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MsRae

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  1. So, I'm familiar with how to import clothing and armour meshes through OS for Fo4 and wanted to make one for NV, but when I do my normal process of import vanilla outfit, copy bone weights to new object (pulled in as obj), export, with the settings set to NV, it crashes. I figure it must have something to do with the dismemberment/partition system that NV has since my objs are coming in with only one partition (#32) and the vanilla meshes have multiples. Is this something I have to set up in an older version of Blender (I have 2.46 as well, supposedly with a nif plugin, but I get errors when trying to import nifs to get a skeleton to rig) or can it be done with OS? I can't seem to find any way of copying the existing partitions and when I make them up from scratch it still seems to crash. I guess my main questions are: - Is there an easy way to get a custom armour mesh from a newer version of Blender into NV? - If partitions are the big problem, is it possible to have an outfit with no dismemberment?
  2. I wanted to change the tile source for the farmhouse fireplace to farmhouse_tiles from towninterior so I can have a custom fireplace without it changing the others in town, but even though I add back the Action custom property (value asdf) into the new tiles, the fireplace becomes no longer activatable. The cursor turns into a hand when you hover over it but right clicking no longer turns on or off the fire. Any ideas as to what I am doing wrong? Here are my steps: 1. Place new tiles on old tile locations 2. Right click, tile properties 3. Click custom properties tab 4. Right click under "Name" in first table box, type "Action" 5. Right click under "Value", type "asdf" 6. Click off that line of the table 7. Click apply 8. Grab farmhouse.tbin, farmhouse.yaml, farmhouse_tiles.png and farmhouse_tiles.yaml and repack them 9. Replace farmhouse.xnb and farmhouse_tiles.xnb in the game files
  3. I tried that first, but unfortunately all the existing addonnodes were only visible in third person and not first. If there is a way to make them visible in first person too, that would also be an okay solution. I have managed to alter the glowing super sledge to have the right fx, colour and speed, and somehow reduce the four emittance points from 4 down to two, but one stream of flames is my goal since it only has one flame nozzle on it. I can't for the life of me reduce it down to one. I even checked the .dds files to make sure they aren't of two flames side by side, but they are not.
  4. Hey so I have a melee weapon that I want to add flames to so they sort of trail through the air when you swing, essentially the same as the shishkebab, but I have no clue about NiParticleSystem nodes and how they interact with the controller manager. Another melee weapon that uses the same system is the Far Harbor super sledge mod and it does not use a controller manager so I do not think it is necessary, but trying to convert from that weapon to my one with my current abilities leaves me with a grouping of kind of floaty flames that turn purple at certain angles, but not at others. I don't know what needs to be tweaked to make it behave more like flames though. So, any insight into how these nodes actually work would be super great. I'm kind of floundering at the moment.
  5. Thank you so much. I was able to get the two meshes to stop appearing at once myself, but I still could not figure out how to make it spawn the standard version.
  6. I have been trying to make a custom armor (clothes) that uses OMODs to alter it's mesh, material and stats at the armor workbench. Since this is my first time working with them I wanted to start out simple. So my goal right now is just to make it move back and forth between a "standard" variant and a "modded" variant. I started out by using the "size" slot (ap_armor_size) to make the armor changeable from long pants to shorts. The problem I am running across is how to number the armor addons in the armor index so that the default setting is long pants with shorts being the non-standard option. I have the hands set at "0" because I want them always to be there (duh), but if I set the long pants AA to 0 then the long pants mesh is still there on top of the shorts mesh when you add the shorts mod. But if I set it to 1 and have it's mod use iAddonindex with a minimum of 1 then when I build the armor it only has the hands. In other words, 0 seems to equal "standard" but it also means makes it persistent whether it is modded or not. I noticed that the vanilla leather armor has a numbering pattern for it's AAs of 1, 2, 3, 11, 12, 13 with 1 being lite, 2 med, and 3 heavy with 11, 12, and 13 being a "studded" variant. So, my two questions are: How do I get the armor to build with the "standard" long legs installed without having it set to 0? The leather armor is proof that it is possible. (I have been adding the armor by console if that might be affecting it) Or else, how do I get the long pants to go away when the shorts mod is installed if they are set to 0?
  7. Managed to fix this myself with help from a friend. I'll leave the solution here for anyone in the future. The problem was in outfit studio where you have to uncheck the "skinned" option under properties of the mesh before exporting. I had never done that with Fallout 4 and apparently it doesn't matter there, but it does matter with Skyrim trishapes.
  8. I made a simple mesh edit through the process of nif > outfit studio > obj > blender > obj > outfit studio > nif and I noticed that it has a node called BSDismemberSkinInstance. The object is not an armour, but rather a static object and the original trishape has only the normal BSLightingShader node. The problem is I cannot delete the DSI outright or else the trishape goes invisible (dissapears? can't highlight it in Nifskope). I would leave it in, but when I place the object (a container, if it matters) in the CK that trishape becomes invisible and I cannot select the object to move it interact with it at all. Sometimes it even crashes the CK. I noticed that the trishape was tagged as "skinned" and so I turned that tag off, but it does the same thing of making the mesh invisible. My experience so far with custom meshes is only with Fallout 4 in which custom trishapes do not need any child nodes to be visible in nifskope. Is there a way to separate this trishape from its DSI? If not, any ideas about why a custom mesh may not be working in CK?
  9. Thanks guys for replying! I guess I'm off to learn Papyrus then :P. Sigh, It was bound to happen at one point or another.
  10. So, I'm working on a new mod and for it I need to remove the animations for crafting at workstations. The problem is when I do so through Fo4Edit and Nifskope (i.e. removing nodes and keywords) I get the error "You cannot use this at this time" in game for the crafting option, but I can still place junk into the station. I checked the workstation script and it doesn't reference animations anywhere so I am hoping they are in fact actually delete-able. The problem with keeping the animations is that I want the new object (workstation) to be able to be placed on surfaces of different heights so if the animations remain then there is going to be a lot of characters floating or getting stuck in floors. :P Has anybody worked with removing or altering animations who knows precisely how they are linked to objects in-game? I know some people worked on power armor and stimpak animations. Looking for any sort of insight! My other thought is that there might be something in the collision since I haven't changed that yet. Does anyone know of a good way of getting a look at the actual data contained within vanilla collisions? I have been using the old collision-swap method so far, but I would like to get to know how they actually work a little better.
  11. I thought of this. But the mod is just for personal use in a save file where I have already been to the location. Thanks anyways! I've decided I'll just move to a new, unused cell and work from there.
  12. This is the one I use: http://www.nexusmods.com/fallout4/mods/4878/? Although I still use version 1.0 because I found it to be all I needed so I never upgraded. Sorry that I can't help with any of the others (regretful psyduck --> :psyduck:)
  13. If you select an item in CK and then press "1" on your keyboard it hides the item but does not actually delete it from the cell. Really useful for fog and stuff. It will simply reappear when you reload the file in CK or in game.
  14. Thanks for the ideas! I don't think the problem is any of these though. Even the radio, which is the only object labeled "persistent," does not appear to relate to any quests. The other two are just a clipboard and a globe, i.e "junk" objects. Also, I have the mod last in my load order as it uses resources from some of my other mods.
  15. I have been going back and forth between CK and Fo4Edit to create the mod and have saved using both. I have also relaunched the game a few times after fiddling with settings in CK like the record flags and the same three objects just keep showing up.
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