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Everything posted by YouDoNotKnowMyName
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Thanks for the advice! Yeah, that's what I planned to to: Create the few "important" and unique buildings "by hand" (custom meshes) and use "default assets" for the other buildings. Currently i am trying to learn where all of the static objects actually are in the CK. (I worked with Skyrim for years, so I'm learning where to find / how to use all of the Falllout4 assets in the CK).
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No, I don't really have any experience with worldspace design, otherwise I wouldn't be asking all of this :laugh:. But I don't plan to publish this mod anyway, it's (like almost everything else that I do) just for "personal use". At least I think so .... But I get what you are trying to say with the "background" to the actual playable area. Good for me that the real-life area I'm planning to recreate has pretty natural "borders": a large river on the west, mountains north and east and a large valley on the south "border" of the playable area. So pretty "natural" restrictions, the valley could be "blocked off" by fallen rocks and stuff like that ... Anyway ... If I eventually finish it and have too much confidence, I might upload it ... And yes, like you said, the StaticCollection thing, or whatever it's called, will be useful, especially for the buildings and stuff like that.
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Ok, thanks for explaining how to do it!! Yeah, I used that http://terrain.party/ website to get heightmaps of the area I want and I think I will use those. You said that the results will be "ugly" or "unsmooth"? That will not matter too much, because I can just smooth it out a bit by hand in the CK. I will have to edit each exterior cell anyway, to add trees, buildings, .... It's just that I have a rough shape of the landscape in the CK, the "details" will be done by hand. I don't plan on creating a 100 % correct representation of the landscape, so a few meters higher or lower will not matter that much .... (I basically plan to recreate the area where I live, a small town and a few villages, some hills, ...; noting too big ... for now ...)
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Alternative Main Quest line?
YouDoNotKnowMyName replied to EdgeUK90's topic in Fallout 4's Mod Ideas
Yeah, I would love some "alternate main quest" type of thing. Because it is really annoying how all of the faction quests are tied into the main quest. So if you are RPing as someone other then the "Sole Survivor of Vault 111", then you don't really have much to do in terms of large "main" quests ... I like the way they did it in Skyrim, have the faction quests independent of the main quest. But I can see, why they did it this way. Probably because people were complaining that factions had too little impact on the world in Skyrim ... But I really don't have any good creative ideas or anything like that, so sorry that I can't help you ... For me personally the lower levels of the game are always the most exciting, because every little bit of scrap, every new wepon, every bit of food (...) really matters. After a few levels you kind of get "saturated" with stuff and it starts to matter less ... That's usually the point where I delete that save and start a new one. I have never played through the main quest (but seen other people do it) and I never played the game without an alternate start mod. (Ok, that's not 100% true, the first time I didn't use any mods and played to LVL2 or 3 just to see if my computer could run the gam ...) The last few years I have been playing / modding Skyrim, and I never had the same feeling there, because the main quest wasn't as "forced upon you" as in FO4 and all of the factions were independent of the MQ. Just my thoughts .... -
Hello everybody! I was just working on something and I needed to delete lots of things. (Don't worry, FO4edit will "undelete" and "disable" them when I "clean" the mod with it!) At first I thought that I could just use the "Search & Replace" function of the CK, but is there a way to "replace with nothing"? If anybody knows, let me know ...
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Hello everybody! I have a question: For a personal project that I am working on I need to export the heightmap from Skyrim. And then import it in the Fallout 4 Creation Kit, but I didn't really say that .... I already tried to open the "Heightmap Editing Window" thing where you can edit the entire worldspace. There was a thing that said "export heightmap". But when I clicked it it made a folder called "HeightField" but it was empty. What am I doing wrong? Eventually I want to export the heightmaps of all the worldspaces ...
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- exporting skyrim heightmap
- heightmap
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Hello everybody! A few months ago I bought a new PC, mainly for Skyrim, but I thought I'd give Fallout 4 a try. At first it was a bit weird, but after a few weeks I got used to "caps as a currency", the settlement building system, avoiding Preston Garvey and all of that stuff ... So far I am really enjoying the game. I love the "retro futuristic / post apocalyptic" setting. The settlement building really makes me feel like I am making a difference in the world (I know this sounds silly ...). The weapon customization / crafting is also a really great thing. The dialogue system is complete BS, but that's not really an issue, because there is a mod for that :laugh: (Extended Dialogue Interface, or something like that). Before I started playing FO4, Skyrim was the game for me, I played and modded it for a few years. So it took some time for my brain to "switch over" from Skyrim ... I don't know why, but even after a few months of playing FO4, the Commonwealth just doesn't feel "like home" to me ... So instead of complaining I decided to fix that problem. I always see games just as "a demo for what the engine can do". For me, it's not really about the game, it's about the tools, the CreationKit, in this case. The game is just like a "framework" for your own stories / mods / whatever. And once i found out how to get custom assets into the game (mostly static objects), I really felt like I could do anything that I could imagine. ANYTHING For personal use only, of course. So I decided to do just that. I can't really work on the same project for months, like some people can. I just do whatever i feel motivated to do. So I have lots of "unfinished projects" laying around. After some time I played a bit of Skyrim agian and I really started to miss things like the weaopn customization and the settlement building. So in it's infinite wisdom (not really) my mind came up with the idea to combine the two. Basically to p0rt Skyrim to FO4. (don't know if that word is allowed here) The two "settings" and "worlds" could be connected by some crazy time travel stuff, I don't know. Again, only for personal use, nothing like this will be published, ever! I know this would be a massive ammount of work, but as I am only working a part time job, I have tons of freetime :laugh: Because at the moment I always have to decide: "Do I want to do XYZ project in Skyrim or in Fallout 4?". And I don't like wasting effort and time ... And if I combined the two, that would be the ultimate "framework" for my custom story stuff .... I don't really know why I am writing this, I guess I am just too tired to do anything productive but not tired enough to go to sleep yet ... This will probably get deleted or something like that, I don't know ... [i think this was the first time, that I honestly wrote down what's on my mind whithout thinking too much about the consequences it may have ...]
