Jagged Alliance Back In Action Save Game Edit Mod Tool CPY

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Cinda Durdy

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Dec 21, 2023, 10:30:00 PM12/21/23
to Progress (OpenEdge) - DBA

I am grateful that, when looking to bug reporting and discussion tool, most significant complaints do get to developer roadmap, quite easy - e.g. complain we can raid fractions with no severe consequences too easy. It directs game more to players wished level which is great, with small threat of taking vote of majority vs quality choices, but I do feel team chooses with great care.

Smarty Says: Did your house disappear?! v1.4.23 of the Creation Kit has a bug that makes some large statics fail to load. The easiest solution to bring it back in the CK is to tap F5 to refresh the render window. If the house is gone in game, make sure you are using a clean save and avoid fast travel, in many cases fast travel produces the same load fail in game. Entering an interior and returning to the exterior may reload the game version. These fixes are not permanent, the house will disappear anytime it fails to load just repeat the reload actions.

Jagged Alliance Back In Action Save Game Edit Mod Tool CPY


Download https://matio-adba.blogspot.com/?m=2wSqBA



Part III: Landscaping Skyrim

We can get a good look at the house now that we have that clutter cleared out of the way and while it's off to a great start, there's still a bit of work to be done in the exterior. We have some grass cropping up through our stepways, the uneven ground around our foundation is sloped on one side, and the pathway up to our steps is overgrown.

Landscaping can be very intimidating to new modders, just remember the most important part of the Newbie Mantra: modding Skyrim is fun, not scary. With a little practice you'll be landscaping like a pro in no time, so let's get started.

Tap H or the landscape toggle on the toolbar to open the landscape editor. You'll notice your cursor has been replaced by a red circle, which is the visual guide for our edit radius. This illustration will outline the primary parts of the landscape editor so you can understand the basics of what this tool can do.



To be a better landscaper it helps to understand how the landscape works. Just like the exterior is made up of a grid of cells, those cells are made up of nodes or vertices that are placed together like a huge patchwork quilt. By moving vertices higher and lower we can create hills and valleys. Great big hills can become mountains, and deep low valleys can become lakes. What we're going to do now for our tavern/house is on a much smaller scale, and much simpler.

The first landscaping job we want to sort out is the grass under the steps. Grass is the modder's bane, it gets into everything, and while 3D grass renders in the CK, it doesn't adjust real time as we make changes. Think of the CK grass as a reflection of what's in game because it's going to be different as we go. Let's start with the grass around the main steps, zoom in for a closer look.



With a good angle and the landscape editor open, HOLD ctrl and right click on the grassy area. This will make your active texture (displayed in the window) one of the primary grass textures in the area you clicked. There are five textures at play here so you might have gotten something different than the example, that's okay, the rest still applies. For the example, the CK brought up LFieldGrass02 as the selected texture. The point of this is to see what texture you are looking at. Once you know that, you will be able to replace it with a NoGrass version while maintaining the overall look of your landscape.

Just below your grassy version you will see an identical NoGrass version; you may need to expand the Editor ID column to see the NoGrass suffix on the ID. Click on that version to make it the actively selected texture. This is what you are going to paint with now to eliminate grass.



For such a small area make sure your Edit Radius, or brush size, to 1, and set your Max Opacity to 100. Full opacity is what prevents grass from other textures in the area from invading our NoGrass territory.



Once you have your texture selected, and your brush and opacity set you're ready to paint. The best thing to do is make one click strokes with your right mouse button and paint your texture carefully over the areas under our steps that have grass. Oblivion modders had the luxury of being able to undo numerous bad strokes, the creation kit will only undo the last couple so don't get carried away and expect to undo it easily.

Smarty Says: When you painted your texture what did you see? A grassy texture? Or just black paint?! A texture that paints black means you may have too many textures in that quadrant.

In Skyrim, each exterior cell is made up of four quadrants and each quadrant can have no more than six unique texture types painted in it. If you try to add a seventh, the texture will simply paint as a matte black color; it will turn black in game as well. Not to fear, this isn't like the black texture bug of Oblivion infamy, this black paint can be undone, or painted over, just like every other landscape texture. If this happens you'll need to consolidate your textures.

