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Posts posted by YouDoNotKnowMyName
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Sure, here is the screenshot:
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Wow, it worked!
Thank you very much SKK50!
(By the way I love your Fallout 4-76 mod :D )
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I can't seem to view your screenshot, but it does not sound like the right thing. Those markers that you described are used to add effects to the "camera" when going through them.
You can just make those invisible, by clicking on them and pressing the button 1 on your keyboard. They shold be invisible then. That does not make them incisible in the game, just in the render window.
Working with interior cells can be hard with all the "effects" and markers in the way.
Ok, in the screenshot you see those white boxes? You can also make them invisible. They are for the lighting in the interior. If you want to edit the interior they will just get in the way ...
(No, but I could remake it, if you want. That would only take a few hours, not much time. But it is better and more satisfying if you learn to do it yourself)
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Wow, ok ... Thanks for the quick answer!
What's with that link? It does not lead to YouTube as it says ...
Anyway ...
So I should put all of the above in a script and attatch that script to the "first" tube and then fill in the properties, right?
EDIT: The link works now!
Yes, exactly! Somehting like that ...
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Just a shot in the dark, but you will likely want to start out by trying PlayAnimation.
Give me a second, I will try it ...
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Do you mean the "rust layer" on the outside or are you talking about the interior?
Funny that you want to do that ...
The first thing that I did to try to learn how to use the Fallout 4 CK was to make a player home out of the interior of that weird submarine. (The crazy shape of the exterior hull still does not make any sense to me ... )
If you are talking about the interior:
Open the interior cell in the render window and press M. That will make all the markers visible.
If you go to View -> Layers a little window will open. With that you can make the different layers visible / invisible.
Make all the layers visible there.
Anyway, the rust "effects" look like blue arrows in the render window. If you remove those, the rust effects should go away.
Just try to delete some of them, go in the game and see how it looks.
I hope I could help ...
EDIT:
If you are really really new to the CreationKit, all of this will probably not help. Just look up some tutorials on YouTube or something to learn the absolue basics, like how to move the view around, how to place / move objects ...
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Hello again!
You know those "oversized nixie tube" things, right?
These things: https://fallout.fandom.com/wiki/Oversized_Nixie_tube
They can display the numbers 0 to 9.
So I thought I could use them to display the values of some global variables.
I wanted it to work like this:
If I want to display a value, I "split" it up, like this:
VariableToDisplay = 1234 (GlobalVariable that has the full value that should be displayed)
Variable1 = 4 (controls what is displayed on the first digit)
Variable2 = 3 (contorls what is displayed on the second digit)
Variable3 = 2 ...
Variable4 = 1 ...
So each variable controls one "digit" of the display. I think I can do something like this without any problems.
But how do I get the tube to display the number?
I already have looked a bit, and there is no script attatched to the nixie-tube-activator.
if I open it up in the preview window, there is a thing called "GamebryoAnim" and under it is a list. If I click on the entrys in that list, the values get displayed in the preview window. So this seems to be what I want.
Now my question is, how can I "trigger" those "animations" from a script that gets attatched to each nixie-tube. And I would have to be able to "tell" it when to update the display.
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Paint.net can now also load and save all the new DDS formats btw :laugh:
i think this is the first time ever that i willingly updated a program! :wink:
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Do you mean I check the global variable with the "conditions" thing of the "magic effect"? And attatch the script i want to run to that magic effect? Wouldn't that be basically the same as using the quest stage condition thing?
Condition goes to spell, script goes to mgef. Conditions for a quest stage are only checked at the exact moment, when stage is set, conditions for a spell effect are evaluated constantly and control, if the effect is active or not, thus reflect changes immediately (approx. 1 sec).
Airship drone in Skyrim? Cool...
Ahhhh ... I think I get it!
Yeah, I tried to use the QuestStage condition and it didn't work right.
By the way, the Skyrim mod I was talking about is here (I didn't create it, of course): https://www.nexusmods.com/skyrim/mods/24234
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- Can you make smoke (from a fire or something) follow a curved wall up, so that it does not "clip" straight through it?
Are you talking about an FX? Smoke is animated so you would have to animate it to curve, or it may be possible to do it in the nif file. I am not sure, or maybe use some of the ones in game and place them at an angle going up the wall?
Ok, that "place it at an angle" might work until I get comfortable enough with 3DSMAX to do animation stuff. Thanks!
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But yesh, I think the quest stage condition thing might work for this.
Not like that. Quest was meant as a parent/owner for a script. You need to track global's change moment in some other way, if really need a native Global. Again, conditional spell/mgef seems the best, most simple at least. A Mgef script will initiate tasks OnEffectStart/OnEffectEnd (either cast Event, or handle objects directly, or set quest stage etc.), and all of value tracking job is done by game.
But some dummy quest is needed anyway - to apply the spell to player.
2. What for? If needed for npc-activator interaction, GetActivationHeight condition may be used. Don't know how to determine height of landscape above zero at a given coordinate, unless that's an npc standpoint.
What? (Sorry if I don't understand / seem too stupid)
Do you mean I check the global variable with the "conditions" thing of the "magic effect"? And attatch the script i want to run to that magic effect? Wouldn't that be basically the same as using the quest stage condition thing?
2. Yeah, I know there is a way to determine the distance between 2 objects with a script. So I maybe I could "spawn" a MISC object, wait a bit (for it to fall to the ground), get the distance to the fallen object and then delete it, so I don't leave trash everywhere.
You ask why I would need distance to ground: I know this might be a bit to difficult to realize for a "beginner" like me, but for Skyrim there was a mod that added a player controlled airship to the game that you could fly around with. Would be awsome if something like that were in FO4 .... And it would be nice if you got a warning when you get too close to the ground, right?
And no I haven't really startet on this, at the moment I am just trying to figure out if it would even be possible.
And some of the questions I asked are for "something else" that I am working on, especially the question about smoke going up a curved wall without ugly clipping ......
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Thanks for the very quck anser!
So I looked at that radiation hazard thing and I think i get it now:
In the "spell" editor window on the right you can select the effects that the spell has. If you add something there you can edit the "magnitude" value. THAT is the value that sets the damage, if I uderstand it correctly, right?
And for the placement thing:
Yes, I plan to place just three of these areas in an interior cell. They can be enabled / disabled from another script (and other things), so I will just "hand place" them. No need for "fancy" stuff, for now ...
But yeah, thanks for the answer, it was right before my eyes the whole time ...
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And good evening again!
(You are not getting rid of me anytime soon ...)
I have another question that (possibly) has a simple answer and I am (certainly) just to stupid to find it!
For a mod that I am working on I plan on making an area that if anybody enters (no matter if NPC or PC or creature) they will get some damage per second. So the longer they stay in there, the more damaged they get.
Sounds simple!
I made a trigger box that covered the area and scripted it so, that it would cast a spell at everybody who enters it.
I made a custom "spell" that has a custom "magic effect". But there isn't any place in the "magic effect" editor window to type in how much damage the target actually takes. I also looked at some vanilla "magic effects" that do a simmilar thing (poison damage for example) and I don't get how they work either. Nowhere to type in the damage, and no script attatched either.#
So how does this stuff work?
The CK wiki didn't help either: https://www.creationkit.com/fallout4/index.php?title=Magic_Effect
There is literally nothing useful on that page.
If anybody knows how to do this, let me know here!
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Thanks for the quck reply!
I just remembered that you could use the "condition" thing for quest stages to check the value of a global variable. I think that would work for this.
I thought that if I attatch the script to a object it will only run once when the object is loaded or activated or whatever. (onEvent)
I am not really used to this type of "programming". I mean I did a bit of scripting for Skyrim, but that was something simple, like if you activate something the script does stuff.
But yesh, I think the quest stage condition thing might work for this.
So that's one of the (so far) four questions answered ...
Thank you!
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That's why you never save if you are testing something. Always use the "coc" command to get to a location and "qqq" to exit the game.
At least that's what I do. But what do I know, I still delete references :laugh:
And the solution for the "forgetting CK stuff when away" problem is simple: Sleep only a few hours, work a part-time job (so you have time) and spend as much time as possible modding the game!
At least that's what I do!
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Oh my ....
Somebody used the p-word and all hell breaks loose .....
:laugh:
Honestly I don't even know what's going on out there in the world, I have enough problems myself ....
If I didn't read this, i probably wouldn't have noticed ...
Anyway, I am back to modding Fallout 4 ...
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Good evening (again)!
For a mod that I plan to make I would like to ask, if a few things that I had in mind are actually possible within Fallout4:
- Can you make smoke (from a fire or something) follow a curved wall up, so that it does not "clip" straight through it?
- Can you somehow make a script that gets the current height above ground of an object?
- Can you "group" multiple static objects and doors (and their door-markers) together and move them all at once with a script? The "move something with script" would be possible, but the door thing?
