-
Posts
1538 -
Joined
-
Last visited
Posts posted by YouDoNotKnowMyName
-
-
Alright, that is looking much better but still not flat.
Here is a screenshot of how it looks in the game:

-
Huh ...
That probably has to do with the different "states" of the terminal:
- The "blinking cursor" when the terminal is just sitting there.
- The actual displaying of stuff when the player uses the terminal
- IDK what the other stuff is for ...
-
I mean, if I was searching for my lost son and I would hear lots of gunfire when entering a town, I would just go "nope" and leave.
Thinking "I am not going to save my son if I am dead, and I can't take on an entire town full of raiders by myself"
-
I took a quick look at this and don't believe it would be to hard. The collision is a static mesh and the animation appears to be texture based. I think one could edit the 4 screen pieces by orienting them vertically, then flatten the vertices, and rotate them back to there respective angle. Export out as a static and finish off the animation in nifskope.
What?
What 4 screen pieces?
The screen is one piece ...
I am talking about the institute terminals:
These things:
-
xEdit is the tool to do this.
-
Doing this will break precombines and decrease performance ...
But I guess that won't really matter, because it is close to sanctuary and if you are running a "scrap everything" mod then precombines are already broken, so it won't have that much of an impact on performance ...
Just to get this clear:
You want to have the nice pre-war fence in the "post war" worldspace?
-
That's great and all but this really got offtopic ...
-
Okay, I took that nif (TerminalOnInstitute.nif) imported it in, assigned textures to it, exported it out, and checked the uv mapping. The exported version appears to be uv mapped just like the original nif.
But it doesn't appear correctly inside of 3dsmax!
-
Good evening everybody!
Is there anyway to import a NIF into 3dsmax 2013 with the correct UV mapping?
Because I just tried to import something (a terminal) into 3dsmax and the UV mapping I completley messed up.
I have never had had a problem importing nifs and UV. Which specific terminal nif are you looking at that seems problematic?
Meshes/Furniture/Terminals/TerminalOnInstitute.nif
-
@YouDoNotKnowMyName I think you can get by without collision for your screen, no?
Yes, but I mean the rest of the model ...
-
I think I have a plugin called niftools (or something like that) that lets me import stuff ...
-
Isn't there a way to directly import into 3ds?
When I go to "import" I can select NIF files and they do get imported.
But like I said, the UV is messed up ...
I really don't want to try and re-assemble everything, I just want to edit one part of a mesh.
(The screen of the institute terminals, it is a seperate part from the rest of the mesh)
-
I never used the tool myself, I only heard of it ...
-
Who cares about the bobblehead?
I never go in the "Museum Of Endless Settlement Quests" if I am not doing a MM playthrough ...
I care about the bobbleheads to max my stats
Ugh, min-maxing and metagaming ...
But to each their own, I guess, right?
-
Good evening everybody!
Is there anyway to import a NIF into 3dsmax 2013 with the correct UV mapping?
Because I just tried to import something (a terminal) into 3dsmax and the UV mapping I completley messed up.
-
I don't know about 3dsmax. Fighting with it myself, trying to recreate a collision for a mesh - most fruitlessly.
Static collision type is good for things that don't move. Don't forget to give a mass, 60kg perhaps.
But you can rename nodes very easily in nifskope.
Ok, I think I will just have to try and mess around myself ...
-
To make the animations work, you need to name the nodes properly. And by properly, I mean EXACTLY as in a vanilla terminal.
Or it won't work.
Why? Because the game renders the Terminal to any visible Trishapes with a very specific node name.
Do I need to do that in the "scene explorer" in 3dsmax or can I do that after exporting? (in NifSkope)
What do I need to set the object type to when assigning the "rigid body" thing?
Usually I select "static" or "door".
-
Materials are lost when importing to fbx. When importing into obj, the scale and xyz axes are lost. A collision is nonsense, a collision is done in 1 minute. I tried making a flat terminal, and even animated notebooks, but I couldn't get a screen. It seems to be there, the com line is blinking, but for some reason, when I sit down at the terminal, the screen animation does not work. Just looking at a black screen bar with no symbols. I have a lot of usual animated panels and notebooks with dds animation. They work. But you can't use them as terminals.
It is possible somehow, because there is this mod
https://www.nexusmods.com/fallout4/mods/45370?tab=description
It adds a custom laptop-style terminal to the game.
Custom mesh.
And it works.
-
Who cares about the bobblehead?
I never go in the "Museum Of Endless Settlement Quests" if I am not doing a MM playthrough ...
-
Good evening everybody!
So, I am thinking about editing the meshes of the Institute terminals to make the screens flat (instead of convex).
How would I go about doing that?
I know that when importing a static mesh into 3dsmax 2013, it looses the collison, so that would have to be remade.
But how about furniture / activators like the terminals?
What would I have to do after adjusting the mesh (and the UV mapping for it)?
(I know how to edit the mesh and the uv map)
Is there any special stuff that needs to be done so that it keeps working like it should?
-
Good evening everybody!
I can't be the only one that is bothered with the convex screens at the institute terminals, right?
So, the institute with all of its advanced technology hasn't figured out a way to make a CRT screen with a flat viewing area?
Come on!
Just imagine working on a PC with a screen like that for hours or for even a whole day IRL ...
Yes, it might be fine if you are just doing text stuff, but imagine doing graphical work on a distorted screen like that.
I mean, I have no problems with circular viewing areas, I actually like them, but the convexity really bothers me ...
So, could somebody please give the the institute terminals flat round screens?
Thanks!
The meshes for the institute terminals would need to be edited.
Specifically the "screen" wich is a seperate part of the mesh.
I would do it myself, but I only know how to work with static meshes, and the terminals are activators / furniture, and I don't know how to work with those ...
And as far as I know, you can't import something with collsion into 3dsmax, and furniture and activators are pretty picky about the "type" of collision or they will not work ...
-
There is a tool called "FaceRipper" that lets you create the face for the player in the game and then export that out to use it for an NPC in the CK.
-
Here is a screenshot, I am using the german language version of FO4.
(That is also the default language for my PC)

-
Hello there,
I am pretty sure all the Bethesda .esm files are in English, and local language text loads as overrides in game (they should be in "Strings" folder in the Main.ba2). Your .esp will be in whatever language you write in, but CK will always load in English.
You don't need to install the English version of game and remake your mod, in other words. :smile:
When I had a look at my ESP with xEdit, some of the quest names were in my langauge, no in english.
So does xEdit also load those "string translation files" ?

"Flat screen" for the institute terminals
in Mod Ideas
Posted
I am sure that they are flat.
It is fine that they are "at an angle" (that way it is easier to read the screen).
Maybe it has something to do with the UV mapping ...