-
Posts
1123 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by pepperman35
-
So applying some basic troubleshooting: 1) When was the last time it ran stable; 2) What mods have you added since it was last stable 3) Disable those mod and see if it resolves the problem.
-
Did you setup (link) everything correctly in the scene explorer window before exporting. It looks like you got them reversed. So something like MainPipeAssy c_MainPipeAssy Where MainPipeAssy is the main model and c_MainPipeAssy is the collision linked to the MainPipeAssy.
- 2 replies
-
- meshes
- custom meshes
-
(and 3 more)
Tagged with:
-
modding question
pepperman35 replied to SLIMMERTHANJIM's topic in Fallout 4's Creation Kit and Modders
super new to modding Fallout 4...might I recommend kinggath's excellent video series titled Bethesda Mod School. https://www.youtube.com/watch?v=1naNojdx0ek&list=PL2g2oK5KhZT0WUOw0Y_8HFudZbgfmcdEl&index=1 -
Where to find 3ds max?
pepperman35 replied to ROMPLEMIER9078's topic in Fallout 4's Creation Kit and Modders
Well, the down side is that is is only good for 30 day trail. After that you have to register it or it no workie. -
Where to find 3ds max?
pepperman35 replied to ROMPLEMIER9078's topic in Fallout 4's Creation Kit and Modders
Try giving this link a read... https://forums.autodesk.com/t5/installation-licensing/3ds-max-2013-windows-64-bt/td-p/5557230 -
Where to find 3ds max?
pepperman35 replied to ROMPLEMIER9078's topic in Fallout 4's Creation Kit and Modders
Try this link from Autodesk http://efulfillment.autodesk.com/SWDLDDLM/2013/3DSMAX/ESD/Autodesk_3ds_Max_2013_EFGKJS_Win_64bit.exe?authparam=1512861778_b02224b415246e858939d378f54d768a&ext=.exe&_ga=2.119078857.1557176623.1587683894-1964772409.1585046301 -
Where to find 3ds max?
pepperman35 replied to ROMPLEMIER9078's topic in Fallout 4's Creation Kit and Modders
Try this link from Autodesk http://efulfillment.autodesk.com/SWDLDDLM/2013/3DSMAX/ESD/Autodesk_3ds_Max_2013_EFGKJS_Win_64bit.exe?authparam=1512861778_b02224b415246e858939d378f54d768a&ext=.exe&_ga=2.119078857.1557176623.1587683894-1964772409.1585046301 -
Greetings and Salutations fellow modders, Within my Institute-themed mod, I want to setup a Zoology Division. Within the division. I would like to create a series of exhibition pens similar to the Gorilla Habitat located in the Institute’s Bioscience Division. Unfortunately, my creatures don’t like to be caged up and will teleport out after a certain amount of time. The Gorilla’s within the exhibit at Bioscience don’t teleport, so I am obviously missing something in my setup. I am not seeing any scripts attached to the components within the Institute’s Gorilla Habitat, yet something is keeping these beasts from teleporting. Basically, what I see is Creature linked to PackageLocationPrimative with the DMP_Sandox_Prim_Skipload keyword. Any thoughts on what else to look for here?
-
Maybe give BethINI a try. https://www.nexusmods.com/fallout4/mods/67?tab=images
-
Creation Kit Features you wish were here
pepperman35 replied to Zorkaz's topic in Fallout 4's Creation Kit and Modders
The ability to do power grids -
F4 brings up the collision geometry in the render window. It will essentially look like a wire mesh around the various objects. In a cluttered environment I have found it useful to raise the object I am inspecting into the air so I can more easily discern the collision geometry. The collision geometry for said models is embedded into the model file and will not show up separately as an object to select in the cell view window. Collision planes, cubes and spheres that you add are visible while the m key is selected, and these will appear as objects in the cell view window.
-
Question: Playing sounds in scripts
pepperman35 replied to pepperman35's topic in Fallout 4's Creation Kit and Modders
Thanks for the response. Looks like for the time being I'll go with the wav files; maybe swap them out for xma's when the mod gets closer to being completed. -
When playing audio files from a script does one use the wav or xma file type? Also, can you play fuz files directly from a script, without having to extract the sound component? For example, I am using the V111RadScanner01 in a script, and I would like the play certain sounds depending on a conditional test (i.e., does the player have radiation). For example, play 0002a07f_1.fuz if there is no contamination, or play 0002a080_1.fuz if there is contamination present. 0002a07f_1.fuz = No Contamination Detected. Please exit the Clean Room. 0002a080_1.fuz = Contamination Detected. Initiating Decontamination Sequence.
-
Floating Boats - Configuration
pepperman35 replied to chanya's topic in Fallout 4's Creation Kit and Modders
Have you tried linking the objects on the boat to the same FloatingPlatformHelper the boat uses? -
First mod help - basic replacement mod
pepperman35 replied to Joosemachine's topic in Fallout 4's Creation Kit and Modders
As you are a first time modder, might I recommend Kinggath's excellent video series Bethesda Mod School. It has a lot of useful information to help get you ground in modding Fallout 4. -
Thank you sir, just what the doctor ordered.
-
Two interrelated questions for the 3ds Max gurus. When I look at the exported NIF I am seeing vertex color related things that I'd like to be able to turn off before hitting the ole export button in 3ds Max. How does one prevent colors from being exported on BSTriShape. On vertex description I am currently seeing [Vertex|UVs|Normals|Tangets|Colors]. Similar question to #1. How does one prevent the Vertex_Colors flag from getting set on the BSLightingShaderProperty? Under the Shader Flags 2 I am seeing [ZBuffer_Write|Vertex_Colors]. I see areas in 3ds Max to turn on/turnoff certain things under the materials maps, but I am not immediately seeing a Vertex_Colors check box. Obviously, I am overlooking something or not looking in the right place.
-
Have you looked GaigeStorm's Fallout 4 Normal and Specular map Tutorial over. https://www.nexusmods.com/fallout4/mods/22114?tab=files&file_id=90331
-
Automatic Closing Doors
pepperman35 replied to vonBennett's topic in Fallout 4's Creation Kit and Modders
unlock and open myDoor.unlock()myDoor.setopen(true) close and lock myDoor.setopen(false)myDoor.lock() -
In the Mass Fusion building there is also a decon chamber that works. In the mod that I am currently working on I modeled my decon chamber based on it. Works pretty slick.
-
Need a little help with collision
pepperman35 replied to pepperman35's topic in Fallout 4's Creation Kit and Modders
Thank you kind sir! Very much appreciated. -
FO4 Modding Tutorial List
pepperman35 replied to Deleted33373940User's topic in Fallout 4's Discussion
kinggath is putting together an excellent tutorial series, teaching you everything he knows about modding Bethesda Games, using Fallout 4 as the primary example. https://www.youtube.com/watch?v=1naNojdx0ek&list=PL2g2oK5KhZT0WUOw0Y_8HFudZbgfmcdEl&index=1