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YouDoNotKnowMyName

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Everything posted by YouDoNotKnowMyName

  1. Looks like someone answered this quicker then me :laugh:
  2. Hello there, always good to see new people interested in modding! I will try to give you some answers: If you want to be able to modify the weapon at an ingame weapon workbench, then it would be best to have all of the parts as separate files.Yes, I once tried to import something very detailed (a large building with interiors as one file) and it didn't work, but I can't remember what exactly the limit was ...The maximum texture size depends on how good you PC is :laugh:No, I don't think so. No additional files are required.The program that I use is 3DSMAX 2013. You need some special plugins to export the model as a nif - file. That is the file type that the game uses for 3D models.But the 2013 version of 3DSMAX is impossible to get legally, they don't sell it anymore. The plugins that you need only work for 3DSMAX 2013, so the newer versions wouldn't work. I would start by trying to get a static object into the game. If that works without problems, then move on to something more "difficult". I wish you good luck with your modding efforts, if there are any more questions, just ask!
  3. Thanks for the quick responeses! Man, Nifskope really seems to be a very useful tool, I will have to try that. For importing nifs into 3DSMAX 2013 I just use the normal import-thingy ("import into current scene" or whatever -> select the file you want). I have the havoc -tools thing installed that is also needed to export nifs. I don't really work in 3DSMAX, I just use it to to do the texturing / UV-mapping and the collision. I create the meshes in a program called SketchUp 2017. It's free and very easy to use. From there I export the mesh as a obj file and import that into 3DSMAX. I know that isn't a very "professional" workflow, but it works for me. I mostly do static meshes, so I don't really need the "advanced features" of 3DSMAX. Just some basic mesh editing if anything is screwed up. No, I don't have the newest version of 3DSMAX because I don't like the "subscription" crap, but not because of costs. I just don't like to "depend" on a connection to the internet. My main PC where I do all of my stuff is completely offline all the time. It is more comfortable for me that way ..... [sorry for the ranting ... ]
  4. Good evening everybody! I recently continued work on a little project (large custom worldspace / island - thing with custom questlines, etc ...) ... For that I would need to create a custom animated static mesh. I know how to make a custom static mesh in 3DSMAX and get it into FO4. I also found a tutorial on how to make a custom door and get that into the game. (A door is kind of a static thing with a animation, right ...? ) But I have not found anything on how to make a custom animated static mesh. Basically, I want to make something like this wind-turbine-thingy that just rotates all the time: Data\Meshes\DLC03\SetDressing\Turbines\DLC03WindTurbine01.nif I tried importing that mesh into 3DSMAX 2013, but that didn't work. The mesh was there, but without the animation. If anybody knows how to make something like this, let me know.
  5. The one before the last (pointless) update. [i only update software if I actually see a benefit in it ... ]
  6. Never mind .... I just tried that "has full LOD" thing with one of those wind-turbine things and it works perfectly. So I think a custom animated mesh should also work ....
  7. Ok, it's worth a try ... I haven't actually started working on the animated object itself, I wanted to make sure that this is possible first, so that I don't waste my time with something that isn't possible.
  8. Good evening everybody! Would it be possible to have a moving (or animated) object that is visible form a long distance? What I want to make is a large rotating radar-dish on top of a mountain (in a custom worldspace that I am working on ...) and I want it to be visible from anywhere in the worldspace. [The worldspace is not that big, just +-62 cells in the X axis and about +- 90 cells on the Y axis ... :laugh: ] I think I could make a "moving static" object, but would that work with LOD (-> have a LowRes mesh when viewed from far away)? Would the game even "play the animation" of the moving static when the cell isn't really loaded? (If I understand correctly, only a few cells "around" the player are loaded at a time.) Any tips on how to do this / if it even is possible to do would be nice ....
  9. Yes! That worked! Thanks very much for that! Now I can continue to work on my (not so small) island ....
  10. Good evening everybody! I just started to place down objects in a custom worldspace that I made and I noticed something weird: When I want to select an object in the render window (to move it, or whatever) I have to click a bit "below" and "left" of the actual object to select it. It doesn't matter if I change the view in the render window. It seems like the object selection is just a bit "offset". Has anybody else noticed this, or is it just me? I haven't noticed this before, because I didn't really do a lot of object-placement / editing in the render window. But now that I am trying to work on my custom worldspace and add all of the objects, this is really annoying ... If anybody knows of a fix for this, let me know ....
  11. Yeah, ok, I think (like almost every time) I was scared for no reason .... It is logical that they will keep the "moddability" (is that even a word?). TES / Fallout is known for it. Ever since Morrowind it just worked. I think I just have to calm down a bit and try not to be scared that somebody wants to take away the things that mean the most to me (TES, modding, ... ).
  12. What I mean by "hard to mod" is if they don't release the tools that were used to make the game (-> Creation Kit in the case of Skyrim, Fallout ... ).
  13. Yes, exactly! That's why I got into TES back in the day (Oblivion). It's so much more then just playing a game. You can actually shape the game be whatever you like / whatever your PC can handle :laugh:. It would be really sad if this experience would be lost ... I don't know why I started this topic, I just get scared about things like this sometimes ....
