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DanielTheDeliveryman2077

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  1. I'm creating a horror mod and want one of the hostile NPCs to use an acid spit weapon using the Lakelurk sonic attack animation. Is it possible to have a Human actor use that attack animation, and if so how?
  2. Now my only problem isn't so much with the mod itself - I'm trying to upload the damn thing and the stupid site apparently doesn't actually support JPGs, PNGs or JPEGs as it claims. One problem after a-f*#@ing-nother. You need the patience of a saint to mod games, I swear.
  3. Every tutorial I've used has just said that unless I'm trying to make a patrol, or scripting some special behavior, just placing them in a spot means they will spawn in that spot in-game. That's not happening - as far as this is a "basic feature of the GECK not working." So will someone please respond before I lose my goddamned mind?
  4. I have placed robots in an interior cell in adjacent rooms linked by leveled locked doors. When testing in-game, the robots all spawn bunched up in the same room rather than in the specific spots I placed them in. How do I tell the GECK to spawn them in exact coordinates as I see it in the Render Window? Do I have to set up an AI package or something? https://imgur.com/a/5hZzvhC
  5. As you can see, the main body of the pistol model is using my custom texture, but the slider refuses to change. When I right-click on it and select "Edit UV" the texture the grid overlays is still the default texture, which I imagine is the source of the problem. As far as I can tell I changed the texture files correctly - scrolled down to the texture sets, clicked the flower icons and changed the texture paths to my new ones, but that specific part of the model won't change (I don't care about the silencer/laser/extra mags parts, I'm leaving those as-is). Do I need to do something completely different to re-texture the parts of a model that move?
  6. Hello. Can someone provide me a simple step-by-step instruction on how to properly open and save DDS files with an appropriately set-up Adobe CS2? I'm trying to make a new texture for the Legate's armor.
  7. Y'know what, screw it. Modding ain't worth it. I had this big dream of making a Legion worldspace - nothing big, maybe about the half size of BigMT, and not nearly as deep. Just a simple little bit of extra content. But screw it, that ain't happening, this armor ain't happening, nothing I make will ever freaking work because the GECK is broken, New Vegas itself is broken, and at this point my spirit is broken. I'm done.
  8. If at all possible, I'd like to be able to just put stuff on the model in NifSkope, fiddle with whatever f*#@ery I need to in Nifskope, and then the model shows up in the GECK like it does in Nifskope, in the item preview and NPC preview, without having to touch blasted blender.
  9. Okay, I've gone into each added part's BSShaderPPLightingProperty, set them all to SHADER_DEFAULt, and added SF_Specular, SF_Skinned and SF_Zbuffer_Test. And now in the GECK Armor preview (which previously loaded the armor and my modifications just fine), it's buried flickering flashes of color, which if my intuition is at all reliable are probably the GECK trying to load shader files that aren't there. I've left the directory paths for the objects where they were (in the original unpacked .bas files), and I've loaded the correct masters. Oh, and it still refuses to load them onto the NPC. I'm not entirely sure what I've done.
  10. Ugh, nevermind. Anyways, I figured out how to get them to show up in the GECK preview when I select a model for the armor item. However, when I put it on in the game just the base model and not the new bits show up. When I select SceneRoot [0] the green...parent node I guess? shows that all the mods are connected to it by dotted lines, exactly on the point where the green dot showed up in the nifs they came from. So...I guess that means they're attached properly. Anyways, the model works in the GECK but not in-game. It also only works in the Item preview - when I put it on an NPC (the one you have to kill to get it) the THAT preview only shows them wearing the base model.
  11. Okay...I just remembered I have no idea how to...any of that. Like, when I right-click the mine-part, a list pops up full of things. I have no idea which things to click or what to do with them. I've right clicked->node->attach property->NiNode and then the mine just disappears and I'm left with a yellow dot at the bottom that goes away as soon as I do anything. Just...the guide you've linked me doesn't tell me where anything is, where tools are, hotkeys, anything. I literally have no idea what anything IS in NifSkope. Try here: http://www.nexusmods.com/newvegas/mods/45444/ Don't let the title fool you. There are tutorials for both NifSkope and Blender. That's a fine tutorial...FOR. BLENDER. Nothing in the word doc about, "And if you're using Nifskope, here's how you make the dots do the thing" Also, there's no NiTriShapewhatsit, the only NiTri anything I see related to the mine piece is "NiTriStrips" and the gibberish within. Not even on the Mine's original .nif file
  12. Okay...I just remembered I have no idea how to...any of that. Like, when I right-click the mine-part, a list pops up full of things. I have no idea which things to click or what to do with them. I've right clicked->node->attach property->NiNode and then the mine just disappears and I'm left with a yellow dot at the bottom that goes away as soon as I do anything. Just...the guide you've linked me doesn't tell me where anything is, where tools are, hotkeys, anything. I literally have no idea what anything IS in NifSkope.
  13. Aah, okay, thank you. I guess that makes sense - weapons can basically just hang in the air animating on their own, while armor is attached to something. Thanks.
  14. My problem is that it's not showing up on the model when I preview it in the GECK. I don't really care if the mine is properly jostling around (ideally it's supposed to look like it was integrated into the chest piece). What I plan to do is basically just decorate this armor, like adding Brahmin skulls to the shoulderpads or whatever. I should add I've made a custom weapon model with this same process (added Gauss Rifle, Tesla Cannon and Plasma Grenade parts to a Super Sledge) and didn't have to fiddle with the dotted-line-things at all. I imagine those tell the program "make this model move according to this spot on the skeleton" but I intend to only add static parts.
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