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dieangel68

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Everything posted by dieangel68

  1. Am i the only one who doesn't quite grasp what the constitution and Thomas Jefferson have to do with the courtesy rules of a modding site toward it's contributors? Nobody is selling anything, nobody is preventing anyone to use anything posted on the site, and no one prevent you to merge other people's work for your own enjoyment. The only rule i see debated here is that TheNexus doesn't allow you to reupload someone else's work and pass it as your own, OR reupload someone else's work without permission.
  2. Can you summarize what makes you feel this way? That the nexus tries to please modders by ensuring they get credit and keep ownership of their work?
  3. Well we have seen in the past mods in FO3 that inflated texture size by 4 to 8 times... i don't know how it affect the game... How far it can be pushed probably depend of the computer's specs.
  4. You don't need to rotate it, that's what happen when your hat doesn't have facegen data http://www.psychodogstudios.com/forums/showthread.php?p=145102 is what you need
  5. Bethesda and Obsidian do not port content, they see an idea they like and they redo it their way, i've no problem with that, ideas are free you know.
  6. Okay to put it simply if in nifscope when inspecting your model hierarchy you have : NiNode > NiTriStrips(or NiTriShape) > BSShaderPPLightingProperty > BSShaderTextureSet You are good and the model will "work" But in my case, my exporter has problems sometimes and export: NiNode > NiTriStrips(or NiTriShape) > NiTexturingProperty Fallout and the geck will CRASH if you open it. I haven't found any logic to it so far, some models come out with BSShader and a few modifications later as NiTexturingProperty When it happens i open a healty nif file and right click on a BSShaderPPLightingProperty "Copy Tree" then "Paste" where the NiTexturingProperty is, copy the texture list in the BSShaderTextureSet and delete the NiTexturingProperty and it's child blocks.
  7. It's quite doable, it's a lot of work, and there is very little chances to make it legally.
  8. I agree, but to me the biggest part is that you shouldn't port someone's mod (you do whatever you want for yourself as long as you aren't releasing it) if they do not give you the green light, even if it means "the community is missing one of the greatest mods ever!"
  9. Well Socrate had this great quote, about the 3 tests "before saying anything": "If what you are about to tell me is not good, true, or useful, then i don't want to hear it and you should probably forget about it." In a single phrase C0rrup73d pretty much failed the 3 tests.
  10. I'm not sure but you can probably do something through the NPC dialog system.
  11. I'have no idea, usually if the problem happen, i delete the offending block , copy paste a BSShader from a healty .nif and fix the texture paths in it and the shader types.
  12. Well usually to me it doesn't really matter if stuff happen while i'm not there, it's not like it's going to affect my gameplay, but all the time whenever i'm traveling things happen that aren't directly the result of my actions. Legion members fending of giant ants, caravans defending against raiders. There was a mod on FO3 that was focused on making more wars between factions (which new vegas seems to have implemented), one part of it allowed the npcs to actually "loot" the peoples they killed, this made the game more dynamic, made the dominant faction character compete with you for loot so you couldn't just sit back and wait until the fight is over and reap the rewards.
  13. I disagree, technically the work he did belongs to him, you need his permission to take over his work. At the least it's courtesy and respect. At most, it's also probably the law (copyright, derivative work, etc...).
  14. from my experience, if it show fine in nifskope but it crash the game and the geck it's because somehow your pexporter exported materials as NiMaterialProperty instead of BSShaderPPLightingProperty I have been asking around what causes the export to do this and i haven't found anything so far.
  15. They entirely rewrote their own engine for this, it only uses fallout 2's assets, and look how many years it took?
  16. In Nifskope in what kind of data block are the textures assigned? BSShader ?
  17. Actually there is a system to make them take cover but the cover spots have to be placed manually by the level designer.
  18. What about, lets say have two identical objects (different ID) and when you equip one while using the shojo race it discretely delete the object, replace it by the shojo version and equip it? It would make a weird sound nd maybe a visual glitch when equipped, but .. thing is i've no idea in what scripts can "hook" into in the GECK.
  19. My suggestion? Learn uvwmapping and skinning, because it's kinda expected from the modeler to to his skinning and uvwmapping considering it's the most boring part of making a mesh. Chance is that... nobody will want to make it for you.
  20. Is there a way that i could for example... detect the race of the player and silently swap the model that will be loaded?
  21. I've been asked if i could adapt my maid outfit to the shojo race, the problem is that i'm kind of a beginner, i'm barely getting along with the modeling and i have yet to even touch scripting. What do peoples want by that? I barely used the Shojo race on Fallout 3 (because it was conflicting with type3) and i am not quite sure what need to be adjusted and if i can keep it compatible for peoples who do not use this race mod. Ideas?
  22. Not to rap too much on Bethesda and Obsidian but there are a lot of places here and there where they took a few shortcuts and left a result that isn't quite what you would expect from them in the modeling sector.
  23. I'm gonna sound silly but don't you ... NEED steam to play the game? or is there a non steam version? Any chance to get the 4GB launcher feature merged in NVSE?
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