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Everything posted by Andersh
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Did some more research and found a good YouTube channel to start with https://www.youtube.com/channel/UCmJNH1EiV7kwbwA0Pr9be9g/featured. There a some in-depth tutorials for DS3 which seems to be also applicable for Elden Ring. In one video there is a link to modding discord: https://discord.gg/YrvDbURg3B
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Hi, are there any links for modding tools or guides on modding Elden Ring. Tried google, but it only gives results for the top 10 elden ring mods....
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I am not 100% sure but I guess it could be done by adding extra bones to the human skeleton for capes, cloaks, tails.... Breeze582000 was already able to add bones for breasts and genitals in Fallout 3 (Link to fallout mod). Problems is, that you probably have to change every animation for humans, so the new bones are also animated.
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Just to answer one of your questions from the start, you can rigg the modell with polypainting or other technics (At least in Blender).
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two question concerning a custom bandana
Andersh replied to Andersh's topic in Fallout 3's Mod Troubleshooting
Thanks Stradian and yes I meant that the polygons are only showing from one side -
Hi, I created this bandana: http://img204.imageshack.us/img204/4544/screenshot160.jpg Is it possibly that the mesh is rendered from both sides, without duplicating the mesh and flipping the normals? To which part should I assign the bandana as a biped object: choker, mask or both?
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trouble with changing textures in nifskope
Andersh replied to Andersh's topic in Fallout 3's Mod Troubleshooting
Thanks Jaysus. I had to clear the texture list and reasign it. -
trouble with changing textures in nifskope
Andersh replied to Andersh's topic in Fallout 3's Mod Troubleshooting
yes, they are in the correct folder. It must have something to do with nifskope, I tried already to reinstal it, but with no success -
trouble with changing textures in nifskope
Andersh posted a topic in Fallout 3's Mod Troubleshooting
Hi Normally it is no problem to change the texture in Nifskope, but suddenly all Nifs where I change textures cause fallout to crash. The only clue I have are the following error messages from the Geck nif-viewer: http://img257.imageshack.us/img257/2808/70911541.jpg This never happened before and drives me insane wallbash.gif -
If you textured this jet white, this could also be caused by HDR or Bloom
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troubke with changing textures in nifskope
Andersh posted a topic in Fallout 3's Mod Troubleshooting
Hi Normally it is no problem to change the texture in Nifskope, but suddenly all Nifs where I change textures cause fallout to crash. The only clue I have are the following error messages from the Geck viewer: http://img257.imageshack.us/img257/2808/70911541.jpg This never happened before and drives me insane :wallbash: -
Hi crash_down In the nif file is the glossiness value an the specular color defined. You can find it in the NiMaterialProperty. Maybe this helps
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How to import .kf files to Blender?
Andersh replied to Callighan's topic in Fallout 3's Mod Troubleshooting
you cant import keyframe files directly, you first have to select a nif file. for example the C:\Spiele\Fallout 3\Data\Meshes\characters\_male\skeleton.nif if you want to import a character animation. After selecting the a nif, the import settings show up, where you can select a keyframe animation to be import with the nif. -
problem with alternating animations
Andersh replied to Andersh's topic in Fallout 3's Mod Troubleshooting
:thanks: alendor, I already gave up on experimenting with bip01. I noticed that the bone pointed in the wrong direction even without animation, so I hat to edit armature and the animation. -
Thanks alot Verbal Earthworm. Too bad it works only while unarmed
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problem with alternating animations
Andersh replied to Andersh's topic in Fallout 3's Mod Troubleshooting
So far I figured out that rotating the action or rotating the skeleton hast no effect on the ingame result I also tried to change the human animation which caused all humans to strafe to the right instead of walking forward. Only with the mole rat I could create new animations without any problems -
hi, I wanted to edit the ghoul forward moving animation to look more zombie like, by stretching their arms forward. The new animation works fine ingame, except that it is rotated 90° to right, which causes the ghouls to walk around the player. Here are the steps I’ve done: -importing the mtforward.kf animation with the ghoul skeleton into Blender -Alternating the arm bones rotation at some keyframes -exporting to a kf -using kfupdater with following settings kfupdater -p 50 -v 20.2.0.7 -u 11 -u2 34 -i blockidle.kf -o blockidle-out.kf I attached also the kf file. Would be glad if someone could help me.
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Hi In the stage where the character is still a baby the view somehow swings around while moving, is it possible to add this effect to the rest of the game?
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@Junin This was the problem, I used the wrong armature for exporting :thanks:
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Thanks for reply, but this method does not work in my case. I attached the unedited nif, I would be happy if somebody could check if he has the same problem.
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I created a pig rat and want to use the molerat skeleton for it. exporting the model into a nif(see 1) and replacing the nitrishapedata in the molerat.nif works fine(see 2), but when i try to replace the niskindata or change the bone list(see 3) the model is totally deformed. Until now this never happened. Maybe someone can help me? http://www.fallout3nexus.com/imageshare/images/1071459-1245672659.JPG
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hi Baelkin, I dont know if it helps you, but the Blender export script splits the models depending on the assigned material/texture for each polygon. Maybe it is in 3dmax the same.