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pepperman35

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Everything posted by pepperman35

  1. You might give this video a watch. kinggath describes the tools required. https://www.youtube.com/watch?v=Vjpy8mA7SkU&list=PL2g2oK5KhZT0WUOw0Y_8HFudZbgfmcdEl&index=22
  2. I modified one of the pieces to the Institute concourse but the collision no longer works for the new shape (extraneous collision elements left over towards the back of the object). I am hoping some kind soul with 3ds max and appropriate havok tools can redo the collision for me. File is attached if you have some spare cycles.
  3. See section 2.2 of the following https://www.creationkit.com/index.php?title=Category:Getting_Started#Creating_Your_First_Plugin
  4. kinggath is making an outstanding set of tutorials for modding titled "Welcome to Bethesda Mod School." You might considering taking a look see at these in particular. Bethesda Mod School: Dialogue 104 - Basic Scenes and Player Dialogue Bethesda Mod School: Tools 102 - Reusing Dialogue with Voice File Reference Tool 2
  5. For a large, complex undertaking such as what you are describing, perhaps reading up on project management to help arm yourself with some planning tools. Also, as Clint Eastwood (playing the character of Harry Callahan in Magnum Force) once said "A man's GOT to know his limitations." As you are new to modding, I ask the question "Is this a bridge too far" for you right now. Mind you, I am not trying to discourage you but you might considering breaking up your mod project into modules, with you doing one or two modules up front yourself. This accomplishes several things: 1) Makes a large project more manageable; 2) Builds up your skill set and helps establish your bona fides; and 3) promotes your mod to the community (which may in turn draw like minded individuals to help you). I know from personal experience there a many on these forums who are willing to answer questions when you get stumped. But I also know most of them are busy with there own modding projects. I would highly recommend doing some research on modding FO4 and the CK in particular. I recently watched kinggath's Bethesda Mod School series and gained a lot of useful information. Good luck to you in your modding and project endeavors.
  6. Institute Vault by JPitner. https://www.nexusmods.com/fallout4/mods/36183 Settlement Objects Expansion Pack by ccmads has a lot of Institute themed resources. You can use these resources to create nice Institute themed settlements. https://www.nexusmods.com/fallout4/mods/10075 AS Craftable Institute Stations by Doobot https://www.nexusmods.com/fallout4/mods/9715 Sanctuary Estates - Institute Version by MadRoX https://www.nexusmods.com/fallout4/mods/32484
  7. Thanks for the infos, I will certainly check that out. I am not well versed in the differences between the fallout series but I did spy this tutorial on the nexus for Fallout New Vegas. It appears to be a well written tutorial. His 4 part tutorial demonstrates the creation of simple Material and Texture animations using NifSkope. All meshes and textures used by the tutorials are included as resources for work. https://www.nexusmods.com/newvegas/mods/56203
  8. Concept: Develop a large view screen for the Institute's security wing and or Operations Center that will simulate a threat briefing depicting information about the baddies of the commonwealth. I am envisioning a large flat screen that will continuously loop the briefing similar to the Institute Monitor bank. Conceptually, I could envision a Courser walking up to a lectern and give the threat briefing. The later part is a bit beyond my present stills but someday... :smile: Anyone know of a tutorial or workflow for accomplish the above animated texture part. If not, I can try an reverse engineer the Institute Monitor bank's nif. Thanks in advance.
  9. Thanks for the response. I will take a look see at the imagespace (once I figure our where it is at lol). I tweaked settings those emissive in the material and nif files and got it toned down a lot. Lots to learn on my end for sure. Next challenge...animated texture such as those used in the InstituteMonitorBank. I think making a large screen display monitor for my operation center or security wing would be cool, the display could loop a threat briefing depicting the baddies of the wasteland. Should probably post that up as a separate topic.
  10. Well, the material files would be the same as I dropped the exact object into my mod. It might be an internal verses exterior cell issues, as the Institute cells are internal and uses a lighting template (InstituteLightingTemplate). My mod with is set on Spec Island and I can see an immediate way to set any lighting template. Investigating a little more ....
  11. As I meander about the Institute I observe the various consoles (e.g., WallConsole02_sm) which look very nice in game. However, when I drop one of these exact same consoles into my mod, there is a noticeable difference, specifically in the glows. Anyone know what causes this difference, and what I might do to compensate for it?
  12. Once you positioned those pieces where you wanted them, could you not just add the DefaultMoveToEditorLocationOnLoad script to them?
  13. Ok, something I thought would be easy but is turning out to be a bit frustrating. I dropped PowerArmorFurnitureX01 into my mod and set the material to mat_PA_X01_Institute in the Extras tab. Looks fine in CK but in the game, the Institute paint scheme refuses to show up. Is there another step that I am missing?
  14. I have been told that this online tool can be used to make various maps...I don't have enough experience to know how good the results from it are. http://cpetry.github.io/NormalMap-Online/
  15. Found them...they were in the voice archive which I had not extract. Data\Sound\Voice\Sound\Voice\Fallout4.esm\Announcer_MassFusionMainframeVoiceF\0015FA42_1.xwm Data\Sound\Voice\Sound\Voice\Fallout4.esm\Announcer_MassFusionMainframeVoiceF\0015FA4C_1.xwm Data\Sound\Voice\Sound\Voice\Fallout4.esm\Announcer_MassFusionMainframeVoiceF\0015FA43_1.xwm Now to set these up a sound markers and put them in the mod.
