Crash180 Posted November 20 Share Posted November 20 Plan was to watch a video, learn to make snap points and then have some fun. I only accomplished the first part. I saw this unused shack half wall that I could play with to match it's full size brother. I used the big wall to copy and paste snap points from as shown in Kinggath's tutorial and it looks okay but it will not snap to anything. It's almost like it is default to the original. Wondered if it is was a pathing or organization issue so I tried different locations and names which it didn't like. I don't know. Help. Link to comment Share on other sites More sharing options...
RoNin1971 Posted November 21 Share Posted November 21 The name of each connection point is important, but not shown in your screenshots. They will only connect to something with the same name. With or without some additional text. P-AtriumWall01 will connect to P-AtriumWall01 & P-AtriumWall01-Dif, but not to a P-VltStacking. edit: Just noticed an error in your path: The meshes, textures & materials directories, along with all the others should be directly under .\Data (so: .\Data\Meshes etc.) NOT inside another directory (FO4 Main) & the final mesh should (of course) be inside your FO4 installation path. (e.g.: C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Meshes\...) Link to comment Share on other sites More sharing options...
Crash180 Posted November 22 Author Share Posted November 22 I ended up dropping the bottom connection by 1 point and it worked. Maybe because of the collision field? But then it worked when I moved it back to its original position. Don't make sense. It is labeled P-Floor. Added a duplicate with P-Balcony so it would connect to the floor other than the midpoint. Now trying to figure out how to make them stackable. It's slow going because I haven't found a good resource that talks about these details. I just look at existing models and try and figure things out. My games are installed on my D drive. I have a working folder under meshes which it seems okay with. I may have over organized it by extracting every DLC to it's own folder. Link to comment Share on other sites More sharing options...
RoNin1971 Posted November 22 Share Posted November 22 All paths are considered relative to the .\Data directory. From there they are divided over the various types. (materials, meshes, textures) These might or might not be expected to follow .\Data. For example: Paths inside a material file are expected to be relative to:.\Data\Textures, and start from there. (so "Textures\" is not present) Where as inside the .nif file the texture(set)'s path starts from .\Data (so "Textures\" is present.) To have a working directory under meshes is a good thing, the other way around is not. Would be nice to have just one directory for a mod (or dlc) and then add the others from there, but that's not how the game & some tools want it. As you might notice the paths inside materials & nifs are mostly* relative. The game will try to find them starting at .\Data The same is true for some of the tools like Pynifly for Blender. * = some nifs come with a full path towards a material file. An obviously non existing one on your PC. Still they work. I suspect the game looks for the Data part inside the given path and uses what follows (or all if not present). Pynifly does that for sure. Link to comment Share on other sites More sharing options...
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