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YouDoNotKnowMyName

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Everything posted by YouDoNotKnowMyName

  1. Good evening / early morning! I have a (simple) question: How can you edit user - interface stuff for Fallout 4? What I want to do is things like this: add new custom "values" (like weight, damage, ...) to objects and have them display in the pipboy menucreate a custom graphical perk system (level-up menu)create new custom map-markers (NOT replacing vanilla ones!)...I have no idea how to do this stuff (because it can't be done inside the CK). There are lots of "beginner - level" - tutorials on how to use the CreationKit. What I am looking for is something like that, but for editing / creating user interface stuff for Fallout 4. Please, if there are tutorials on these subjects, let me know here. Many of the little things that I would like to implement into Fallout 4 fail because of this, and it is really frustrating for me. Fallout 4 is a great game and with a bit of work (and lots of time) could be made an almost perfect game (for me, at least). But right now, I feel like I don't even want to think about "great ideas", because they will almost certainly fail because of all of this user interface stuff, which seems to be "un-moddable" and there doesn't seem to be any documentation about this kind of stuff. I don't want to give up on Fallout 4, I have just started working on some stuff, but it is just really frustrating. Sometimes, I wish I knew about this kind of stuff before buying the game ... If you can help in any way, let me know here ...
  2. Thanks for the quick answer! And again, another (great) idea that gets "stopped" by the impossibillity of editing user-interface stuff ... :sad: Man, I hate how "not-moddable" this game is in certain aspects ... (user interface stuff) :verymad:
  3. Good evening everybody! Is it somehow possible to add "custom" values to items? Like not just the vanilla things like weight, value (caps), damage (for weapons), ... What I want to do is to add a "volume" value to all items. So that the inventory space is not just based off of the weight of objects, but also based on the "volume" value of an item. I want that "volume" value to be displayed in the PIP-Boy inventroy menu, just like the weight of an item. Does anybody know if something like this is possible / how to do it?
  4. Thanks for the quick answer! I have already installed that mod (and completely forgot about it, of course ...). I have 3DSMAX 2013, but the only thing I can do with it is creating custom static meshes and doors. So there is no way to "import" the neccessary files from Skyrim LE into FO4 (just for personal use, of course ...)?
  5. Good morning everybody! This is something that I wanted to do for a long time, but I have no idea if and how it is possible: Is there a way to create a mod that adds books like those from Skyrim? What I mean is to have that little "page turning" animation and all of that ... Because in Fallout 4, there are only really "sheets of paper" - notes and not really any "books". This would be a nice little "modder's resource" thing, that other people could maybe do something with ... I just wanted to know if this is even possible. And how to do it, if it is possible ...
  6. But doesn't that XEdit thing only work for LOD "heightmaps" ?
  7. This is what I'm looking to do, replace markers with existing ones in the game. For example, all the settlement map markers with the same icon (maybe the farm one). I'm not looking to add new icons into the game I want to change what is already there with ones in the game. Any help would be appreciated. THX Then start a new topic about "how to modify existing map markers", or something like that ... This topic is about creating completely new map markers ... Thank you .....
  8. Good morning everybody! I am currently working on a little project that "cleans up" everything a bit ... So I am "removing" lots of objects. As far as I know, moving objects below the ground is the "best" way to do this without "breaking stuff". What is the best way (in terms of performace) to do this? Should I just keep moving objects below the ground, or should I move them below the ground and "disable" them? Because when I just move them below the ground, the game still "loads" them, so they still take up memory and "processing-power". Does the game actually "load" disabled objects? Or do they only get "loaded" if they are "enabled"? What I want to do (eventually) is to get everything to a "pre-war" - state ...
  9. As far as I know, you would need 3DSMAX to create / edit animations for FO4. I don't really know much about animations, expect that they are a metric load of work :laugh:. I think there are some tutorials on YT for custom weapons in FO4? I don't know ...
  10. The key to this is the UV map. That is the thing that "tells" the mesh where to put what texture. Look up some tutorials on 3DSMAX UV unwrapping and stuff like that ... It can be a weird subject to "wrap your head around" (sorry, I had to ...) ... (Clearly you don't know the 3DSMAX basics ... But I don't fully understand mesh creation myself, so I won't judge you :laugh: )
  11. Yes, that is exactly how you do it! All of the "new stuff" that is created gets automatically put into the "overwrite folder". When you first create a ESP file, that also get put there. For creating a new mod, right-click on the list of your mods and select "Create new empty mod". Give that "mod" a name and then drag everything you created form the Overwrite folder into that new "empty mod". Drag the whole "scripts" folder that show up in the "overwrite folder menu" into your new "empty mod", not just the files. Otherwise the game can't "find" the script files. The psc file is the script file that you can edit in the CK, the pex file is the "compiled" script file. If you open that, it looks like a bunch of garbage, but that is the file that the game can actually run. I would keep both of those files. Otherwise you can't edit the script anymore.
  12. Yes, I that is the ways I have set it up. I used a copy of the mesh for the collison. I know, that the collison should be as low poly as possible, for performance reasons, but I don't (yet) care about optimizing that kind of stuff. First I need to get it working at all ...
