Fallout 4
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33 comments

  1. unclechubby
    unclechubby
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    Hey UndeadPuff. DO you have or can you direct me to tutorials or information on how to make lights that can be switched on and off.Like the red and green lights on the switchboxes. I cant figure it out.

  2. scotty9090
    scotty9090
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    Just read through this and it's great. Very clearly written and helped demystify at least one aspect of the .nif structure for me. I wish there were more mesh / NifSkope tutorials of this quality available.

    Just in case you care, the very last link in the tutorial "... BSTriShapes called EditorMarker like this" appears to be broken (all the others are okay.) Far from a big deal since everything is very clearly described anyway.
    1. Ethreon
      Ethreon
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      I have to rewrite it and make it self contained. There are a ton of other information that can be useful.
  3. HadToRegister
    HadToRegister
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    Endorsed
    It's always great to have information and tutorials handy!
  4. SnowVanNight
    SnowVanNight
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    this may be a stupid question: when i have edited and saved the meshes, how can i add them to my mod?
    1. Ethreon
      Ethreon
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      Depends on the mesh. In general, you make a copy of an object with the same function as the one you want, and replace the file path with a path to your mesh. See VE for more articles.
    2. SnowVanNight
      SnowVanNight
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      that's the part i know, but how do i copy the new meshes inside my mod file
    3. Ethreon
      Ethreon
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      http://prntscr.com/c70gfg
    4. SnowVanNight
      SnowVanNight
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      ok, sorry if i'm wrong but how far i understand this, the model file is now just on my pc, if i load the mod up on nexus and someone use it on their PC they don't have the file, right?

      sorry if i'm annoying, but this confuses me
    5. Ethreon
      Ethreon
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      Do you mean how you pack the files to publish them? Well, all files must go into an archive. What I do is make a folder on desktop, call it Data, then go inside and make another one, call it Meshes and do the same for Materials, Textures etc. if I have any. Then copy my files into each appropriate folder (meshes to meshes, textures to textures etc.) making sure I copy the whole mod folder and respect the file paths. Once done, I go to the base folder (Data) and copy the plugin into it, then rclick, Add to archive (must have winrar/winzip or similar software).

      Hope that helps.
    6. SnowVanNight
      SnowVanNight
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      ok, thanks a lot, i was able to fix the problem with my mod, and it is up now
      wouldn't have come this far without u, u are really amazing man.
      Thank u for helping and doing your mods and Workshop request time
    7. Ethreon
      Ethreon
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      Good luck.
  5. ReaperTai
    ReaperTai
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    • 29 kudos
    Ethreon,

    First of all you do some great work and i see you in all kinds of posts helping out, Kudos bro.

    Now for my issue, it would be easier if you just read the forum page then copying it all here:

    https://forums.nexusmods.com/index.php?/topic/4736505-help-creating-a-custom-esp-to-reduce-load-order-strain-and-conflicts/

    The short version is i want to pull individual items from huge mods like HM to try to reduce strain/conflicts and to not have 4000+ things loaded in.
    I am starting to lose items and whole menus and dont need 700 new things when i only want 10.
    I am very new to making mods(but not using them lol) and have no experience with CK (it killed my pc when i tried to use it) so am using fo4edit which i am still learning.
    1. Ethreon
      Ethreon
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      Read the articles here http://www.nexusmods.com/fallout4/mods/10032/?

      See if they help.
  6. AndyJP
    AndyJP
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    • 3 kudos
    This is the only mod page of yours that mentions a "Vault Central", of which Nexus can't find the file. But having downloaded all of your other mods, now I wanna know what Vault Central is!
    1. Ethreon
      Ethreon
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      Taken down to be redone. It's now Wasteland Billboards.
  7. xnjguy
    xnjguy
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    Hello Ethreon! Thanks for the snap point tutorial it helped me figure out how to add snap points. I have also added a link to this page in the credits of my mods since the tutorial is the reason why they have snap points. I am making some wall display boards and i added snap points to the sides and top and bottom of them and they work great if the display board is in mid air but once i put the display board on a wall the snap points dont work. Was wondering if you might know how i could fix that?
    1. Ethreon
      Ethreon
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      Make the user defined snaps stick out by 5-15 points so the P-WS-Autoplace doesn't get cancelled.
      image
    2. xnjguy
      xnjguy
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      Awesome works perfect now. Thanks
  8. choochoo1
    choochoo1
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    Heya, So I read the snap points tutorial and I have a question, I may have missed it but im looking to add snap points to a new object (a poster to be exact) but I only seem to see where to edit snap points, not add them, Perhaps you can help?
    1. Ethreon
      Ethreon
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      Hey!

      Open the desired nif file, right click the root node and select from the menus as follows
      Node>Insert extra data>BSConnectPoints:: Parents

      Increase the array size to the desired one, add snap points. Make sure you have the latest nifskope, it offers visualisation for snap points.
    2. choochoo1
      choochoo1
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      Still having some issues with it. have to mess with it later. but thanks man, appreciate it.
  9. OlrunZaal
    OlrunZaal
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    Spoiler:  
    Show



     
    In response to post #35584580.


    Spoiler:  
    Show

    OlrunZaal wrote:
    Hi Ethreon, I wanted to tell you and StuykGaming, "Thank you!" for your tutorials on connect/snap points. They are a great help when working in Nifskope with buildable game assets.
    I do my best not to bother anyone with my issues, but I do have a question that you might be able to help me on. Is there a comprehensive list on predefined Snap Point/Connect Point Names? I may be looking at making something I will need the CK to accomplish, but maybe not. Seeing a comprehensive list of predefined SP names might help me.
     
    Any help would be greatly appreciated.


    Official predefined that I dunno if we can change/create new type
    P-WS-Autoplace
    P-WS-Snap
    P-WS-Sinkmax and Sinkmin
    P-WS-Origin
    P-WS-Rotation
    P-WS-LightAttach (I think)
    Dunno if there are others..

    Beth predefined points
    P-Wall01
    P-Balcony01 and Balcony01-Dif2
    P-Floor and Floor-Dif
    P-Ceiling and Ceiling-Dif
    P-Door-Dif and P-Door-Dif2
    P-DeerFence.. i think (look at the fence items, can't remember now).
    P-Bridge
     



    Thanks Ethereon. Unfortunately, it didn't help and I am up late frustrated trying to solve another problem with texture compression on my AMD GPU, so I am stuck and in too deep tonight on two issues. Oh well... bloody maddening.
  10. OlrunZaal
    OlrunZaal
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    Hi Ethreon, I wanted to tell you and StuykGaming, "Thank you!" for your tutorials on connect/snap points. They are a great help when working in Nifskope with buildable game assets.

    I do my best not to bother anyone with my issues, but I do have a question that you might be able to help me on. Is there a comprehensive list on predefined Snap Point/Connect Point Names? I may be looking at making something I will need the CK to accomplish, but maybe not. Seeing a comprehensive list of predefined SP names might help me.
     
    Any help would be greatly appreciated.
    1. Ethreon
      Ethreon
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      • 623 kudos
      Official predefined that I dunno if we can change/create new type
      P-WS-Autoplace
      P-WS-Snap
      P-WS-Sinkmax and Sinkmin
      P-WS-Origin
      P-WS-Rotation
      P-WS-LightAttach (I think)
      Dunno if there are others..

      Beth predefined points
      P-Wall01
      P-Balcony01 and Balcony01-Dif2
      P-Floor and Floor-Dif
      P-Ceiling and Ceiling-Dif
      P-Door-Dif and P-Door-Dif2
      P-DeerFence.. i think (look at the fence items, can't remember now).
      P-Bridge