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Brendon007

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  1. Assuming you work with Blender: for a new UV-Map: First join the two meshes if you have not done this already. Split your screen; on one show the 3d-View on the other show Image-Uv map - i think its named, don't have blender in the office and I'm a noob myself:). Select your Bodymesh in Object mode, goto Edit mode. Select all Vertices by pressing A two times. Press U and from the Popup take the first choice - Voila new Uv-Map. But it most likely will be a quite bad one. For a decent Body-UV-Map you should mark seams on your model where the Uv-Map get cut open (so to speak). You can try different options and seams. The last Uv-Map you've done will be the one which is stored. As said, i'm a noob myself so for more info you should look at the Blender Wikis searching for UV-Mapping and making seams. Hope this helps at least a bit. B007
  2. Caithe you are a life saver, well, at least you saved my sanity. I hade the same problem as described with a custom made mesh and was trying for 3 days to find out what I did wrong, because before I made another one which worked just fine in game. I checked and checked again my rigging etc, but it never occured to me, to look at the BSLightingShaderProperty. After your post I did and voila, not setting SLSF1_skinned in the SkyrimShaderPropertyFlags1 was the cause of all my troubles. I still don't understand why a shader can make a object static, but now it works, so I can live with not knowing why :) Thanks! B007
  3. It looks nice:) It just seems to have quite a high vertice count. Maybe you should post a picture where the mesh is visible if you want opinions from others regarding to that. Just a thought, but i'm a newbie too, so "take my comment with a grain of salt" as they say. At least i think they say, because english isn't the first languge I learned. regards B007
  4. I'm fairly new to Blender so I assume my problem may have an easy solution. The problem: I made an armor for a custom body, rigged it, exported it, following the tutorial at the nexus-wiki. Everthing went fine. So I thought, nice, let's make another one. I started with the same imported body, made my armormesh, added a material, texture, copied the weights from the body, just as I did the first time. Exported it (as fallout 3, just as the first time), did the changes needed for skyrim and BAM: Ingame, the body moves fine, the armormesh just floats like a static with the moving body. So to me it seems, it has lost its weights. When I compare my two mods (the working one and the not working one) in the niftools, I can't see any difference. All the nodes ar there, the trishape of the armormesh even has weights on the vertices as far as I can tell. I tried it with different skellets, a new mesh, weightpainting by hand, nothing works, the result is always the same: the (Imported) bodypart moves fine, my new mesh doesn't. And yes, it is weightpainted and inside Blender i can pose it together with the body. Any advice would be greatly appreciated since I spent the whole weekend finding out what I did wrong (compared to the first time when it worked). Sorry for my bad english, it's not my motherlanguage. Thanks in advance! B007 UPDATE: A post in the Blender forum on this site pointed me in the right direction: Not setting SLSF1_skinned in the SkyrimShaderPropertyFlags1 in the BSLightingShaderProperty makes your mesh static. Just don't ask me why :) Thanks! B007
  5. Dear Sir or Madam, you made my day. I had indeed created a completly new armor in geck. So I just made a copy of the leather armor and changed the mesh teher. And Voila it worked! After compairing the two armor Is, I found out what I did wrong: I had checked Hair in Biped Objekt, assuming that this would tell the engine, not to use a hair mesh. Well apperently I was wrong, it just made the arms vanish instead. I unchecked hair and everything's fine. THANKS A LOT! AND KUDOS :) regards B007
  6. I'm not really good at modding either but I think you would have to follow these steps: 1. export the meshes and texture from your Uniform into the data Folder of New Vegas. If there is a esp as well (from Fallout 3) then delete it. Remember in which folder the mesh resides. (under Data/Meshes/...) 2. Open Geck 3. go to armors, and either make a new one copy an existing one (I would recommend the later). Give it a new name and a new Id. Change the "biped model female" to point to your mesh. 4. If you want to add your armor with player.additem you have to look in the armor list in Geck and write down the Id number your newly made armor has. this is the Id wich you have to use with palyer.additem. 5. Save your mod into a new esp 6. start the game with your new esp set active 7. go to console and tip player.item yournewid. Voila (Hopefully) Hope that helps... regards B007
  7. Hi Quetzlsacatanango! and thanks for your reply (here and in the comments). I figured that it must have something to do with the names. My problem is, in nifskope the bipnodes all have the correct names. The model is divided into two parts: the Body and the Armor. For both, body and armor the according vertexgroups of the meshes are named correctly. BUT: both meshes have a higher ranking Vertexgroup wich includes all the parts and is named BP_TORSO. But this groups doesn't show up in nifskope. And even if I rename it to BP_Arms in Blender, the result is the same: it doesn't show up in nifksope and ingame the arms are still missing. I hope I could clarify what my problem is... regards B007
  8. Greetings! I'm quite new to modding and English is not my motherlanguage, so forgive me if my writings look strange to you. My Problem: I took the Miss Fortune Mesh from the vanilla game, imported it do blender, removed the shoulderpad and the feathers, exported it back to a nif. Change the texture in nifskope. Via Geck made a wearable armor using my modified nif file. Started the game, everthing seemed fine, but sadly only till I went into first person und started fisticuffing some bad people. At this point I had to discover that my arms where missing. After a lot of googling and the lot I think the resaon is, that in the original mesh the whole mesh is defined as BP_TORSO. Looking at some ingame Armor with arms in 1st Person I discovered, that it has BP_ARMS defined seperat. I assume that in 1person view the game engine only displays the parts of the mesh wich are defined as BP_ARMS. I'm fairly new to Belnder too, so my problem is: even if i define the vertices that build the arms as BP_ARMS when I export the thingi nothing changes. MEEHH. Can anyone here give me a hint how I make Blender and/or the Belnder-Nifexporter accept that I want the arms in a seperat tristripe (I think its called) when I export my Mesh? Or am I on a completely wrong track with my solution of the missing arms bug and there is a easy way to make them appear in 1st person? Thanks a lot in advance! regards B007 You can find the faulty file here if you want to take a look: http://www.newvegasnexus.com/downloads/file.php?id=36204
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