steve40 Posted May 23, 2016 Share Posted May 23, 2016 I have added custom snap points to objects that did not have them, like the ones you listed above. It may be a silly question, but are you putting WorkshopConnectPoints in the "Parent" line? Is it required to name the parent as "WorkshopConnectPoints"? I did try that, but it didn't work. Maybe I was too tired when I was doing it. Sometimes taking a break and going back to it again another day with a clear head makes things start falling into place. Anyhow, I'll have another go at it tonight. Edit: does it matter if the objects are static/movable static/activators/Furniture/whatever? Maybe we can only attach certain object types together? Link to comment Share on other sites More sharing options...
JuJooGuppy Posted May 23, 2016 Share Posted May 23, 2016 The custom snap point has to have the parent named that, I am pretty sure. From what I recall, I forgot it once, and it broke. Fixed it, and it worked again.As for whether the object types matter, that I am not entirely sure, haven't messed with anything but statics, but I dont think it should matter.One thing that I do recall that does not work-- if you add a custom snap point to a Autoplace object (wall based) and to a ground object.. the ground object cannot snap to the wall object once the wall object is already on a wall, but the wall object can snap to the ground object. Basically, you can never take something that is normally placed on the ground and properly attach it to an autoplace object that's placed. If you attach the autoplace object to the ground object then try to move it, it will behave as a giant ground object.Sorry if that is useless to you, just figured just in case you are trying something similiar. Link to comment Share on other sites More sharing options...
steve40 Posted May 31, 2016 Share Posted May 31, 2016 @JuJooGuppy: thank you very much. I've got custom snap points working now. I think I didn't have all my point's parent names set to "WorkshopConnectPoints" consistently. Cheers. Link to comment Share on other sites More sharing options...
JesterDoobie Posted June 18, 2016 Share Posted June 18, 2016 (edited) I followed this tutorial, and now my object just falls to the ground. This is a vast improvement over stuck on the ground, but I'd love to stick it to a wall (the whole point for me, convert a "ground object" into a "picture" if you will, or perhaps a "power connector - wall" [just referencing how those objects "stick" to walls, not their usage]). Sorry to sound grumpy, but I am, been up for way too many hours trying to get this to work, don't mean to take it out on anyone. The object sticks to walls when created, i see it grab a little and it turns all white, but immediately falls to the ground and gets kicked around. It's available on the Nexus, http://www.nexusmods.com/fallout4/mods/15283, anyone wanna take a look and let me know where I'm going wrong, I'd be much obliged. Might have to go all the way back to 3dsMax for this one, but I sure hope Nifskope will do. <UPDATE 29/07/2016: Took me a long time, but I'm pretty sure I tracked down my problem. the collision for the object I was using had "ground-object" baked into it. I learned enough to remake the object as a generic static in 3dsMax, which removed that. But it still didn't solve my wall snap issue, I just could not get it working until I "chopped" a nif down to just 4 nodes, 0NiNode, 1BSX, 2ConnectionPoints:Parent and another 3NiNode with no children, so almost an orphan, but named, of all things, WorkshopConnectPoints, and that did the trick. Looking at vanilla assets, all of them (afaik/remember seeing atm) that click to walls/ceilings have that NiNode. WS-Autoplace/Rotation works fine without one, and I think I remember P-Snap for wires does, too.> Edited July 29, 2016 by JesterDoobie Link to comment Share on other sites More sharing options...
steve40 Posted August 7, 2016 Share Posted August 7, 2016 I followed this tutorial, and now my object just falls to the ground. This is a vast improvement over stuck on the ground, but I'd love to stick it to a wall (the whole point for me, convert a "ground object" into a "picture" if you will, or perhaps a "power connector - wall" [just referencing how those objects "stick" to walls, not their usage]). Sorry to sound grumpy, but I am, been up for way too many hours trying to get this to work, don't mean to take it out on anyone. The object sticks to walls when created, i see it grab a little and it turns all white, but immediately falls to the ground and gets kicked around. It's available on the Nexus, http://www.nexusmods.com/fallout4/mods/15283, anyone wanna take a look and let me know where I'm going wrong, I'd be much obliged. Might have to go all the way back to 3dsMax for this one, but I sure hope Nifskope will do. <UPDATE 29/07/2016: Took me a long time, but I'm pretty sure I tracked down my problem. the collision for the object I was using had "ground-object" baked into it. I learned enough to remake the object as a generic static in 3dsMax, which removed that. But it still didn't solve my wall snap issue, I just could not get it working until I "chopped" a nif down to just 4 nodes, 0NiNode, 1BSX, 2ConnectionPoints:Parent and another 3NiNode with no children, so almost an orphan, but named, of all things, WorkshopConnectPoints, and that did the trick. Looking at vanilla assets, all of them (afaik/remember seeing atm) that click to walls/ceilings have that NiNode. WS-Autoplace/Rotation works fine without one, and I think I remember P-Snap for wires does, too.> Try adding the keyword "WorkshopMustBeSnapped" to the object to be snapped. It seems to encourage snapping where collision would otherwise interfere. Link to comment Share on other sites More sharing options...
lip1996 Posted November 4, 2016 Share Posted November 4, 2016 So i do this and for some reason my mesh isn't in game, I am using the correct .nif and its in the directory folder but when i go to build it in the game and hover over the object nothing appears, its like im building nothing and i have the build requirements in game.anyone know whats going on? If it helps im using the .nif "PlayerHouse_BathroomDispenser01.nif" Link to comment Share on other sites More sharing options...
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