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dogdaysunrise

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    Fallout 2

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  1. I'm using the Vanilla body- it only affects the armours I've just made.
  2. To add to this, another query. It's not that major, but it's been bugging me for a while. The wrists of the body model don't meet quite properly with the hands, meaning that there's a gap through which you can see. You can see it a little in the images above. Any suggestions about fixing that?
  3. Okay, I'll let the picture do the talking here. http://i.imgur.com/ivya4.jpg Texture settings in Nifskope http://i.imgur.com/BpoKt.jpg Basically, I made a new set of armour for myself- all fine and dandy. Now, the problem I seem to be having is that it doesn't show up changes in race correctly- whatever race I choose in-game, I've always got the same colour skin. on the arms. I'm using the vanilla body and Blender + Nifskope to make armours. Any idea what I've done wrong?
  4. Think I've solved this one- turned off the roll function on import, tweaked some other settings in Blender, and enabled force DDS extension, and it seems to be working better now! Thanks for the help.
  5. Okay, I've fixed the first of those issues- now I'll try importing/exporting the models without animations to see if that solves it. -EDIT- No, that's not done it. Re-made the stock and foregrip in Blender without importing the animations, exported without animations, still distorted and floating around in the air. Here's another image http://i.imgur.com/dpmRf.jpg Thanks for the help so far -EDIT 2- I've put the .nif file in a RAR archive, and hosted it here. Obviously, it's sans textures, but if anyone could have a look at it and figure out what the problem seems to be then I'd be infinitely grateful.
  6. In response to 1), when you place the weapon/object in the world view, if you double click on it it will bring up the co-ordinates et cetera. There's a "condition" tab in that window that allows you to set the condition of the item.
  7. I'm not quite sure I follow you- here's a screenshot with the block list in tree (as it is in yours) and the nodes visible- http://i.imgur.com/d3K5j.jpg Are you saying that the nodes cant touch the physical model?
  8. Anim nodes are signified by the # symbol, right? The scope is attached to one, but the rest are body parts for the rifle. It's made from lots of chopped up bits of vanilla weapons, so it's a different texture. -EDIT- tried re-importing the model on a different base- some extra parts showed up (grip and stock) but the rest is still absent.
  9. Animation doesn't run in Nifskope, not quite sure why but nor does the animation of the original model I used as a template for it. I'll try reassembling the model from scratch and report back. Could it have something to do with the settings I used to import it into Blender? I've changed them around a lot recently as I was toying with making armour. Thanks for the help
  10. Right... I've been making a few mods recently for my own enjoyment- some based off existing mods, some from standard NV models. It's only recently I've really started getting the hang of Blender and how it works, but I've come across a rather bizarre problem. Take this as an example- How it looks in blender http://i.imgur.com/qHdaD.jpg How it looks in Nifskope http://i.imgur.com/nrHiG.jpg How it looks in game http://i.imgur.com/n88zo.jpg http://i.imgur.com/PPXgg.jpg Does anyone have any idea how this could have happened? The parts of the weapon aren't missing per se, but are floating around in space miles above the PC's head. Any help/advice would be greatly appreciated!
  11. Sorry for the delayed response, been busy for the last couple of months. The AX-338 is the replacement for the Arctic Warfare, with a new stock design, integrated rails and new bolt, muzzle brake, 10-round magazine and breech assembly. Similar rifle, but not the same- and IMO much better looking. That said, the Arctic Warfare could offer a pretty good starting base for someone looking to build the AX-338 without the hassle of doing so from scratch. I'd have a go myself but I can barely work Nifskope, let alone blender!
  12. Evening all. I like the PGM Hecate II that Bethesda used for the Anti-Material Rifle in New Vegas, but feel that there's something missing between the standard sniper rifle and it- perhaps a slightly more powerful, military bolt-action sniper-type rifle? Now, the AI Arctic Warfare series that have proved very popular with various modders have had a new addition to their range- the AX-338. From the looks of it, it's a pared-down version of the older rifle, with full-length rails and a folding stock. It's also absurdly pretty, and something I think would (with a little dirtying up) suit the Mohave wastes well. Would any of you fine gentlement (and ladies) be so kind as to produce a model of it for implamentation into the game? Ideally with weapon mods avaliable. Now I know it's a big ask, so I'll just leave a few decent pictures of the rifle and hope that someone else think it looks as smart as I do! http://72.17.147.19/accintlsrt/images/AX_AICS_DE_RightRear.jpg http://72.17.147.19/accintlsrt/images/AX_AICS_DE_RightFoldedClose.jpg (additional pictures of it's different versions here)
  13. Bump with images. Still working on it. Will add an image of the iron sights shortly. Shots with match grade blue barrel and scope: http://img266.imageshack.us/img266/2700/screenshot10ll.th.jpg Uploaded with ImageShack.us http://img694.imageshack.us/img694/4276/screenshot11fz.th.jpg Uploaded with ImageShack.us http://img340.imageshack.us/img340/4752/screenshot12pe.th.jpg Uploaded with ImageShack.us
  14. The biggest problem (as I've been finding out) with porting FO3 weapons in particular is iron sights. With New Vegas' iron sights function many of the weapons that have been made for Fallout 3 don't have working sights, and even those converted for the RH Iron Sights mod don't necessary line up properly in New Vegas. Unless you know your way around NifScope/Blender (which I don't) or can enlist the help of someone else (with permission from the mod's original owner, of course) you can't really do much about that.
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