Jump to content

Hollowing out boarded up buildings


genolune

Recommended Posts

I'm not even sure how to research this but basically how can I regular boarded up buildings into a functional exterior cell building? Is there a way to do that in the Creation Kit or does a custom mesh & texture have be made and imported or what?

 

Examples:

Hangman's Alley Interior Apartments http://www.nexusmods.com/fallout4/mods/16457/?

Egret Tours Marina Interior Buildings http://www.nexusmods.com/fallout4/mods/17011/?

Jamaica Plain Interior Home http://www.nexusmods.com/fallout4/mods/16844/?

 

I also messaged PurpleRadiation, whenever he/she gets back on and responds.

 

I figured this would be a good topic since it allows us to open up new possibilities for settlements. Specifically, I was looking at Bradberton in Nuka-World.

 

Thanks for reading!

Link to comment
Share on other sites

this is pretty awesome!

indeed, there are a couple of mods which

fill in different areas with an interior.

 

If i understand this correctly, you want the interior to be accessible in the persistent cell...

so as you could stand on the street and shoot at the interior etc.

perhaps, with "wasteland cleanup" mod which allow you to delete anything,

you can delete some houses and replace with "ploppable houses" etc?

*NB: be careful, some mesh-elements are essential to avoid the 'cell-reset issue" *

 

for some of these though,

making them more like FONV areas,

and existing FO4 locations such as "laundromat - boston, laundromat - lexington, chemist - lexington etc"

you could use "any door, anywhere" and

"build anywhere" mod,

to place the door of your choice on the exterior.

then, you can build the corresponding interior in the test level etc...

a brief loading screen, and you're in the interior.

 

this is great for making more complex areas,

say, linking two places, or having the interior and the basement.

or building a 1:1 vault with multiple layers...

 

for example, near the castle, in FO4,

there is a church which only has the basement accessible,

and not the interior...

you can make the interior 'accessible'

with "Any Door Anywhere".

 

-----

Bradberton in Nuka-World would be a great settlement location

would map well to an interior cell such as

"Mass Fusion Factory" or "beantown interior" etc...

maybe even parts of 'the dig' from Goodneighbor.

inside, it has a bottling plant or something,

maybe some promotional materials for the park and so?

some construction protectrons...

Link to comment
Share on other sites

I think you definitely want to take a look at Chucksteel's work. He's done Beantown Interiors, plus Interiors mods for older Fallout games. He does exactly what you're talking about. :smile:

 

But the short answer to some of your questions is yes you can absolutely do this with the Creation Kit. All you need is to figure out which style of building an existing boarded up building comes from and then you can find the building pieces from that kit to use to recreate the open version of the building. Nearly all the buildings in game are modular and made from pieces of a kit. You just mix/match the pieces as you like. If you go to the building you want to replace in the creation kit you can click on the building and figure out which kit it's in from the name of the object, then search for objects with similar names.

 

You'll also want to learn navmeshing if you haven't already. I've watched a lot of navmesh tutorials for both Skyrim and Fallout 4 and in my personal opinion there isn't one better than DarkFox127's Skyrim tutorial which completely applies to Fallout 4. https://www.youtube.com/watch?v=5JGpfOLiLic. There's also a handy bit of useful things to know about navmeshing not covered in that tutorial here: http://forums.bethsoft.com/topic/1464647-the-navmesh-compendium/?hl=%2Bnavmesh+%2Bcompendium It's also for Skyrim but still pretty much applies.

 

You can use a resource like this one to figure out which cell you're in while in game so you can find the location in the creation kit. http://www.nexusmods.com/fallout4/mods/14145/?, Edited to add this is the mod I use, finally found it: http://www.nexusmods.com/fallout4/mods/17573/?

Edited by damanding
Link to comment
Share on other sites

I'm not even sure how to research this but basically how can I regular boarded up buildings into a functional exterior cell building? Is there a way to do that in the Creation Kit or does a custom mesh & texture have be made and imported or what?

 

Examples:

Hangman's Alley Interior Apartments http://www.nexusmods.com/fallout4/mods/16457/?

Egret Tours Marina Interior Buildings http://www.nexusmods.com/fallout4/mods/17011/?

Jamaica Plain Interior Home http://www.nexusmods.com/fallout4/mods/16844/?

 

I also messaged PurpleRadiation, whenever he/she gets back on and responds.

 

I figured this would be a good topic since it allows us to open up new possibilities for settlements. Specifically, I was looking at Bradberton in Nuka-World.

 

Thanks for reading!

 

You may want to download my mod The Beantown Interiors Project and poke around it in the Ckit. 99% of my interiors are in the open world. Yes you would need a new model for the building you wish to open. Most of the vanilla ones that are closed off have no interior even if you remove the door boards in nifscope.

 

take a look at the mod and feel free to ask me any questions. Adding open world interiors is a lot more complicated then adding load screen interiors with a teleport door.

 

link in my sig.

 

chuck

Link to comment
Share on other sites

Funny because I was just looking at your comments earlier today, Chuck, about how you were building custom meshes instead of pre-fabricated meshes in response to another poster. I am familiar with the mod and it's on my list to look at it. I'll definitely look at it in the Creation Kit. The more I spend time with it, the less awkward and ugly it will be to me. Also, thanks damanding! I'll bookmark this thread for the resources to review.

Link to comment
Share on other sites

I have used some of the vanilla building parts it's just that there are really not enough of them that work for all building types.

 

Again poke around the mod ask me questions and I'll explain anything about the process.

 

Edit: You'll notice I make extensive use of the new layer system in the ckit, I do this because I use Photoshop for a living and the layers were like second nature to me. By using them you can take apart each building clearing Rubble, Furniture, Clutter, Vanilla objects, and so on to see how things went together.

Link to comment
Share on other sites

What do you use for the meshes? I'm trying to put together my toolkit for meshing and texturing as that's where I am lacking in knowledge to manifest a lot of the ideas I have written down. Right now for texturing I have Blender with normal map and dds plugins (I haven't worked with it yet), but I've seen a lot of old and potentially outdated and confusing posts for what to use.

 

So what tools will work with .nif and .dds files that are free? Failing that, what's the best tools (paid or unpaid) to use?

Link to comment
Share on other sites

The best would be 3D max 2013 for meshes because Beth gave out a plug-in for importing and exporting.

 

Gimp is just fine for textures the .dds plug-in works just fine and you don't need photoshop. I do Prefer photoshop but, that's because I use it for a living and am just better with it.

Link to comment
Share on other sites

I did most of lexington with the simple search & replace and the same for Jamaica plains..

 

OFC it needs some creative architecture at some point since the needed parts arent provided in the CK but personally i cant afford to sit and make everything i need from scratch cause that would change my priorities as a location author.. I really hate spending too much time on one building.

 

Obviously the worst is when the building is a simple static and you have to make a copy of it with stuff that is custom made and not available in the ck... hence you have to figure out how to combine what you have to make something similar...(Bethesda really screwed us on this one ).

Seriously... we have the static version of an obvious SCOL but no SCOL...why ?

 

Look at the drugstore outside of lexington for example..(past the bus station ).

Here we have a building used SEVERAL times on the map and its ONE piece of static without a scol..

Link to comment
Share on other sites

Is it also the same for creating interior cells? Meaning you either search and replace or make a custom mesh?

 

Also, how would one link an interior cell's workshop and container to an exterior workshop and container to share inventory?

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...