  13. Good morning everbody! I was just working on some meshes when I cam across a problem. A few of the meshes that I exported from 3DSMAX have a weird problem: The mesh seems to be kind of "low resolution", it gets "blocky". But somehow the collison "mesh" is not affected by this at all! As you can see, the collision mesh (red) is how it is supposed to be, but the actual "visible" mesh (green) gets screwed up. The OBJ files that I imported into 3DSMAX look fine, just how they are supposed to be. So this "downsampling" seems to happen when exporting the NIF from 3DSMAX. The thing you see here is supposed to be part of a pipe, about 30 cm thick (so not extremely large or small). Could this have something to do with the fact that the mesh is "far away" from the "center" of the nif. (The X0 Y0 Z0 point)? (About 50 m away ...) I did it this way, so that I don't have to manually align the meshes in the CK and I can just set the position of all the meshes to X0 Y0 Z0. This is because the original meshes that I made were using a "metric" unit system and the CK - Units are multiples of 9/16". And for things like pipes and machinery that is just there for "decoration", I don't really want to remake all of the meshes to fit the CK Snap-Grid.
  14. Maybe that's also why I didn't have much issues myself ... The only serious "consistent" crashes I ever had were when I tried to generate PreVis or LOD for a large worldspace. (Maybe it crashed because I had a few instances of 3DSMAX open in the background, so there was almost no RAM left ...) But yes, back when I was working on Skyrim stuff and only had a crappy laptop, the CK crashed almost every half hour or so ...
  15. Loosing days of work?! How could this even be done? You would have to have your ESP file open for a few days without saving, and the CK crashes and then you lost days of work. But that doesn't seem plausible to me ...
  16. But (as far as I know) there is not really any other way to create mods ... (Yes, I know about FO4Edit, but that is not really able to do "worldspace" editing, because there is not really a "render window" / "preview window"). I (personally) don't understand why everybody is so upset with the CK ... I personally think that having at least "some" tool to create mods is better than nothing. There are lots of great games out there, for which the developers have not released anything like this!# So I happily accept all of the crashing, it is better to have a crashing mess then nothing at all! Yes, I know it is easy to complain and say what could be made better, but I personally don't believe in complaining about stuff that can't be changed. That is just wasted "energy". (Like I said, just my opinion ...)
  17. Oh my .... I think this whole thing is way more trouble than it's worth ... So I would have to create a activator that when you activate it runs a scrit with that function that makes the player "sit" down. And I would also have to figure out something so that NPCs can "use" the furniture. You know, the funny thing is that I started working on this little project to "get a break" from some other frustrating things that I am working on ... I think I will just use regular chairs and a table for this. Or try to move them apart a little bit more / put less of those benches in that room ... Or something else ... Because this isn't supposed to be the "scripting" part of the mod, that's a whole other story .... Anyway, thanks for all of the answers! This really showed me that even the most "simple" things can be a real pain ... (As if I didn't know that already ...)
  18. No, I want to have 4 NPCs / Player sitting at one of those benches, like normal, but not have them use those Interaction markers to "use" the furniture. If I disable 2 of those markers, that would make it so that only 2 people can sit on the thing, not 4. I think that I didn't explain what I want to do clearly enough ... Sorry ...
  19. Ok, I tried that (disabled all those markers) and when activating the bench I get a message that says "You can't use this right now" ... I also noticed that when I disable those "interaction points", the little blue "preview" of where a npc / player would sit, dissapears. It seems like the disabling of the "interaction markers" also disables the "sitting positions". That is not really what I want. I want to be able to have the player or an NPC sit on the bench without having to have about 2 meters of space around the furniture. Same problem with weapons workbench / chem-station / ... I have enough space next to the furniture that a player / NPC can walk there without problems, but no more then that.
  20. Can the furniture still be used with those markers disabled? (Why am I even asking, I will just try it)
  21. Good evening / morning! While working on a rather compact interior space I came across a problem: When using furniture (like a chair or a bench) the player / NPC normally gets "teleported" to certain points before the "sitting down" animation plays. Those yellos / blue markers you see in the picture. Is there a way for NPCs / player to use the furniture without those markers? Because the blue markers here would be in a wall (not accessible). I tested it in the game and it just didn'T work. So is there a way to have that "sitting down" animation not play (and therefore to have the furniture not use those markers)? So the NPCs / player will just "teleport" to sitting on the bench when standing next to it and activating it? This is how it should look like: If anybody know how to do this, let me know.
  22. Good evening everybody. I hope that I am posting this in the right section (it isn't really a mod request ...) Does anybody know of a mod that lets you crawl on the ground while sneaking but doesn't replace the original sneak animation? So for example, you press the normal "sneak" key and you sneak normally. You press another key and you crawl. I have searched a bit, but the the only mod that I found only supports 2 or 3 weapons ( and no vanilla weapons). If anybody knows about such a mod, let me know here.
  23. Ok, so you say that that is a not-so-good idea. Well ... Other question: If an object is disabled, does it still take up memory when a cell is loaded? And also if I disable some objects (delete them in the CK and then use FO4Edit to "undelete all deleted objects") and then later open the mod again in the CK, all of the "disabled" stuff will show up again and I would get very confused ... (The main reason why I want to completely delete all of that stuff is mainly to get rid of all of those annoying markers and triggerboxes ... )
  24. Good evening everybody! Again, with another (crazy) idea ... So I was recently thinking about how to improve Fallout 4 (nothing new ...) and decided to clean up everything a bit (remove MQ, things like that ... ). At first I thought "I will just make an ESP that disables all of that stuff ...". But then I thought of something else: Why not just edit the Fallout4.esm directly? Then I could actually delete the stuff that I didn't want, instead of just disabling it. So I tried to convert the Fallout4.esm into an ESP (with FO4Edit, by removing the ESM flag). But when I try to open that ESP in the CK, it just crashes. So my question is: Is there any way to edit the Fallout4.esm in the CK? Of course I made backups before trying things like this ... And yes, I know that editing the Fallout4.esm will make nearly all mods incompatible with it ...
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