HighonFailure Posted August 27, 2016 Share Posted August 27, 2016 Hi Ive made 3 different interiors with various doorframes but all the doors I find are smaller than the actual door. Am I using the wrong ones? Ive tried the ones under worldobject/doors.??? Link to comment Share on other sites More sharing options...
radiumskull Posted August 28, 2016 Share Posted August 28, 2016 First off, make sure you've got your grid snap on, at a setting of 8, 16, even 32. Sometimes the doors don't snap to the place you think they will. It also depends on the doors and doorframes. Which ones are you trying? Are they from the same 'kit'? Link to comment Share on other sites More sharing options...
greekrage Posted August 29, 2016 Share Posted August 29, 2016 First off, make sure you've got your grid snap on, at a setting of 8, 16, even 32. Sometimes the doors don't snap to the place you think they will. It also depends on the doors and doorframes. Which ones are you trying? Are they from the same 'kit'?Care to clarify what setting you are referring to ??Ive looked at certain prefs but i dont see any 8/16/32 options.I have a problem with snapping etc...and im doing it all by hand until i can figure it out ( i imagine you know what a pain that is ) Link to comment Share on other sites More sharing options...
radiumskull Posted August 29, 2016 Share Posted August 29, 2016 Most of the building pieces are oriented around an origin point that makes it pretty easy to align them. If they don't look right, chances are that either the pieces aren't meant to work together, or you don't have them aligned correctly. When I say '8,16,32', I'm referring to the Snap to Grid settings (seen here set to 32), located in the Preferences (fifth button from the left across the top bar). Grid Snap is going to make your whole life in CK easier, believe me. http://www.creationkit.com/images/6/6c/MovementTab01.jpg This tutorial is for Skyrim, but most all of it still applies:http://www.creationkit.com/index.php?title=Bethesda_Tutorial_Layout_Part_1 It's not a bad idea to go through all those tutorials, just to see what the FO4 CK is based on. Link to comment Share on other sites More sharing options...
radiumskull Posted August 29, 2016 Share Posted August 29, 2016 Also need to mention about 'Plugs' and 'Sockets'. The reason why I asked, what 'kit' you're using. The Utility and Industrial sets in particular use a scheme where the wall piece with the 'door hole' is just that, a hole. Usually the piece is named with something like 'Skt' in the name. In the same set of parts, you'll find something with 'plug' in the name, which means it fits into that specific type of hole. These are usually the metal doorframes that go inside the 'door hole'. The doors are made to snap to those 'plugs', not the 'door holes' themselves. Try loading up interior cells like the Corvega Factory, and examine the parts therein. You'll see what I mean. Link to comment Share on other sites More sharing options...
greekrage Posted August 31, 2016 Share Posted August 31, 2016 (edited) Most of the building pieces are oriented around an origin point that makes it pretty easy to align them. If they don't look right, chances are that either the pieces aren't meant to work together, or you don't have them aligned correctly. When I say '8,16,32', I'm referring to the Snap to Grid settings (seen here set to 32), located in the Preferences (fifth button from the left across the top bar). Grid Snap is going to make your whole life in CK easier, believe me. http://www.creationkit.com/images/6/6c/MovementTab01.jpg This tutorial is for Skyrim, but most all of it still applies:http://www.creationkit.com/index.php?title=Bethesda_Tutorial_Layout_Part_1 It's not a bad idea to go through all those tutorials, just to see what the FO4 CK is based on.Ahh... mine was set to 64 thats why i wondered where those smaller nums were.Also is there a setting for the object rotation so that when im rotating a object i can "fine tune" it to line up perfectly??The way i am now its never on the spot...its either too much or too little...so how do i get rotation to use smaller steps ? Edited August 31, 2016 by greekrage Link to comment Share on other sites More sharing options...
RaffTheSweetling Posted August 31, 2016 Share Posted August 31, 2016 (edited) Ahh... mine was set to 64 thats why i wondered where those smaller nums were. Also is there a setting for the object rotation so that when im rotating a object i can "fine tune" it to line up perfectly??The way i am now its never on the spot...its either too much or too little...so how do i get rotation to use smaller steps ? You can turn of snap to angle to rotate according to the 'rotation speed' (shown in photo above), or keep snap to angle on, and adjust the snap to angle amount - just keep in mind that angles are usually only meant to be 45 - 90 - 180 incrementally. Less than 45 degrees and (eg 22.5) and it gets a bit inaccurate, with the CK borfing the degrees and changing it willy-nilly. Edited August 31, 2016 by RaffTheSweetling Link to comment Share on other sites More sharing options...
radiumskull Posted August 31, 2016 Share Posted August 31, 2016 Ahh... mine was set to 64 thats why i wondered where those smaller nums were.Also is there a setting for the object rotation so that when im rotating a object i can "fine tune" it to line up perfectly??The way i am now its never on the spot...its either too much or too little...so how do i get rotation to use smaller steps ? The best way to carefully fine tune a reference's rotation is to double-click on it and use the '3D' tab, where it shows the exact XYZ location and rotation. The number fields there have little arrows you can click to get exact one-degree rotations. After you turn off rotation snap, of course. Also, if you have a fourth button on your mouse (?) you can apparently use that:http://www.creationkit.com/fallout4/index.php?title=New_Editor_Features#Ultra_Slow_Move.2FRotate_Mode Link to comment Share on other sites More sharing options...
greekrage Posted August 31, 2016 Share Posted August 31, 2016 Ahh... mine was set to 64 thats why i wondered where those smaller nums were.Also is there a setting for the object rotation so that when im rotating a object i can "fine tune" it to line up perfectly??The way i am now its never on the spot...its either too much or too little...so how do i get rotation to use smaller steps ? The best way to carefully fine tune a reference's rotation is to double-click on it and use the '3D' tab, where it shows the exact XYZ location and rotation. The number fields there have little arrows you can click to get exact one-degree rotations. After you turn off rotation snap, of course. Also, if you have a fourth button on your mouse (?) you can apparently use that:http://www.creationkit.com/fallout4/index.php?title=New_Editor_Features#Ultra_Slow_Move.2FRotate_Mode thanks so much !! btw does this actually work ?? http://prntscr.com/ccpjyf I never got it to work and since i do A LOT of terrain edits/landscaping trees are obviously a big pain in the b... Link to comment Share on other sites More sharing options...
radiumskull Posted September 1, 2016 Share Posted September 1, 2016 @greekrage In my experience, a lot of the 'View' functions seem a little twitchy, but keep trying and it'll probably work... Link to comment Share on other sites More sharing options...
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