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Everything posted by worm82075
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Have you tried moving the settlement markers? Move Workshop Markers by SKK
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DOF and motion blur in a video game is somewhat paradoxical. The problem is both of these are based on focal point and the game can not control the mismatch between the camera and your eyes focal points. In the game you are able to observe directly a phenomena that only occurs in your periphery in the real world. The moment one changes the focal point it recedes into the periphery. The game trying to simulate what the human eye does naturally is and exercise in futility. I disable both of them because they do not work as intended and never will without an FOV of 170 and head tracking.
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[Solved] Nifskope and Next Gen ba2 archives
worm82075 replied to DieFeM's topic in Fallout 4's Creation Kit and Modders
Yeah I tried but I am running a pre-FX chip, 2011 Phenom 2 x6. It's ancient I know. -
The first image, the side by side you can see that your re-texture doesn't look right BUT the second image does. What's the problem? Did you make a new mesh or did you material swap the original? Edit: I take that back, It's subtle but it is noticeably different. I think i know what you did. Correct me if i'm wrong but the original diffuse texture you are replacing has an alpha layer and yours does not.
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This is a vanilla bug that UFO4P fixes but the fix is undone by anything touching the workshop scripts. Workshop Framework was made to stabilize the workshop scripts, provide hooks for other mods to alter the workshop scripts without breaking them and repair any damage done by mods not using WSFW hooks. Highly recommended.
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Truer words have never been spoken on this forum.
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How to make Player Character use IdleMarker
worm82075 replied to New0Nexus02021's topic in Fallout 4's Discussion
Typically this is done with a furniture marker and an associated workshop script. But i don't think you need a script just an activator linked to the idle marker. At least that is the way it worked in previous games. Edit: If you decide to make it a furniture item check out the small hand crank water pump in the workshop as that is activate-able by the player. -
Texture Mods, better method?
worm82075 replied to Rcmo's topic in Fallout 4's Creation Kit and Modders
Get Nifscope and pick your texture by viewing the mesh that it goes to. You will be able to view and export the UV map also. After setting up Nifscope to see all of the vanilla archives, unpack the meshes archive and then you can browse them with Nifscope. Most shapes within the mesh will have a texture set that points to the location of the textures. Right clicking the shape in the viewer will allow you to edit the UV which will show you the map and then you can see exactly which parts of the texture are actually used. If you want to change the look of the material the mesh is displaying, you will have to learn how to make normal maps(_n) for your diffuse images(_d). If you have a modern CPU with AVX2/AVX-F16C get this fork instead Nifscope -
Issue: I cannot see my own meshes in game
worm82075 replied to Pellape's topic in Fallout 4's Creation Kit and Modders
At the very least it will be like Starfield and the ship will stop when you leave the helm. However it is my hope that since it will be a contained worldspace on a single plane that we will be able to move around on the in motion ship which will allow ship to ship combat with ranged attacks. TES 6: Black Flag -
Psst- Download 7zip and make Zip or preferably 7z files instead. The .rar archive format still remains under copyright by it's creator and so the far superior open source 7z format was created. Since the .rar owner doesn't want to allow other programs to legally write .rar format it has been antiquated and relegated to the dust bin. Good riddance.
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need help with a simple npc equipment edit mod/tweak
worm82075 replied to sepehr51's topic in Fallout 4's Discussion
See my response here: After getting acquainted with the interface you should be able to find what you are looking for in the object window. -
[Solved] Nifskope and Next Gen ba2 archives
worm82075 replied to DieFeM's topic in Fallout 4's Creation Kit and Modders
Bump- Just wanna shine a light on this unsung hero giving Nifscope it's first comprehensive update in over 7 years. I see you working very hard for over 6 months @fo76utils and I want you to know how much i appreciate it. Edit: just realized i can't utilize this fork because my CPU it too old. All my dreams of pruning triangles...gone. still thanks for your efforts, I will update my PC eventually. -
If the tutorial is telling you to do that in order to place objects in the workshop then that tutorial is mistaken, it is not those values that let you place objects on them in workshop mode. Since you can't alter base meshes without breaking precombines in every cell that references them a workaround is to place a layer of DCkitMudGround01 meshes just under the floor.