Part III.a: Consolidating Textures

While positioned over the full texture quad with the landscape editor, tap i to open the Land info dialog box. This window will show you the four quads for that cell and the textures contained in each. To find the trouble making quad, look for the list with more than 6 textures. Right click on one of the lesser used grass textures and choose REPLACE. Swap this grass texture with one of the NoGrass textures you've been painting with to consolidate them into one.



To be cautious, use replace to consolidate rather than delete which does more damage. Also, leave the top textures alone. Their use percentage tends to be high and the outcome of replacing or deleting the primary texture could be unpredictable.

Once you have a NoGrass texture that's painting effectively, finish painting under both sets of steps to clear a walkway for players. Your changes won't reflect in the CK, but you'll be able to double check your work in game.

Save!

Our next task is to create a path from the road to our structure so players aren't wading through grass to get to the steps. On the toolbar find the Grass Toggle and toggle off the grass to make it easier to see where our path is. [Note: There is a bug in the toggles that may render some features on even when the toggles are off. If your grass toggle is off, click it on and back off to shut off your grass.]

When the grass is off, select a new dirt texture from those already in the cell like LDirt02 and paint a narrow path from the steps to the road. This will clear the grass out for us in game and prep the path for cobbling.



The next landscaping technique we're going to explore is raising and lowering the landscape mesh. Let's start by setting the Edit Radius to 2. A size 1 radius is excellent for painting textures with more precision, but for moving the terrain you can get better results with a slightly wider brush.

Position that red circle over the footpath we drew near the base of our steps. Then left click+hold and ever so gently push your mouse down to create a subtle indention in your path. Then release your hold. You're going to repeat this process all the way down the path to the road to create the effect of wear.



Repeat this landscaping in little sections, lower the terrain a bit, rotate your camera, and then lower a little more. Terrain can trick the eye, it can look absolutely beautiful from one angle, and then hideous from another, so by rotating your camera you can be certain it looks good from all sides.

Save!

Road stones in Oblivion were painted textures, but in Skyrim, road stones are made up of placed static cobblestones. The road stones are listed under Statics in the object window beginning with the prefix "Road". There are different types for different locations. If you're near a road like we are in this cell, try to use the same type of road chunks, in this case use RoadChunkM03, RoadChunkM04, and RoadChunkL03 to plot a broken path up to our tavern on the dirt path we just molded. Sink them in up to the top edge of the static, even if you need to adjust the landscape to suit the mesh; these look displaced if they sit too high on the terrain.



Now that our footpath is complete and leads out to the road let's have a look at the foundation of our house. The one side of our cell slopes rather dramatically. While the landscape around your house doesn't need to be perfectly even, you don't want half the foundation exposed either.



Next we're going to lift the terrain around our foundation wall, same technique as lowering our path only in reverse. Just use one click movements so you don't overdo it. When you're finished you should have something like this.



Lastly we're going to smooth a few rough edges! Change your Edit Radius back to 1 and check the flag next to "Soften Verticles". Using one click at a time, click the terrain where our changes may have made any jagged edges or points. This will soften the rough edges slightly to blend the old terrain into our changes.

Smarty Says: Doing one-click actions with the powerful flatten and soften tools can save you big headaches! If you make a mistake, simply hit ctrl+z to undo and try again!

Save!

Part IV: Map Markings

The next thing we need to do in our exterior in this lesson is add a map marker. MapMarkers are the CK object that creates a point on the in game map for this location. It's also what makes those cool titles appear when you find a location the first time. Under WorldObjects>Statics find the Object called MapMarker and drag it into the Render window. This green tablet marker is where the player will land when they teleport into that area by fast traveling. Place the marker with our cell, but a bit toward the start of our path out by the road. Once placed, double click on it to open its reference box. Click on the tab called "Marker Data" this is where we will set the details for our marker.


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