  16. During the mass fusion airlock scene(DN84_AirlockScene), the main frame computer announces things like: Now cycling airlock, Initiating decontamination sequence, and Decontamination complete. Question: Where are the corresponding voice files located? I’d love to use these in the airlock/auto decon chamber for my mod but thus far have not been able to locate them.
  17. Well now, I just learned something new. I didn't realize that if one removed the name from the door object then no interaction can take place with the object. This is why I avoided using the door to begin with and went with an activator. But now that I have need enlightened :) I can rethink my strategy and go with the InsDoorSm01ThinFrame as planned. Modding this game is complex on lots of levels and I learn more daily, thanks to folks who are willing to share their knowledge and experience. Many thanks!
  18. Ok first trigger box setup with the following script. Might need to change somewhat as I think through the logic of the airlock and auto-decon chamber. Scriptname NFPP_OpenAirlockDoorOnTriggerEnter extends ObjectReference {Open and close airlock doors when the player enters and leaves the trigger.} Group Required_Properties ;Airlock doors. Default2StateActivator property NFPP_AirlockDoor01 auto const mandatory {The outer airlock door.} Default2StateActivator property NFPP_AirlockDoor02 auto const mandatory {The inner airlock door.} EndGroup bool bTargetInTrigger = false conditional objectReference property targetRef auto { if None (default), watching for player otherwise, watching for this reference} Event onLoad() if targetRef == None targetRef = game.getPlayer() endif endEvent auto STATE WaitForTrigger Event onTriggerEnter(objectReference triggerRef) if(triggerRef == targetRef) ;target has entered the trigger SetTargetInTrigger(true) debug.trace(self + " target has entered the trigger") debug.notification("Entered Trigger") endif endEvent Event onTriggerLeave(objectReference triggerRef) if (triggerRef == targetRef) ;target has left the trigger SetTargetInTrigger(false) debug.trace(self + " target has left the trigger") debug.notification("Leaving Trigger") endif endEvent EndSTATE STATE Done EndSTATE bool function IsTargetInTrigger() return bTargetInTrigger endFunction ; PRIVATE function - do not call from outside this script function SetTargetInTrigger(bool isInTrigger) bTargetInTrigger = isInTrigger fireTriggerEvent() endFunction function fireTriggerEvent() ; perform action when target enters/leaves trigger if (bTargetInTrigger == true) ; Open the outer airlock door NFPP_AirlockDoor01.SetOpen(True) debug.notification("Opening Outer Door") ; Close the inner airlock door NFPP_AirlockDoor02.SetOpen(False) else ; Close the outer airlock door NFPP_AirlockDoor01.SetOpen(False) debug.notification("Closing Outer Door") ; Open the inner airlock door NFPP_AirlockDoor02.SetOpen(True) debug.notification("Opening Inner Door") endif endFunction
  19. I suspected as much. I was hoping I could simply covert the door object (i.e., InsDoorSm01ThinFrame) into an activator object by placing the corresponding InsDoorSm01ThinFrame NIF file into a duplicated or newly created activator object. But that didn't seem to work out. Oh well, looks like I will have to use the activator HitSwitchDoorExSm01 instead. Thanks for the response and info.
  20. Thanks guys for the input. I'll start down this path and see where it leads. Opening the airlock doors should be fairly straight forward but then again nothing in the CK seems to be straight forward (at least not for me). I'll have to shake the research tree a bit and see what commands exists to indicate a play has radiation.
  21. I would like to convert an Institute door (i.e., InsDoorSm01ThinFrame) into an Activator such that it behaves like the HitSwitchDoorExSm01. Apparently there is more to it than just creating an Activator and dropping in the nif for InsDoorSm01ThinFrame door, and adding the Default2StateActivator script. What are I missing?
  22. In my mod, I have a Nuclear Fusion Power Plant which generates power for the settlement on Spectacle Island. The reactor is situated within a containment chamber. What I would like to do is setup and auto-decontamination chamber for the entryway to the containment chamber. A series of decontamination arches would exist inside the containment chamber. The auto-decontamination chamber would function as an airlock, auto sense whether the player required decontamination, open/close airlock doors as required, and apply decontamination treatment as required. I am aware of the mass fusion reactor setup, and the decon chamber there. But was wondering if trigger boxes would be an effective way to setup the airlock and auto-decontamination chamber. Never used trigger boxes before so thought I’d inquire with resident experts before proceeding down this path.
  23. Doing precombines is certainly in the project plan. The insides are kind-sort of being modeled after my settlement blueprint. That said, it has taken a life of its own in the Creation Kit (e.g., round main building, power plant, water purification plant, etc.) so I am open to good ideas. Lots and lots yet to do but it is slowly taking form. I'll drop a few snaps in here from time to time to illustrate forward progress.
  24. Work progressing on the Water Purification Facility and the Nuclear Fusion Power Plant.
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