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Everything posted by Rocketlombax
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For that problem the hairstyles that were used for that mod need to be packed into a .BSA file for them to work properly. It works as long as you do it right.
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Bethesda sues Notch over the use of the word "Scrolls"
Rocketlombax replied to yoba333's topic in Site Updates
Now that's just ridiculous. You can't copyright common words. Case closed. -
What's the deal with all these shut-in, zitfaced, computer nerd a**wipes and trying to break into game sites? Don't they have anything more productive to do with their time? Seriously, the fact that they perfected the art of hacking into company owned sites to prove they can is a pretty damn pathetic. I mean really, what kind of era is this? We have to worry about the passive-aggressive ones now! It used to be that people had to leave their houses to steal and commit crimes. Now that people can hide behind their computer screens, nobody's safe! I bet they think they're pretty cool too.
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I'm working on a mod that has a few new races, and I know as soon as I release it, I'll have requests for compatibility with the popular hair mods. I don't know much about either, and I'm not going to do both, so I'd like to get a general consensus. Which is the favorite of the people?
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Hair meshes problem
Rocketlombax replied to daishi86's topic in Fallout New Vegas's Mod Troubleshooting
Yep, that's exactly what's happening. However, now that I know, I might try to find a way to add the base folders to the BSA and I'll see what happens. I don't know though, the BSA Creator does seem to account for filepaths rather than saving folders directly. I gotta know though, if you're not using the FOMM BSA Creator, what do you usually use? Maybe that would solve my problem? -------------------- I've done it! I've actually done it! Turns out, the secret is to make a mock-data folder on my desktop, put the files into it and pack that instead. This is a miracle! I can't thank you enough, TK! -
Creating a new object problem
Rocketlombax replied to therussiandong's topic in Fallout New Vegas's Mod Troubleshooting
There's a much better way to do this. There's a tutorial I've found to be the ultimate in editing armor that I suggest to everybody because it's just that useful! The Clothing Conversion tutorial by Sickleyield is all you really need. It'll tell you how to import and export things properly. -
WHAT THE HELL MAN??!
Rocketlombax replied to Matt6sic6's topic in Fallout New Vegas's Mod Troubleshooting
There's also an alternate way to do this with new hats. I had noticed a similar issue to Fallout 3 and I found that it's a lot easier to rotate your new hat model to a -90 angle on the Y axis in NifSkope. It'll show up normally in the game without all the hassle. -
Hair meshes problem
Rocketlombax replied to daishi86's topic in Fallout New Vegas's Mod Troubleshooting
I'm really sorry but it's still no good. If I try removing the data from the game folder, I get a huge <!> where my character's hair was supposed to be. If I leave the data in there, there's no change. I'm not sure what I'm doing wrong. Here's what I did, I saved the hair mesh and its .egm's for both the hair and the hat hair as a .bsa of the same name as the mod using the FOMM's Bsa packing tool. I then removed the hair mesh and its .egm's out of the FNV game's file path completely. Checking it in the GECK by testing it on an NPC yields less than stellar results regardless of whether or not I update the facegen model availability. I've even tried saving only the .egm's in a .Bsa archive and that didn't work either. I'm really sorry I seem like such a bonehead but I honestly didn't expect such odd errors when I found out NV was in the same game engine. This issue just doesn't make sense. -
Hair meshes problem
Rocketlombax replied to daishi86's topic in Fallout New Vegas's Mod Troubleshooting
It still doesn't seem to work right for me. Some hairstyles actually appear to work, while most of them don't, including the one in particular that I actually really want. I don't think this works right. After making the BSA file, do I need to delete the unpacked versions of the hairstyles? How did you do it? -
WHAT THE HELL MAN??!