- Can you make a script do something if a global variable has a certain value? For example enable a fire if a global variable == 1. Where wouldI "put" this script? Attatch it to the object that should be enabled? But how do I make it "update" to check the global variable every time, not only when it is loaded? It would be nice if there was something like an "interrupt" function that does something if a certain condition is met, no matter what else is going on at that moment.
(I am a bit fammiliar with "scripting" but for me the most difficult question is always "What do I attatch the script to?")
That would be all for now. Maybe you can already tell from the questions what I am planning to do :wink:.
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The XYZ coordinates are in another "tab" in the "Reference" window.
Do you see the two little arrows? You can click on them to "scroll" through the differnet tabs of the "reference" window. There is a tab called "3D data", there you will find the XYZ coordinates, the rotation and scale of the object.
I am also new to modding Fallout 4 (I have some experience with Skyrim).
Why do you think that you can't simply delete something if you don't like it? I would just remove it, but I'm a noob too ...
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Ohhhh!
Thanks!
In the property tab of the collision mesh was a option that was set to cylinder instead of mesh. I changed it to mesh and now it works!
Thanks for telling me to look there!
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Good evening everybody!
(Well, it's evening where i am ...)
I have another question.
in the last few days i learned the absolute basics about 3DSMAX and working with custom static meshes and collisions.
I know how to get collisions for meshes to work (the convex hull tool is great :smile:).
So far so good.
But what I don't know is how to get collision for something like a large pipe that you can walk through.
At first I tried to use the "tube" primitive in 3DSMAX for the collision. But that didn't work. When I test it in the game, I can stand on the pipe just fine, but the "inside" does not work.
It seems like the game only "sees" the "outside collision".
Can i somehow "flip the face" of the collision mesh, so the game sees it as a "inside collision"?
I know this can be done for textures, but I don't know how to do it for collision meshes.
If I take the mesh itself as a collision mesh (I know you shouldn't do this, but it's just for testing and it is low poly anyway) and flip the faces it still does not work.
Does somebody know how to do this?
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This is covered in the following tutorial that I previously linked you to:
Thanks for the quck reply. I just rewatched that tutorial and tryed it again and it worked!
I think I was half asleep when I worked on this yesterday, so maybe I did something wrong ....
But it actually works now!
Sorry for wasting your valuable time.
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Hello dear modders!
I have a (noob) question for all of you:
I recently got into creating custom static meshes with 3DSMAX 2013. I followed some tutorials and everything was working great. Attatching a primitive shape for collision also worked fine for simple models.
But how would I do collision for a larger mesh, like a building. I would need more then one primitive object to do the collision. I tried that and only the first collision box that I created actually worked in the game. The others were not working.
So basically this works:
- Actual mesh
- Collision of the mesh
But I would need something like this:
- Actual mesh
- Collision part 1 (for example the roof)
- Collision part 2 (for example the steps leading up to the door)
- Collision part 3
- ....
I am a noob when it comes to 3ds max and custom meshes and I didn't find anything useful by searching.
So if anybody knows how to assign multiple collision primitives to one object please let me know!
- Actual mesh
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Awww man ;-(
I thought if 3DS 2015 works with the whole animations thing, it would also work for static meshes.
s***!
Looks like I am screwed (again).
I mean I really like FO4, but it is so hard to make custom content for it and to "work" with it! Skyrim was easier ... So I can see why only a few people make stuff for this game ....
Edit: Thanks for the tutorials, I think the 3DS "problem" is solved ....
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Hello dear modders!
I just got into 3DS MAX and started making some meshes that i would like to get into the game ( the CreationKit ) .
I have 3DS MAX 2015 and the havoc-tool thing and I can save a model as a nif, so I think I have everything that I need.
I already looked up some tutorials, but those were not helpful.
So if anyboy knows how to get a static mesh with collision from 3DS MAX 2015 to the game, please let me know. I plan on just using the mesh itself (or a copy of it) as a collision mesh.
Back in the day with Skyrim the collision thing was easy with the NifUtils software, but I tryied that for FO4 nifs and it just crashed ;-(
I am new to 3DS MAX (i mean I know the basics) and to modding FO4, but I really would like to get into this ...
Edit: i just realized the title is spelled wrong, oops ;-)

Yangtze Cleanup
in Creation Kit and Modders
Posted
In the "Layers" window, make sure that all layers are visible. Do you see the little "eye"- symbol in the "V" column next to each layer-name? If not, click there and it should appear.