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pepperman35

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Everything posted by pepperman35

  1. Jelly's Production has a number of tutorials available https://www.youtube.com/@Jellysproduction30/videos
  2. Animated billiards would be so cool. Stuff like this could make npcs look more involved in a scene such as a bar. An npc trying darts would also be cool.
  3. South you have learned and shared so much with the community. Thank you.
  4. Using a 3D modeling package like 3ds studio max or blender, you can make custom door frames and matching door. Not too hard to do.
  5. Settlement boundary size by itself can be misleading. The amount of objects you stuff into the boundary will also influence performance. I built a huge Institute themed settlement on Spectacle Island and notified some performance issues. Granted some of those could be related to precombines and the like.
  6. How did you name the mod (esp) and the main and texture bas2 files?
  7. My guess is that modding tools won't be released right away. But it would be nice if they would include better documentation for the CK SDK. wikis are fine but the wiki for FO4 still isn't all that great. I also wonder if they will provide plug-ins for 3d modeling software and which version will it be for. My guess is that modding tools won't be released right away.
  8. This would greatly reduce the learning curve and time required to create intricate stories and quest mods. +1 this idea But in general ChatGPT doesn't do that good a job with this type of scripting. I could see where it would be very useful to story creation and dialogue build, so integration into that aspects might be quite useful.
  9. This is from the CK render window, correct? If you press, the M key do they disappear?
  10. In order to get help, you might want to articulate the problem.
  11. Welcome to the modding community Fantastfisk. Good luck in your endeavors.
  12. "I don't know maybe I should take a vacation and find out." Highly recommended, good for the soul.
  13. 1. You are likely breaking the precombine/vis data by making the adjustments. Make all adjustments first. 2. Make the precombine/vis data the last step in your process. 3. Testing in game (I typically just coc to the place of interest from the main menu and bypass loading any saved game).
  14. A couple of years back I ran across some youtube vids depicting something called the havok behavior tool (HBT). When I watched them I thought, wouldn't it be cool if we could do some of that it FO4. neeher's mod, climbable ladders showed us you could actually climb ladders purely through animation and without the use of scripts, and now south shows us scaling a wall with ice axes...too cool. I could even a mod where the author made a quest which depicted a building and the only way to enter the build would be to scale the exterior walls to some entry point. Lots of possibilities. BTW, here is the vid of the HBT, there are several of them on there. Don't think it was tied to FO4 directly but pretty cool nonetheless./
  15. Did you perform the last step of Zorkaz's instruction: "After that fill the sound property to the sound you want to play." This step maps your "sound that the trigger should play" to the variable "TheSoundToPlay" in the script.
  16. Nice job. In other games certain animations are tied to keys on the keyboard. I wonder, for example, if hopping of a fence could be tied to a key stroke.
  17. Okay, I quickly assigned the textures to it and exported it out. I am not seeing the shadows like you showed.
  18. Took a quick look. Have you assigned any materials to the mesh Items? I saw no material assignments. Also, as South mentioned it looks like some of your verticies are black. When you exported the switch, how did it look in nifskope?
  19. CK is only one of several softwares that you will need to acquire, learn and master. A 3d modeling (e.g., Blender, 3ds Max) package capable of exporting nif formatted files will be needed. None of these softwares are available on xbox so a PC is a must have. The other thing you will need is time..lots of time. Making 3d models takes a while to master. So in summary, you need a PC, you need 3d modeling software, you need time to learn to master those skills. I would not consider making animated 3d creatures a beginner's project.
  20. Modding FO4 covers a broad range of categories. Learning to use tools like the Creation Kit, FO4edit, Outfit Studio, 3ds max, etc can take you a long way towards the goal. kinggath has a youtube video series called Bethesda Mod School that I'd recommend watching. It will cover many of the basics regarding the Creation Kit.
  21. Back in 2022 mod author jellyfish1965 (aka Jellybean) bought us a settlement mod named Bartonville. I was impressed with jellyfish1965’s original creation, and asked his permission to mod his mod. I used it to experiment a bit (e.g., basic questing, NPC creation, quasi working church, etc.) and hone my skills a little. Anyways a bit of shameful advertising but you are welcome to give it a look. Bartonville Township II
  22. Thanks for the answers folks. Sounds like including the meshes and accompanying dds files into the mods ba2 archive is the way to go then.
  23. I have created a couple of custom NPCs for a mod I am working. I noticed in my data folder that there are now folders for meshes and textures. In the textures folder (e.g., Data\Textures\Actors\Character\FaceCustomization\BartonvilleTownshipII.esp) there are *.dds files and *.tga files. Now for the questions: Do these meshes and textures need to be placed in the ba2 when I package up the mod? Do the *.tga files need to be packed along with the *dds files? If so, what compression settings should be used on the ba2 archive?
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