Rocketlombax replied to Matt6sic6's topic in Fallout New Vegas's Mod Troubleshooting
Now I understand the whole hair thing has been mostly figured out, but has anybody figured any workarounds for getting custom hair to work properly with hats, conform to the head, etc.? This is my most annoying issue at the moment. I just can't seem to figure this one out. The hat thing I figured out on my own, but if someone could give me any ideas, that would be absolutely great! :wallbash: -
Fallout 3 Running Animations
Rocketlombax replied to McclaudEagle's topic in Fallout New Vegas's Mod Ideas
I don't have time to mess with it myself, but I can tell you how you can do it yourself. It's pretty simple to replace the animation files. Just go into Fallout 3 > Data > Meshes > Characters > _male > Locomotion > Female > Copy the mtfastforward.nif animation file and paste it into the same file path in the New Vegas data. You're gonna need to either unpack that data from the Fallout 3 meshes archive, or simply take only the running animation from this download here. That should work fine. -
Hair meshes problem
Rocketlombax replied to daishi86's topic in Fallout New Vegas's Mod Troubleshooting
The only issue with the whole .bsa thing is how do you link mods to the .bsa files? I tried putting all the hair models I have into a .bsa archive and tried renaming the Hair folder temporarily. Needless to say, I was greeted by a nice big <!> instead of the hair I was trying to use. Then again, I don't know much about making archive files. :confused: Why's this so difficult? Does it maybe require a future game update? -
[WIP] Breeze's Male Body for New Vegas
Rocketlombax replied to sesom's topic in Fallout New Vegas's Discussion
I can't wait! I love when stuff like this gets fixed! :tongue: -
If you check the color channels for the normal map in Photoshop, the one labeled 'Alpha' would be the problem most likely. The normal map's Alpha channel controls the specularity of the texture. The closer to black some parts are, the less shiny something will be, the lighter white it is, the shinier it will be. Y'know, in case that info helps you in the future. :thumbsup:
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Emotions based on status?
Rocketlombax replied to knivesomara's topic in Fallout New Vegas's Mod Ideas
They already sort of do this- kinda. When you sit down, for some reason that's when their expression sometimes changes. I've been wanting stuff like this too but I think it might be outside of the game engine's capabilities. -
For that kind of thing, why don't you make custom race with a new face texture? That'd work better than anything fancy.
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Adjusting Neck Length
Rocketlombax replied to LKchaos's topic in Fallout New Vegas's Mod Troubleshooting
Yeah, you're stuck with it. Fallout 3 and NV don't have that kind of capability. It's possible to create a custom head mesh, but to get that to work properly, you'd need to know how to make custom .tri, .egt, and .egm files or you'd have all sorts of odd problems. -
[WIP] Breeze's Male Body for New Vegas
Rocketlombax replied to sesom's topic in Fallout New Vegas's Discussion
I'm sure there are quite a few issues but I'm still willing to take that risk. There are plenty of awful issues in the game already so it's not so bad. Besides, I'm sure there are plenty of other modders, myself included, that would fix up their favorites. If you upload it, I could even give you some help here and there. I'm very eagerly looking forward to this, especially since the majority of my custom armors require the Robert's portion and my custom races require the combined textures. Regardless of whether or not it's perfect, it would still help a lot of people! -
[WIP] Breeze's Male Body for New Vegas
Rocketlombax replied to sesom's topic in Fallout New Vegas's Discussion
I'm not sure I know which version you're talking about. I checked the GECK and there's none that have anything 'Mark2' in the name. If I knew, I might be able to put out a fix for it. I'm fairly well versed in weight painting myself, though I don't know how bad it is... -
[WIP] Breeze's Male Body for New Vegas
Rocketlombax replied to sesom's topic in Fallout New Vegas's Discussion
You're gonna have to cut parts of the body off so you don't have that 'you know what I mean' problem. I can't believe Bethesda left some of those armors that way! Regardless, I know a great tutorial that can help you. It's for Fallout 3 but it'll still work the same in this case. You can find it here. I'm eagerly looking for a fix for this myself. I'd do it all myself if I had the time but I still have a bunch of other projects to work on. I do however know of a way that might be easier and more likely to work properly. If you edit the model in Blender, just change the UV mapping of the skin parts. I don't think there are any meshes that show feet, so there isn't really a reason to edit the mesh since the rest of the mesh is the same. All you need to do is select the skin pieces, go into Edit mode and have all the vertices selected. Then go into UV Edit mode and scale the entire UV smaller all at once so that it matches the Breeze/Roberts textures. If you hold shift while scaling the UV, the scale will snap to even sizes, making it a bit easier. Then when you're done with that, follow the same export and NifSkope procedure as in the tutorial. I don't know whether or not you already know all this, but I hope some of this helps anyway. :thumbsup: -
So far, I haven't had any major issues against Steam. However, I find it unacceptable that Steam will automatically add updates to the game when they're available. There have been many major issues concerning updates with Fallout in the past, and I don't want to take those chances until I manage to look around on forums first to see if a lot of people are having problems. Steam, unfortunately, won't give me that chance. :down: