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YouDoNotKnowMyName

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Everything posted by YouDoNotKnowMyName

  1. Can you open Dawnguard.esm, Dragonborn.esm or Heartfire.esm in the CreationKit or do you get a warning when you try that?
  2. Yesss!!!!!1 I finally got it working! That "Verify files" thing didn't work. When I deleted the ini files and then verified the files through steam it didn't add new ini files back in and the CK gave me a warning that it couldn't find some nifs. But if I change some values in the SkyrimEditorPrefs.ini file, it works: [General] iPreviewH=762 iPreviewW=778 iPreviewY=200 iPreviewX=200 As far as I can tell those values set the size and position of the Preview window. Those above worked for me and put the preview window in the "visible" area of my screen. Maybe it is because on my old computer I had 2 screens and I had the preview window on the second screen. When I copied everything over to my new computer, those values were still set up for having 2 displays (so the position was off by a lot). But now, everything works! Nice!
  3. Uhh ... I just tried to import one of the oblivion trees into that program and it said that it was "not a valid spt file". So maybe the current version of SpeedTree does not work with that very old stuff.
  4. Ok, thanks .... There seems to be a 10 day trial version of that software ... I will get that and see what I can do .... Thank you!
  5. I don't have a second monitor connected, the resolution is already at the maximum and I have already tried that "cascading windows" thing. Maybe I should try connecting a second screen, I don't know ...
  6. Good evening! I have a question: While looking through some stuff in the Construction Set, I found out that the 3D models of the trees are not .nif files. Instead they are .spt files. Is there any way to "convert" them to (static) nifs? What program do I need to do that? I know that Oblivion is really old, but maybe someone is still here and knows about this ....
  7. Have you seen those modders from nexus? They have curved subway tunnels! Curved Subwaytunnels! (Skyrim reference) Jokes aside ... What size of curved subway tunnels do you need? 90°? At what radius? I know how to create custom static objects for FO4 and need practise 3D modelling anyway, so I might see what I can do, let me know!
  8. Good evening! This is probably a noob question or I am just beeing stupid (wouldn't be the first time ... ). When I select something in the object window and click Preview, nothing happens. The "Open Windows" thing says that the preview window is open. I already thought that it was just "offscreen" somewhere so I changed the display resolution, and looked carefully around the edges of the screen, but it doesn't look like it is there. I just got this computer a few months ago and reinstalled all the things ( Skyrim, CK, Steam ...) and this is the first time that I am using the CK on this computer. On my other computer (crappy laptop that could barely run Skyrim on lowest settings) everything worked fine .... I also have Fallout 4 installed and the Creation Kit for that game works fine, including the preview window. So I don't think it's the fault of the computer itself. If anybody knows a solution for this weird problem, let me know!
  9. Good evening! I was just trying create the exterior part of a mod that I am working on. Nothing special, just a huge Thalmor - inspired castle southwest of Dawnstar at that dragon burial site there. Everything was going well, but then as I was reloading the exterior cell (by pressing F5) this error message came up: INGAME: Trying to return a rendered texture (TESWATER_REFLECTION_CUBEMAP) that doesn't look like it was borrowed (or it's already been returned.) "Yes to all" will disable all Warnings for this context. When I click Cancel (Yes to all) then the CK just crashes. I use Mod Organizer 2 and the only other esm/esps that are loaded are Skyrim with all its DLC and the Unofficial Skyrim Patch. I already searched a bit for this error message and couldn't find anything. Also the preview window isn't showing up, but that's probably a different thing, so I will open another topic for that. If anybody knows about this weird error, let me know!
  10. Otherwise you would have to open the nifs in 3DSMax, remove the glass (or just the collision of the glass) and then export it as a nif again.
  11. Good evening! I have actually started working on a (little) project that will include a (small) custom worldspace. I haven't really found any "Heightmap to Fallout 4 worldspace" tutorials, but I found one for Skyrim: http://tambomedia.com/Site_Pages/tutorials/L3DT.html The "workflow" is basically as follows: Create landscape in L3DT exort as .RAW image file put it through TESAnnwyn Add masterfile with TESedit do some stuff in the CKI already (kind of) have the greyscale heightmap, so I will just import that into L3DT to then adjust the max / min height of the landscape and to export it as a .RAW file. So that part is clear. But what i don't know is if TESAnnwyn works with Fallout 4. TESAnnwyn takes the heightmap of the landscape and somehow creates a .esp file that contains a worldspace based of of the heightmap. Officially this program only supports Morrowind, Oblivion, Fallout 3, Fallout NV and Skyrim. So can I use a esp that was created with TESAnnwyn with the Fallout 4 CreationKit? Or if not, is there any other way to create a worldspace landscape from a heightmap in the Fallout 4 CreationKit? Thanks
  12. Seems interesting, but the built-in editor of the CreationKit is enough for the little bit of scripting that I am doing, but I will keep this in mind if I ever want to do anything "bigger". Thanks!
  13. Thanks! I think I will just assume that Bethesda was lazy and used the exaxtly same engine as in Skyrim, so I will work with the same assumed limitations. Great advice by the way (just do it :laugh:)! And yes, cluttering is the most difficult part, because there is no "right" way to do it. You just have to do what "looks right".
  14. I have heard that there are limitations when creating large new worldspaces for Skyrim. Fallout 4 is made using the same (old and limited) engine. So am I correct in thinking that the same worldspace limitations apply like in Skyrim? If I remember correctly that was -32 / +32 cells in the X direction, otherwise the physics won't work properly, the Y axis was not affected, right? I have not found anything about this on the Fallout 4 CreationKit wiki, only information about Skyrim. Some information about the limitations on the creation of custom new worldspaces would be nice, because otherwise I might start working on a project and discover in the middle of the process that something isn't possible. And I don't want to waste my time. I understand that making mistakes is great for learning something, but why make the mistakes yourself, if you can learn from others, right? :laugh:
  15. So the 32 x 32 cell limitation for worldspaces like in Skyrim is also still there?
  16. Thanks, I have seen this table before, I didn't know that it would be the same for Fallout 4. Thank you very much @DiodeLadder (nice username, by the way :laugh:)
  17. I just realized that I can just load some exterior worldspace and just place some object at the border of the cell and then see how many "units" i have to move it to get to the cell border on the other side of the cell. I did that and found out that one cell (yellow grid, when pressing b in Render Window) is 4096 units in the X and in the Y direction. But that brings up the next question: How large is one of those "Snap to grid" units? It has to be rather small, because if I set it to 1, I can place things rather exactly. So maybe 1 "CK-unit" equals 1 inch? Just guessing ... So that would mean one cell is 4006 x 4006 inch big, that would be 104.0384 m. That seems wrong ... Would be nice if I could have some information on this, so I can start working ...
  18. Who is Andrew? Anyway ... I can't tell you anything about vanilla assets, that's not allowed! But I could tell you how I would port custom (static) meshes added by a mod. I don't know about trees ...
  19. Hello everybody! I am currently working on a small mod that (among other things) has it's own worldspace. Because the maximum size of a custom worldspace is limited to 32x32 cells (Source: https://forums.nexusmods.com/index.php?/topic/6066563-new-worldspace-worldspace-size/ ) I would like to know how "big" one exterior cell is. I ask this because I want to have two "regions" in my custom worldspace: A coastal area and a mountain area and a "natural" transition between them. If there isn't enough space for a natural looking transition, should I just use one worldspace for each area? Knowing the dimensions of an exterior cell would also greatly help with the planning of the placement of buildings, roads and so ... As you can probably tell, I don't have much experience with the creation of custom worldspaces ....
  20. No, but I would love to know myself, for personal use only, of course :laugh:
  21. As far as I can tell, a red ! means that the CK can't load a mesh correctly. So you would be right about that.
  22. You could try to right click on the "NewDecalsDUPLICATE000" layer and select "Select all loaded references in layer". This will select all the things in that layer, in this case the Decal - Markers. Then go to the render window and hit delete. That should delete all of the markers. Like everywhere else, it depends: What do you want? Do you want to learn how to use the tools (Creation Kit, knowing where to look stuff up, how to get stuff to work, dealing with things like this, ...)? Then it's better to try thing yourself. If you just care about the finished product, have sombody else make it. For me, the answer is because I want to learn, make mistakes, and learn some more. And to somehow realize the concepts and ideas in my head. And to get that feeling of "yes, finally it works".
  23. No, they are under "Markers" -> "Misc Markers". The Helper Objects thing is greyed out for me too, so no worry there ...
  24. They are called "Decal_something". For example: Decal_moss4b
  25. Hmmm ... weird .... Maybe try to reload the render window (F5) or turning off / on the markers again (M)? Never had that one before ....
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