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Issue: I cannot see my own meshes in game
worm82075 replied to Pellape's topic in Fallout 4's Creation Kit and Modders
You should check out Todd's interview on the Lex Fridman podcast about a year ago. The separated game world was a neccesity for making a space game that spanned many systems and planets and is not indicative of how they will make their games moving forward. Todd did say that he plans to use the ship mechanics from Starfield to include sailing in TES 6. We know the game is going to take place in Hammerfell and that means we will be sailing around Iiliac bay in real time. -
I've never done it before but if i were to attempt it i would examine closely someone else's mod to see how they did it. Not Just Basements mod has like fifteen different interiors in one file. Note: The actor values you are listing relate exclusively to placing items in the workshop. Stackable item will allow another item to be placed on to it. Floors and tables need this value, walls and lamps don't. Correction it's the other way around, the lamp and the table need the value to place them on another object. The floor actually needs a specific collision type to place objects on it. Overlap determines how far (in game points) another object can clip into that object when being placed.
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Issue: I cannot see my own meshes in game
worm82075 replied to Pellape's topic in Fallout 4's Creation Kit and Modders
Absolutely. The described method sorely limits the complexity and uniqueness that can be achieved with new meshes. At least with Skyrim we had Chunk Merge and LE <-> SE Converter that allowed the creation of collision the old school way that you described. That unfortunately is a special case because the version changed within one game and for FO4 we would have to convert the file all the way back to Skyrim LE and converting between games in expressly forbidden. -
Undeniably cool. Is that 33 rpm? It looks faster. The needle should have a slight oscillation, very subtle but noticeable. Other than that, spot on realistic. Top notch work.
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It's a joke related to cable modems and broadband gateways that are reset by powering them off and on again in order to restore internet connection.
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Issue: I cannot see my own meshes in game
worm82075 replied to Pellape's topic in Fallout 4's Creation Kit and Modders
Ah, a noble aim indeed. I do not have access to 3DS and would love to be able to make collision from scratch. If you ever get it worked out please drop a note here so I can come and learn how. Thanks and good luck. -
Issue: I cannot see my own meshes in game
worm82075 replied to Pellape's topic in Fallout 4's Creation Kit and Modders
The reason i asked about the BA2 version is because when i opened it, it was empty and i am using pre next gen BAE. As far as i know the only way to create a valid collision from scratch for this version of NIF is with 3DS max. Nifscope(2.0 Dev 7) is not able to render collision geometry for any NIF files made for Skyrim SE or later so if you are getting a render then it is not a valid collision for this NIF version. Make it easy on yourself and just copy the collision from another object. Unlike previous games this nif version allows you to translate collision by nesting it in a ninode. Using the CK's static collection creation mechanic you can combine trishapes and static collision geometry and copy/paste the result from the created static collection NIF. -
Issue: I cannot see my own meshes in game
worm82075 replied to Pellape's topic in Fallout 4's Creation Kit and Modders
Are you using the updated version of the CK? Is this the latest BA2 version? How did you create your collision? -
Sometimes the game just crashes from the perfect storm of circumstances. Since Bethesda's game world is so dynamic unless the crash is repeatable by performing a specific action then there is really no hope of changing anything in the game data to stop it outside of preemptive actions such as avoiding corrupting your save with poor practices or overtaxing your hardware. You will NEVER in a million years make ANY Bethesda open world game not crash ever. The best you can hope for with good modding and game play practices is to limit it to a minimum of 1 random crash every 10 to 20 game hours. It goes with out saying that this is entirely dependent on what you do in game as many activities done to excess can destabilize the game. My advice to mitigate random crashes is not just to save often but load more often from the desktop like 1-2 hours often especially if you are doing highly destabilizing activities like fast traveling all over the place in quick succession.