one style for both, i dunno, *Shrug*) Looks like they use only 1 Snapnode (Snapnode_ship_Equipment_Side01a) for equipment and weapons and there are several "art" nodes to visualize if it's a Module node, Equipment node, Door node, Ladder node etc. etc. 5th edit so far, you got my brane fizzing; the fact that the interiour and exteriour are two different things matters less actually, as long as what it connects to actually connects properly. an edeted 3x1x2 for the Cabot would be amazing, or a top x bottom version that sticks out less would also work, and maybe not need so much editing. :laugh: I will probably dive into it once I did what I set out to do first, I came accross alot of stuff that seems to be related to the "random" ladder and door placement. I'm slowly beginning to see how stuff connects but the inner workings are still a mystery :laugh:
  9. A small update, with a highly experimental version SF1edit which only allows viewing the ESM content at the moment I found how snapnodes are handled. There are 6 "universal" snapnodes, top, bottom, aft, fore, port, starboard. These are "re-used" for every module and positioned "manually" after they are "linked" to a module as you can see when you look at other modules: These have 2 bottom snapnodes with different X-Y-Z coordinates/offsets, with these coordinates they can be placed anywhere on the module, port/starboard is also not an issue as you can see for the coordinates for the Taiyo 3 wide slope. This is good news for me, since I want to rotate modules 90 degrees so they can also be fitted port or starboard instead of just fore or aft, it will "just" be a puzzle what the coordinates need to be. How to get the modules in game and how much work it will be is still under investigation, things like adding them properly to the buildmenu and being able to select them using the arrow keys (like different hab interiors) or automatically > if you select a port node it will automatically show the port module and you only have to swicht top bottom using Z and what keywords need to be added. It's a waiting game at the moment and i'm also looking at other modules, mainly the Bays so all of them have a rear exit option. As for Habs, before anyone asks, this looks like it's a whole different ballgame, as much as I to want to have a 3x1 hab oriented port to starboard. It looks like the interior is seperated from the hab and with all the stuff attached to randomly determine doorways and ladders and shifting interior that comes with that, i'm not sure I will ever be touching them.
  10. Thank you, Hexabit pointed me to this last night, the snappoints are in the ESM, so for now there is indeed not much more I can do. I did finish flipping and rotating and naming all the extra NIF's with NIFskope, hopefully not to early and in vain :-) Created 107 extra position variants for the modules sofar, will have to test them ingame if they show up in the intended new orientation, even if the snappoints are incorrect for now that's something that can be crossed of the list. For almost all of them, there are already correct snappoints, just attached to different modules, so hopefully if we are lucky it's just a matter of finding the right one and linking it to the "new" module. Fingers crossed :-) Very much obliged if you can keep me updated
  11. Because they are still figuring out the ins and outs of the new textures and structures, the right tools are still in development and early testing at best. But most important, it's a request nobody is obliged to pick up your request or they are already working on it. There are a few darker retextures already, these things just take time, modders want to play the game to before they start modding and while they wait for the right tools.
  12. Watch Gopher's video's on Vortex on YT: More comprehensive Vortex for Skyrim but the principles remain the same:
  13. Dont worry, you are well on your way learning howto mod your game, be prepared for this a few more times happening again along the road, unless you decide to give up on trying to add mods. Just do what zanity says, backup your savefiles, delete the whole Starfield folder and Starfield folder in your Mydocuments. (dont just uninstall, make sure there are no files left behind before redownloading and installing) Reinstall the game: - Start the game once so INI files are created then make a backup of all the files. Just copy paste the folder if you have the diskspace, otherwise create a zipfile. - Install a modmanager, either Vortex or Mod organizer 2 and create profiles. 1 for testing new mods and 1 you play on after you confirmed the mod is working on your test profile. - Learn about the games folder and file structure so you can correct mods that have their folder structure wrong. - Read the mod authors instructions on the modpage and check if there are any requirements and install those to. - Never put anything directly into your gamefile folders unless it is explicitly stated that it's neccessary for the mod to work, there are not many mods these days that cannot be installed using a mod manager, either out of the box or by you yourself creating the correct folder structure, zipping it and then installing via a mod manager. For Starfield we will probably never see mods that cannot be installed with a mod manager. (BAT files, preshades, presets, autoexecution of BAT files are not mods!!) We have come along way from Morrowind ;-) :ohmy: While you are waiting for the game to download goto youtube and start watching Gophers videos's: (yes it's for Skyrim but it teaches you all the basics that also apply to Starfield) Welcome to the wonderfull world of modding your game, just have patience, learn and be prepared to spend as much time modding as you do playing :laugh: :laugh: :laugh: :cool: :cool: (and turn your capslock off ;-) )
  14. So kindoff stuck at the moment, I cant find anything on the snappoints, unlike FO4 where the snappoints are added to the NIF file in NIFskope, they have changed this and it is now done differently. I have found nothing in the NIF files pointing to anything related to snappoints, there are shipsnapnodemarkers and artwork files that indicate what can be placed on a module (the blue circles/squares/arrows indicating if a a module can be placed, equipment or if it's a door/ladder position) but nothing how they are used. I'll keep searching and exploring, if anyone knows, much obliged if you post anything you found here.
  15. I'll keep posting my findings here for anyone to use in the future who also wants to "mod" modules. So flipping in NIFskope is easy enough, go to blocklist > select the 0NiNode > right click then > Edit. This will move all parts at once. 2 issues i'm running into: Issue 1: If you replace a, for example, Nova module NIF with a Deimos module NIF the option to color that part is not available anymore!? At this moment no clue as to why. However if you replace a Deimos NIF with a Deimos NIF the option to color the modded part remains!? Issue 2: The part inherits the snappoints of the NIF you are replacing. So to get this corrected I replaced Deimos Belly fore with my flipped NIF so it now has the correct snappoints. So for now, if you want to "mod" ship modules only replace NIF's from the same manufacturer and make sure that the snappoints of the module you are replacing correspond with your "modded" NIF or at least has a snappoint so you can fit your "modded" module like you intended.
×
×
  • Create New...