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- new to fallout
- new to fallout 4
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3DS Max 2013 works fine for me (Window$ 10 64-bit), I have played around with it a bit, created static meshes for Fallout4 with it, and it works great! The only problem I had with it is getting addicted to creating new stuff for Fallout 4 :smile:
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As far as I found out, the largest worldspace you can create in FO4 would have the following dimensions: Exterior cells: X Axis: - 64 ---> + 63 Y Axis: - 254 ---> + 255 One cell is 59,5 x 59,5 m large, so that would mean the map could be 7488 m east/west and 29835 m north/south. If you go larger on the X axis then -64/+63 there will be a bug, like in skyrim. If I understand correctly ...
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Procedural generation? Do you mean like a program that generates a (height-)map based off of some parameters? Yeah, I think there is a tool called L3DT that can do that. I have played around with it a bit, but I am not really intersted in that sort of thing. I already know how the landscape should look like, so that isn't really the thing for me, but the more people get into custom worldspace creation, the better :laugh:
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Ok, thanks, I will take a look at it. 32 bit is an insane resolution anyway, so drawing the heightmap as 8 or 16 bit would be enough, I guess. And then convert it to a 32 bit floating point uncompressed DDS file. After getting it in the CK I will have to do a lot of work on the landscape anyway ( smoothing it out, texturing, placing trees, ...)
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Well, it seems like there is no way to get a 32 bit floating point DDS image out of GIMP or Paint.NET. There is a GIMP plugin for DDS export, but that does not (yet) support 32 bit. https://code.google.com/archive/p/gimp-dds/ It says that 32 bit support will be added at some point, so I think I will have to wait (agian) to start working on any of my projects. No, I don't want to download the "free" trial of Photo$hop .... [Frustration intensifies]
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Oh thank you so much! Now i can finally start to work on some real stuff, instead of just "waiting" for someone to answer this question .... :laugh: By the way, it was really stupid of me to not search YouTube for tutorials on this topic. I just looked for written tutorials ..... In the future I will also search YouTube before asking something here ( so I don't look like a lazy idiot ).
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Good evening or whatever, the search function here seems to be broken, I can't tell if this has been answered here, g00gle didn't help either. So basically the question is: How to create a custom exterior worldspace from a heightmap in the Fallout 4 Creation Kit? I found a tutorial that explains the process for Skyrim, but it seems that nobody knows about how this works in Fallout 4. The only thing I know is that it is most likely more complicated :laugh: Please, if anybody knows about how to do this, let me know here so I can finally start working on some stuff instead of "just playing the original game".
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[LE] Nav Mesh being ignored in Hjerim
YouDoNotKnowMyName replied to a topic in Skyrim's Creation Kit and Modders
Wow, ok ... I am a bit of a "technical person", so when I look up tutorials I look for "how to do it", not "if I should do it" or "the right way to do it" (changing vanilla navmesh for example). I always do things in a way that makes sense to me. (I know this is a bit stupid, but I do this for fun, I already have a job :tongue: ) All the things that I am working on are for my own personal use only, most of the stuff that I do wouldn't really be allowed here ..... (converting stuff ....) I don't really work a lot in vanilla worldspaces anyway, but I see the point about not editing vanilla stuff (for example don't delete something, move it "under the ground"). I mean it makes sense if you think about it, I guess, that if I changed something in a vanilla area all of the mods that also "touch" that area are possibly incompatible or could cause bugs ... Creating one mod that works perfectly is easy, but creating it in a way that won't interfere with other mods, that is the actual hard part of modding, if I understood it correctly. And yes, like you said: Esp is for the creation of your own story telling, world creation, or whatever your wild imagination can come up with... That's the whole reason I am doing it! But just for myself ... Because like I said, converting assets from Skyrim to Fallout4 wouldn't be accepted here or anywhere else .... :mad: But that's fine, as long as I am having fun .... -
[LE] Nav Mesh being ignored in Hjerim
YouDoNotKnowMyName replied to a topic in Skyrim's Creation Kit and Modders
Ahh, ok, thanks! The whole "TES5edit" thing seemed so intuitive to me that I didn't read any tutorials on it ;-) -
[LE] Nav Mesh being ignored in Hjerim
YouDoNotKnowMyName replied to a topic in Skyrim's Creation Kit and Modders
I know this is offtopic, but why does (nearly) everybody know about all of this? I have never seen or read a tutorial that said something like that ... Where does everybody get all of those basic rules from? And where can I (and any other new modder) learn about them? And isn't editing vanilla stuff the purpose of a esp file? -
Yes, screwed up navmesh can and will lead to CTDs! A while ago I started working on a little personal project, a small castle thing in the plains of Whiterun, and after working a few hours on it I wanted to go in the game to see how it looked. I did a bit of the navmeshing already .... the game didn't like that!
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That's exactly what I do (I also use ModOrganizer2 for everything): add the filenames of the .bsa files that you want to use in the ini file, like you said. I never had any problems with anything like this. But most of the time I extract the resource files so I can modify the textures and models to what I need ....
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So I asked around on the SpeedTree forums and found out that it would be really difficult to get those old .spt files into the current version of SpeedTree and the meshes would require lots of "fixing". And the "free trial" version can't export full meshes anyway, so I think the whole "Oblivion tree meshes to static nif" thing isn't really possible at all, sadly ... It would have been for "personal use only" anyway, because someone does not like converting stuff .........
