theapeleader Posted June 5, 2016 Share Posted June 5, 2016 so I have an issue to where I am trying to edit the worldspace of the lake next to the sunshine tiding co-op where I want to add a road leading down to the lake. I am able to soften the vertices from the road to the lake easily to make it a smooth path. After that when I go to add a texture of LDirtGravel01 to make the road it works on the 1st quadrant, but it will not paint over any of the other 4 parts of the major quadrant. I can remove all the textures from the 4th quadrant easily, but I can only add a few specific textures to it. I have no idea whats going on. any help would be great. this is a repost from mod troubleshooting and I got no replies so not sure if it was in the right place. Link to comment Share on other sites More sharing options...
speedynl Posted June 7, 2016 Share Posted June 7, 2016 think it have to do with the type of ground, runned into this myself to, raised land in the middle of ocean and some parts can have grass other not, just like you only some fit to the others, not to mention haf of the textures don't even show in the lil side preview(select texture) or maybe a better explanation its a beth thing means its bugged like everything they make Link to comment Share on other sites More sharing options...
theapeleader Posted June 8, 2016 Author Share Posted June 8, 2016 man if thats the reason that its broken, I'm so salty. Link to comment Share on other sites More sharing options...
zanity Posted June 8, 2016 Share Posted June 8, 2016 The CK is NOT a general Beth open-world game creation kit (think about it- and you'll understand why it would be INSANE for Beth to release their REAL in-house tools). This means there is loads of stuff that a coder or artist would asssume would be a no-brainer that you CANNOT do with mods in any Beth game based on this familiy of engine, FO4 included. The 'I must be doing it wrong' philosophy ignores just how much content is BAKED into a Beth game. The best ambitious mods will WORK WITH the game restrictions, and try to understand how and why Beth does a thing. This appoach will save a lot of wasted time and effort. If you use the 'suck it and see' approach, it should be to QUICKLY discover the restrictions of the game- where you ACCEPT the unwanted restrictions as you discover them, rather than trying to fight against them. If you force the engine, you will BREAK it- which (except for machinima) is surely what you don't want. From a simple observation of how FO4 'works', I don't think it is capable of doing anything well- it seems a distinct step BACKWARDS from Skyrim. The engine clearly 'cooks' its main land base data, and NPC movement options across navmesh data is hopeless. Scripting is the strength of this engine (for mods) and that seems to be about it. If one looks at the range of mods currently released- well their ambition is a FRACTION of what was hoped for when the game was first released- and that speaks volumes about what can be really achieved by mods. Link to comment Share on other sites More sharing options...
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