  14. Hello everybody! Just a simple question (don't know where to put this question): Am I the only one who will not buy Elder Scrolls 6 if it can't be as easily modded as Skyrim? (I mean if they move away from the whole Creation Kit to a whole other engine / game system). Sorry if this question is in the wrong section here ...
  15. But watch out for the placement of the triggerboxes! Place them at a slight angle (so not perfectly 0 degree rotation on the Z axis, but something like 0,01 or something like that). If you don't they might not work.
  16. I am currently working on something like this myself (small island, custom worldspace). This is how I did the LOD. First I just edited the landscape of the worldspace so that it was visible above water (just 1 cell ). Then I used the Worldspace LOD generation thing of the CreationKit to generate the LOD for that worldspace. This generates some textures / meshes. Then I continued to modify the landscape to what I wanted (just a few 100 cells small). Then before chicking it out in the game, I used xLODGEN to re-generate the LOD for my custom worldspace. When I loaded the mod in the game, it works! I mainly did it this way because the CreationKit LOD-Generation thing is about as slow as sneaking with crippled legs and crashes as often as modded FO4 with bad load order ..... The only problem that I have with this is that the "texture" of the LOD stays the same, even if I changed the texture of the landscape and re-generated LOD ..... Anyway, I hope this helps with your worldspace ...
  17. Hello everybody! I have another question: Is it possible to add a custom new attribute to an item? For example: An item has a value (if you sell it / buy it), weight, damage (if it is a weapon), ... Would it be possible to add custom "values" to items? I want to make a mod that gives every item a value for "volume", not only weight. So for example a piece of scrap lead would have about the same "volume" or "size" value, but more weight then a wood scrap piece. It would make inventory management a bit more realistic. But is something like that even possible?
  18. Yes, you are right, BUT Skyrim, Fallout 4, ... are very easy to mod compared to ofher games. For me, thats why I play them. The game "as I buy it" is just kind of like a demonstartion of what can be done, or a loose framework .... Everybody who wants can pick up the CK and add custom stuff to make this "fake world" into "their own fake world". I personally think that THAT is the big positive point that Skyrim and FO4 have (basically it is the engine that they use.) Is the game engine old? yes Does it have bugs? yes Is it well understood and the tools are easy to get and use? YES And that is the point. For example I will not buy ElderScrolls 6 if it uses a different engine that is not as easily "moddable" as Skyrim or FO4. Just my thoughts on that matter ...
  19. That's not double sided collision - this .nif actually has a interior ceiling mesh. In the game, this .nif was used with walls built using Industrial kit pieces, and that's the reason why Bethesda did not include the interior walls in this .nif. About the collision planes/boxes - you might want to know that weapon projectiles would go right through them, even though actors and grenades won't be able to pass. You can even have a firefight with collision planes placed between actors. Collision primitives also won't give you the sound of footsteps, which makes it feel unnatural to walk on them. If I were you, I'd just build the actual walls using the kit pieces and move on. Good luck. :smile: Huh .... So you can get shot through a collision plane? That explains some of the more "stupid deaths" I had while playing ..... Weird stuff ...
  20. Great! I didn't even know that you could do that in the material editor. I guess that show how little I actually know .... One does never stop learning .....
  21. Ohhh, that pyramid-thing ... I took a quick look at it and have some more questions: Do you want "double sided collision" on everything or just on the inside parts that actually have a "interior texture"? Like this:
  22. I will take a look at it to see how much work it would be ....
  23. So you want to make the existing collision "double sided"? I don't think you can do that wiht NifSkope. To edit collision you would need 3DSMAX 2013. (At least that is how I know to do it, I am not an expert at using NifSkope besides using it to attatch textures and materials ...)
  24. I use a plugin to export the model as a obj file. Then I take that obj file and import it into 3DSMAX 2013. In 3DSMAX, I do the UV-Mapping, texture stuff, collision and all of that. When I am finished I export the model from 3DSMAX as a nif. (In my case for the game Fallout4). I would consider myself rather good at using SketchUp (2017) and I do almost all of my 3D modeling with it. A few things to keep in mind: SketchUp allows you to create any shapes you want, but 3DSMAX (and NIF - files) work with only triangles. So you have to "triangulate" your model first. When you export it as a OBJ from SketchUp, that gets done automatically, but most of the time it is crappy. I personally do that completely by hand. Yes that takes a long time, but I have lots of spare time ... :laugh: If you have any more questions about using SketchUp for NIF stuff, please just ask ..... [Finally! I am not the only one who uses SketchUp for this kind of stuff!]
  25. Yeah ....... XEdit is a great tool when you want to do "simple" things, or examine the changes that a mod makes or things like that. But when you want to add a script or do worldspace editing or any other "graphical stuff" the Creation Kit is the tool for that. It seems to me, like trying to use XEdit for something like this would be like if you edited the individual ones and zeroes in your computer to attatch a document to an email or something like that. XEdit is much more "raw" then the Creation Kit, that makes it "better " for some things and "worse" for other things. Both tools have their place ... Why do you want to do this with XEdit? Why not with the CK? (Just asking out of curiosity ....)
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