Jump to content

pepperman35

Members
  • Posts

    1257
  • Joined

  • Last visited

Nexus Mods Profile

1 Follower

About pepperman35

Recent Profile Visitors

9267 profile views

pepperman35's Achievements

Mentor

Mentor (12/14)

32

Reputation

  1. Okay, got it. While I have not yet tried rjshadowface's BA2 Merging Automation Tool - B.M.A.T., it looks promising for this purpose. He has a couple of videos to explain the process.
  2. Seems to work okay in game. https://www.nexusmods.com/fallout4/images/296251
  3. Personally, I think extracting loose files into your data directory would be a bad idea. Generally, we want to pack files into ba2 files for performance and organization reasons. Now, if you are getting into modding and want to use those assets then exact them preferably onto a separate drive. kinggath explains the process in his tutorial Bethesda Mod School: Tools 101 - Custom Textures, Nifskope Setup, and Other Work Environment Tips, see Timestamp 1:40 - Extracting Fallout 4's files for easy access. Happy modding!
  4. It is also worth noting the water shader flags. I took a quick hack at modifying the wood barrel from the game and added a water plane. I left the water plane nif unprocessed so the structure could be reviewed. Note: These haven't been tested in game...so consider them proof of concept. WoodBarrelWithWater.rar
  5. The only thing I can think off hand is textures. Might be worth a quick look to see if they are the correct size, etc.
  6. If we use BrahminTrough (BathtubBroken01.nif) and TroughBathWater (TroughBathWater.nif) as an example, I’d say you’ll need to create two mesh objects: (1) the water barrel itself, and a water plane. Each of these mesh objects will require collisions, and I am not familiar with how the latest version of nifskope handles collisions. Assuming you are making a cylindrical-shaped barrel, I would imagine the water plane would be top of a cylinder (i.e., no sides or bottom) having the same dimensions as the inside of the barrel. The collision shape could be a capsule. The havok material would be SKY_HAV_MAT_WATER. The Broad Phase Type would be BROAD_PHASE_PHANTOM. As for the nif structure, you can take a look at DefaultProceduralWater.nif to see how it needs to be setup for the water plane. Note the use of the BSWaterShaderProperty.
  7. As the old saying goes, "Practice makes perfect." Seddon4494 has a tutorial to help you with your learning journey, Fallout 4 Creation Kit Tutorial - Audio Holotape.
  8. Recommend giving the PJM's Precombine - Previs Patching Scripts and the support article Precombine Previs Deep Dive a look.
  9. First Steps 1. Where do I find the source scripts? In the Data\Scripts directory, there is a ZIP archive named Base.zip. Extract that file using 7-Zip, WinZip, or Windows' native ZIP handler to the same folder with paths. 2. Why can't the Creation Kit find the source scripts? You should have the following folders in the Data\Scripts directory: Data\Scripts\Source\Base Data\Scripts\Source\User In the Base folder, you should find all of the scripts you've extracted from Base.zip. The User folder is where all of your source scripts should and will be placed.
  10. I think with some scripting you could achieve this functionality. For example, you could create a button activator, a custom NPC vendor, and a quest to voice the NPC. You could use the button activator to summon the custom NPC vendor. The Creation Kit and Papyrus could make most if not all of this possible.
  11. I don't use Blender but a quick Google search reveals the following: Can't speak to the value of any of them. Animation & Rigging How to Animate in Blender: The Ultimate Guide Blender Animation: A Beginner’s Guide to Getting Started Blender: Animation Tutorial – 6 Easy Steps
  12. Inspired by How the InstituteToilet01.nif and WorkshopVendorCounterClinic02.nif work, I thought I’d try and make a custom vendor station for my prison mod. Design goal: When the NPC vendor enters and exits the vendor station, a window will open and close accordingly.
  13. Pretty sure NPCs will use the InstituteToilet01 which has the controller sequences: Unoccupied, Enter, Occupied, and Exit; and the Behavior Graph File GenericFurniture.hkx. It has the standard keywords one one expect; however, I did notice that it has the play animation when full box checked. WorkshopVendorCounterClinic03 does not have that box checked; however, it doesn't use the GenericFurniture.hkx but uses GenericFurnitureTwoState.hkx instead.
  14. I realize this is an older post but with new modding comes new opportunities to experiment. I think setting the barber chair up similar to how the furniture bar/institute toilet works would be an interesting thing to try out. Basically, combine the the barber shop chair with the barber shop pole and set up the controller sequences (unoccupied; enter; occupied; and exit). When an NPC is assigned as barber, the barber pole would light up and animate, and when the NPC left the station the light would go off, and animation stop.
×
×
  • Create New...