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Geistertanz

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  1. Hi guys, I am trying to use a static mesh (in this case a corvega car nif) as armor in a mod. I know that I have to add a/some biped nodes, in order for the game to recognize it as armor, but I have no idea how to make it work. I tried mixing the static motorycle and a backpack item to recreate the mototcycle from the "J3Xified Driveable Motorcycle" mod in order to get an idea on how it could be done, but that was not met with much success either. (The shadow of the motorcycle/armor shows up correctly, but no visible textures.) I think the following edits are necessary and I hope you can help me to figure out the correct order and the missing steps. 1.) Add a biped node. (Which one should I use? Spine? Biped01?) 2.) Change the NiTriStrips to NiTriShape with the Triangulato option in nifscope. Is it enough to use to option or is additional work necessary? 3.) What about BSDismemberSkinInstance (on the backpack/armor mesh) and bhkCollisionObject (on the imported static mesh)? Which one needs to go and which one needs to stay? 4.) I don't need the armor to adhere to animations, as I want to have it appear instead of any armor (I will select all body slots in the GECK). To which Biped Object can I snap it, so it won't fling around because of the animations (is there a fixed point in the center of a character or at his feet)? 5.) Is it enough to make the changes in nifscope, or do I need to change something with the static mesh in Blender as well? If you have a link to a tutorial on how to add new design elements to an armor this would greatly help, too. I am trying to add a rather huge design element to an armor, after all. ;-) I hope you guys can help me with this. Thanks in advance! -Geistertanz
  2. Thanks, I realize my first post was a little vague. As was the mod idea back then. Just uploaded a version with the first NPC (an A.I.) implemented. I am thinking about adding a quest to help the a.i. root out (no pun intended) some viruses from the virtual world. The reward will be boomer reputation (as it is located at Nellis) and some kind of item. Or a key to the boomer armory that the A.I. will be handing you under the hand. I am going to include some of the following gameplay elements into the virtual world: Sneaking past a series of turrets in order to retrieve a data disk/file package. Defeat a Grid Guardian (a BoS-like defense program.) Either through battle or by solving a mathematical puzzle... oh the scripting...argh... and finally a virus fight (straight forward, maybe with some cheating by summoning a defense bot called "Vault.Wiki"). Basically nothing that actually simulates a real world but using the existing game assets to create the in-the-computer feeling that came with the Tron movies. Any further ideas what to include? I am thinking of something like a "stealth boy masking utility"? File on the Nexus: http://www.newvegasnexus.com/downloads/file.php?id=41054 Demo video: http://www.youtube.com/watch?v=VkDQ1a6gN0o
  3. Hello everyone! I started a Virtual Reality mod today and after finally getting the hang of worldspaces, texturing and climate variables... who put lighting fx in the weather panel???... I have managed to produce a stable beta. Now... I have a terminal that sends you into a virtual reality. I have a scipt that gives you a simulated wepaon. I have a neat special effect that is doing the entire vr thingy without much trouble... but now I do not know where to go with the idea. Maybe enable the player to reactivate terminals on lockout with a vr-fight? Make the virus hunt in the Brotherhood bunker more interesting? Something Shadowrunny? I am stuck. So... please post away... I have attached a few screenshots and the beta. Load the mod, type "Player.CoC VirtualWorldOrigin" and take a look. Not much there yet. But you get the picture. The terminals in Victor's Shack and the VR diner are just placeholders I use while playtesting. DO NOT SAVE,. as you will be stuck in the vr world. -Ghostdancer
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