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Everything posted by YouDoNotKnowMyName
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Good evening everybody! How can I add something to a FormList? I can just click on entries and select "edit", but there is no way to add new entries ... I already tried to just double click in an empty spot, or CTRL+N, but nothing seems to work ... Any help would be appreciated .... EDIT: Never mind. Drag and drop is the way to do this ... Just drag something from the object window into the formlist window. I am stupid ...
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So while I was researching something else, I came across this: https://en.wikipedia.org/wiki/Ex-Rad I can see where the fallout developers got the name for "Rad X" from ... (Or where the people working on this "Ex-Rad" stuff got the name for their product ... ) Just thought I'd share this here because I think it is kind of funny ...
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That is such a nice idea! I love gulpers, they are adorable!
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YES! IT WORKS! If I tell a follower to sit in that chair, they will walk to it and "clip through" everything while doing the "sitting down" animation. YES! Thanks soooo much! Oh those hardcoded keywords ... They are like magic. Nobody knows what all of them do, nobody knows where exactly to apply them, but if they are applied in the right way on the right objects then EVERYTHING JUST WORKS! I am soooo happy now!
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Animated textures revisited
YouDoNotKnowMyName replied to pepperman35's topic in Fallout 4's Creation Kit and Modders
Wow, this is really cool! I have never been so excited about a slideshow presentation :laugh: -
Mods that add new outfits: Do they add the new outfits to the NPCs, the leveled litsts (so that vendors can sell them, they can be randomly looted), as a craftable item? If the answer is yes and you want to keep that stuff in, then you need to keep the original ESPs (or recreate all of that in your own ESP).
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I don't know. It depends .... (I love this answer, it is always true :laugh:) Do you want to keep the changes that the original ESPs make to the game? Then keep the original ESPs ans make them masters of your mod. Do you just want the new meshes, textures, materials that were added by the original mods? If you don't use the original ESPs you will have to "add the things to the game" in your own ESP.
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I personally always start the CK from MO2. I made an "empty mod" in MO2. That will just create and empty folder in the "mods" folder of MO2. I put the ESP file for the mod that I am working on in there. (open the "override folder" from MO2, there you will find the ESP that you saved in the CK) I also made folders in there for "meshes", "textures", "materials" .... That way I can enable and disable my "work-in-progress" stuff like a normal mod in MO2. And it keeps my FO4 data folder completely clean. NOTHING ever goes there. One more thing: ALWAYS make a new named folder for your custom or new assets! Example: Data/Meshes/MyNewCustomStuff/ put the meshes for your mod here Data/Textures/MyNewCustomStuff/ put the texture files for your mod here Data/Materials/MyNewCustomStuff/ put all the materials here Just so that you don't accidentally overwrite anything from the vanilla game. It is just "good practice" to do that. And always keep backups! Backups of every version of your mod! And keep backups of your backups! One seperate drives in seperate locations (if possible)!
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Could you share links to those tutorials? Because I just had a look at that "Mixamo" site and it would be great to get some of those animations into FO4! But I have no idea how to do that. I have never worked with importing animations into FO4, so some advice would be great! If I don't really care about the "entry" and "exit" animations for the furniture I could just leave those files empty, right?
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So I did some more testing ... I enabled only one of the entry points of that chair, and positioned the chair so that the entry point was reachable. But when I commanded a follower to sit in that chair they still said that it isn't reachable! WHAT?! I did finalize the navmesh, I made sure that I did. The other chair is perfectly useable by NPCs. Maybe it is because I edited the BSFurnitureMarkerNode in NifSkope. I changed the position offset there to X:0 Y:0 Z:0.
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When trying to recreate some real-life locations, the room sizes are not something that I would like to change ... And I don't like the "big interiors" feeling of FO4. I like some of my interiors to be very compact. (like the submarine player home mod that I am currently working on ...) "you can simply create your own animations" Yeah, because making custom animations if something that only takes a few hours to learn ... Sure ... :laugh:
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But the whole point of this discussion is how to get an NPC to use a chair that is in a confined space! There is enough space to physically reach the chair (just not the "furniture entry points" which are about 1,5 meters away from the chair.). So the NPC can reach the chair, but he doesn't even try, because when an NPC is trying to sit in a chair they try to walk to one of the entry points, not to the actual chair! I want to make the NPC walk to the chair and activate it instead of going to the entry point. That gives me an idea: Maybe I could place a marker near the chair. Then make the NPC walk to that marker and activate the chair (which will trigger the script that will make the npc sit down). Is something like that possible with the "AI system"? So that the NPC can do that while "sandboxing in that area"?
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So, I just got a vanilla companion into my littel testcell and told them to sit in that chair. And they said they couldn't get to it. The chair is standing on a navmeshed area, the backside of the chair is reachable, you can walk to it and activate it. (The "vanilla" entry points are not reachable) So it seems like the NPCs still try to use the vanilla furniture entry points when trying to walk to the edited furniture. Does anybody know how to get this to work?
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Well, there is "GetInCell" ... I tried that, but the NPC still just stands in the middle of the room. Because the "GetInCell" would always be true, because the NPC is in that cell, no matter if the player is there or not ... Ooohhh! I get it! Use the "GetInCell" to check if the player is in the cell, not to check if the NPC is in that cell! So I tested that, but still, nothing ... The NPC still just stands there ...
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So I have placed an NPC into my little test cell, I did the navmeshing and gave the NPC an AI package to sit in that chair. When I COC into that cell, the NPC is standing on the chair. I checked the AI package to see if I had actually selected "sit" (and not something else) and yes, it is correct. But the NPC will just stand ontop of the chair. How can I get this to work so that NPCs can use the "modified" furniture like normal furniture?
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Oh ... I thought that "akActionRef" was of the type actor, because of this example script from the CK wiki that does something when the player activates something: ; Have the event run if the triggering objectreference is the player. Event OnActivate(ObjectReference akActionRef) if akActionRef == Game.GetPlayer() ; your code here. endif EndEvent So I thought that "akActionRef" was "whoever activated this thing" and thus could be used for the snapping-to-the-furniture.
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It is used for actors. So how would I get this to work with attaching a script on the furniture object? What? If you want to use snapintoiteraction, which is function from actor script, on akActionRef, which is an ObjectReference script, you would need to... ¿? come on dude, give it some thinking. Is not that complicated. IDK ... I think functions that work on actors can only be used in scripts attached to actors, right? So the "furniture script" would need to attach a "snap this actor into the furniture" script to whatever actor activated it. I don't know ... I am (apparently) not that good with scripting. I can get simple stuff done, but trying to use functions that are intended for one thing for antoher thing is a bit over my skill level ...
