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YouDoNotKnowMyName

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Posts posted by YouDoNotKnowMyName

  1. 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!

  2. 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 ... ]

  3. 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.

  4. 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 ....

  5. 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 ....

  6.  

    This would be a suicide move by Bethesda.
    Do you have any idea how many copies of the game were sold after 3+ years of the game's release till today, and all that because of mods !!.
    And as JimmyRJump said.
    There is nothing that it can not be modded even if it's all 'Hard Coded', you just need one crazy dude with enough patience and knowledge to break in....

     

    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, ... ).

  7. TES without modding is.... crap. IMHO.

    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 ....

  8. 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 ...

  9. 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 ...

  10. 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?

  11. Unfortunately it doesn't matter. The map is a messy island drawn in the middle of a vast ocean. Distant LOD is ignored during generation if the land is underwater. Which is why they flooded the United States in order to build Boston. You know, instead of building a game world to build Boston inside. FO3/FNV world maps are larger because it wasn't built as a ocean with a island in the middle. It's fake. The whole thing is fake. Going all the way back to 2004 they have only been creating fake worlds being sold on lies and gimmicks.

     

     

    96% of Fallout fans didn't want to have anything to do with Fallout in 2018. All the tomfoolery aside the business model is brilliant. They sell us a fake version of a world they created quickly, and built for cheap. Problem is that this business model has to compete with the rest of the game industry. And here it has to provide a quality level which makes the game worth working on or playing. That just isn't the case considering how many hours the players invest on either playing or working on the games. Skyrim for example is just barely worth it, which is fake, messy, broken, and also smaller than Oblivion.

     

     

    For FO4 to be worth it, that entire -90 +90 to +90 -90 grid would have to be regenerated as land space for the game world, and with all those locations filled in. It's a similar situation with F76 with it being such a small map at such a low density of things to do for the player. 2015 FO4 needs over 70Gb of content from mods to even begin becoming interesting in a way that would compete with the many other games available. Then making matters worse the game survives by ignoring decades of innovations in game mechanics which are seemingly all but impossible to provide.

     

     

    It's a fake world for the fake tough and phony brave wrapped in a sex simulator that everybody usually ends up hating. Digital masturbation. Pages of PC gamers complaining in 2015 at how disappointing this game is; was the reality of it. It's a prison of players being fooled into the thinking that these games are anything other than a poor version of TES that was drastically watered down. None of the games even make decent ARPGs which ARPG in itself is opposite of what the majority of the player base wanted. It isn't a good game because of what it was made to be, a trick, a product of lies to fool customers.

     

     

    Are you really saying these ZeniMax games are worth building a 2160p PC gaming rig for? Are you saying that all the time we spend working on these horribly broken poor examples of modern video games is worth something? All those players that are fooled into the thinking that they are somehow addicted to these games. All the developers that are addicted to working on them. These games are not even worth fixing the broken parts just to be able to play them. ZeniMax is a international company that used to make billions of dollars off these games, and they didn't even bother to actually build the game well.

     

     

    You Should Undoubtedly Pivot To Better Games,

     

     

    SM6K+1

    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 ...

  12.  

    I have fixed it so it now has a double sided texture on the inside all the way to the bottom (via the material file settings). Double-sided collision on the the lower half of the pyramid would be great. I suspect the upper half already has a Double-side collision...could be wrong.

    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 ...

  13. 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!]

  14. 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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