Jump to content

DServant

Supporter
  • Posts

    11
  • Joined

  • Last visited

Nexus Mods Profile

About DServant

Profile Fields

  • Country
    Canada

Recent Profile Visitors

195406 profile views

DServant's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. No. You can just extract the 7z, shift + right-click on the "0001" folder inside "fallout4_tools_0001", and select "Open command window here". Then you can run the executable in cmd like this: ba2extract.exe "C:\Steam\SteamA pps\common\Fallout 4\Data\Fallout4 - XXXXXXXX.ba2" "C:\Steam\SteamApps\common\Fallout 4\Data\XXXXXXXX\". Replace XXXXXXX with whatever ba2 you want. Your steam folder is probably in a different location so don't use this verbatum. The destination folder can be anywhere too.
  2. Thanks, works for me. Planning to do some animations soon.
  3. Thanks so much for the help, I hadn't considered vertices would also have alpha values too. That's a lot of vertices to change... at least I don't have to manually move each vertex from the old mane/tail to the new position, like I thought I might have to. 1. I think I need to leave it in because there are alternates textures for the other horse varieties, so the textures wouldn't be in the right order if I take it out. I'm just being safe an turning off the UV.
  4. I've been working on a hdt horse replacer and have encountered a problem getting the alpha to work on the tail/mane. I've copied the BSLightingShaderProperty & NiAlphaProperty straight from the vanilla horse.nif and made sure the UV maps are exactly the same, but for some strange reason, the transparency only works on certain areas of the mesh. Here's the replacer nif and the original: Dropbox Link You can see that the very tip of the tail and the right side of the mane do have transparency, but the rest of the mesh doesn't. I know the vertex count on the tail/mane mesh is off by 4, I even created the nif again with fixed vertices so that they were exactly the same, and I still had the exact same problem. Here's a screenshot of the two meshes with exactly the same number of vertices: Pic All I did was move around the vertices, this shouldn't affect the texturing at all. Even on the tail, where I haven't touched the vertices at all, the problem is just as bad. What is going on here?!
  5. Render --> Settings... --> Rendering Tab --> Add Folder --> Click on Folder (below the big box) and pick your skyrim data folder This enables textures in nifskope.
  6. Found what was wrong. I was missing annotations for BeginWeaponDraw and weaponDraw.
  7. I've been trying to make some animations for two-handed weapons and have run into some trouble. I've made a new two-handed animation for equipping and it isn't actually putting the weapon in the character's hands. The animation will play once, enter the idle animation with nothing in the hands, then play again after a couple seconds. Still, the weapon remains on the character's back. I've created other animations successfully, and followed the same method while making this one. Maybe the equip animation needs some extra annotations other than start and end? If anyone has seen this problem before and managed to find a solution, please let me know.
×
×
  • Create New...