Jump to content

Tubal

Members
  • Posts

    98
  • Joined

  • Last visited

Nexus Mods Profile

About Tubal

Profile Fields

  • Country
    Sweden
  • Currently Playing
    Fallout 3
  • Favourite Game
    Morrowind, Shivering Isles, Mass Effect

Tubal's Achievements

Enthusiast

Enthusiast (6/14)

  • Conversation Starter
  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. I have it too, from a mod I made myself. Tried adding a container in two settlements, nothing more. I can't see anything in the file details that would cause it :/
  2. It's been real spotty for me today. Tried it for Fo4 for the first time and managed to download a mod. Then it went on strike for maybe an hour. Then it started to work again for two other mods, of which one was rather large. The error I got was always "server unreachable". Logging in for the program has been pretty slow too. I'm located in Sweden if it makes any difference. Nexus people: get on that please. Clopfic: try again :smile:
  3. You need to weight paint your mesh so the game knows what part of the body is moved by what part of the skeleton. It's the skeleton that's animated, the model just follows along sorta. See if you can use this article: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout._Part_1#Add_weights_to_the_armour it's been a while since I modded so I've forgotten pratically everything. :D
  4. It only matters when they're naked, so they're already in-game. You just can't tell them from the women... ;) Slof's boners has been converted for FONV, but I don't know how well they work with female bodies.
  5. You can mouse over the head and press L to select linked vertices. Very useful. There are a lot of tricks to use when selecting vertices. Another I use often is to press B twice to select with a "brush", and also holding Alt when doing so will de-select instead. You might try making something chunkier, like what Marcus wears. I think retro-chunky fits Fallout aesthetics better too. Maybe a comm helmet could work too: lots of examples
  6. Seems to work as intended now, both the worn model and the ground object work fine, so what's the problem? :) Looks like you're done! :thumbsup:
  7. The camouflage thing is a missing or misnamed texture. The game can't find it and just grabs something random from memory. There are a few things that differ between our exports. Try clicking Restore Defaults (and re-enable Shadow Maps). No idea if that's what's causing it though. http://img.photobucket.com/albums/v483/Tubal/F3/th_blender2012-05-0100-28-11-58.png If you still have problems you can send the models, both obj and nif, if you want me to take a look. It's sometimes easier to see the result rather than a description.
  8. It was an easy thing to do, so did. I modified the concept by making sinks the object. Showers don't exist in-game, afaik, and baths aren't activators. Both means I'd have to make much more invasive edits. As it is I only had to add a script to the base objects used when placing sinks. It's unlikely to cause any conflicts, other than with other sink-changing mods. http://newvegas.nexusmods.com/mods/46062 I made a new effect that gives an additional 5% XP, as I figure washing is less effective than resting. It does stack with Well Rested though, and they actually synergise, giving you 15.5% extra XP total, rounded up. It probably also adds to Swift Learner in the same way. Most places with a well resting bed should have a sink nearby too. The effect lasts half the time of well rested, but it's much easier to find a clean enough sink than a good bed.
  9. In Fo3 and New Vegas you can use texture sets instead of editing the model. Especially helpful when you're making more than one reskin on the same model. http://geck.bethsoft.com/index.php/TextureSet There are many tutorials for reskinning models, here are some video ones: http://fallout3.nexusmods.com/mods/13788 Click the video tab to see them directly on the site, or download them. I haven't seen them myself (since I started modding before youtube) but he's got some endorsements and no bad comments so I assume they're helpful.
  10. I think the problem there is that people in Goodsprings come to the players aid, so he's forced to fight them. You need to either move the fight to neutral territory or somehow make the GS people less helpful, maybe by temporarily lowering the PC's rep with them?
  11. All outfits are basically the same. What you might run into with a headset is that odd player head shapes could clip into it. Bethesda has a method of adjusting headgear to heads, but I don't think modders have been able to do that since Oblivion.
  12. There are several problems that I can see. The tutorial you're using is outdated I think, I never copy+paste anything in nifscope when I export. I use these Blender installation files and instructions: http://fallout3.nexusmods.com/mods/30 If I understand correctly you want to make a helmet, and you have already made the model? If it's a simple helmet: (Remove any old weight painting you've done by deleting all the Vertex Groups) Import the headhuman.nif into your model. Delete the BSBound box. Join the helmet model with the head (seems counter-intuitive, but it's the easiest way to get all the vertex groups in your model). Select the helmet first, then the head. The order is important since you want the helmet joined to the head, not the other way around. (You can also manually parent the helmet to the skeleton and add the vertex groups "Bip01 Head" and "BP_HEAD") Delete the head vertices. Either weight paint the helmet with the "Bip01 Head" and "BP_HEAD" Vertex Groups or Assign the same groups to all the pixels (whatever way you know/feel comfortable with). (Bip01 Head is for animation, BP_HEAD is for dismemberment) Watch this guys exporting tutorials for how to set up materials etc: http://www.youtube.com/user/MobMessenjah/videos A lot of what he's talking about, like collision etc is irrelevant for clothing/armour, but you'll use it for the "ground object" (the *_go.nif model), later. When you export, make sure you select "Shadow Map" and un-select "BSFadeNode Root" (that's for statics). Unless I've forgotten something that's all you should have to do. Model>Weight Paint>Materials>export>profit. For more advanced stuff like transparencies, complex weight painting etc there's more to do, but if you don't get it ingame with the above list, well post here again and I'll try to help I guess. :) Edit: About sideways helmets, it's a knows bug in the GECK, check this topic and read the first 10 posts: http://forums.nexusmods.com/index.php?/topic/250193-converting-fo3-hats-to-nv/ Also, not entirely relevant, but this guy also has some nice tutorials. I've used his "Collision creation in Blender" to good effect.
  13. The information is out there, I suggest you try Google or Bing. I'm not saying this to be snarky, but if you're serious about modding you're going to have to be able to either figure it out yourself or to find the information somewhere. I can almost guarantee there's a tutorial for making a companion. Try searching for "fallout companion tutorial". Any Fo3 tutorial should be compatible with New Vegas.
  14. It was probably the fitting thing, tough it's hard to know for sure. You didn't edit the original ESM's did you? If you feel you have to use FNVedit, right-click on the item and select "Copy as override into" and make a new plugin.
×
×
  • Create New...