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Schreiter

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Everything posted by Schreiter

  1. I suspect that the names of the nodes in the NIF files are inappropriate to the animation. I've noticed that the animated parts of a gun won't work if i accidentally set the animation in the ESP/ESM to something other than it should be. For example the record (in FalloutNV.esm) for the 10mm pistol uses the "ReloadA" animation, and it's magazine node (in 10mmPistol.NIF) is named ##Clip followed by ##Clip:0, while the 9mm pistol uses the "ReloadL" animation, and it's magazine node is named ##nmClip followed by ##nmClip:0. I suspect if i swap the animation settings without changing the node values, the animated parts wouldn't move. I would figure out what gun uses the "ReloadF" animation and rename the node values accordingly.
  2. Either it's an oversight by the designers, or they don't see her as an evil character. I think it was simply the latter. I don't see her as evil. Let me make some points in her favor: She couldn't escape from the Jefferson Memorial with you, She was under the power of The Enclave, Her colleague was shot because James wouldn't cooperate, so She knows her captors are willing to use any means necessary, Therefore, Her decision was coerced. Even if she could escape Raven Rock, - She's one woman far from home, - She'd be a fugitive with no nearby civilized places to beg for kindness from that wouldn't soon be controlled by The Enclave, - She has no supplies or funds to make a journey, and we can assume stockpiling to be problematic in her new home, - She doesn't even have a face-obscuring Enclave Scientist Outfit, which seems telling, - She'd have to travel in a land where danger is almost guaranteed, - Even if you helped her escape, she could still easily die. So what's the use in her condemning The Enclave with all her heart and mind for its evils—evils she might not even know the extent of—when she knows that she can't leave and expect any good to come of it? She might as well psych herself into thinking her captivity is a good thing, like all too many of us do in our lives. It makes no sense to hold people morally responsible for what they do under coercion. The shopkeeper who pays off the mafia works for them in a tangible way, but he's not an accomplice to their misdeeds.
  3. I'm trying to convert a piece of SKS Inna-Woods line art to use as a pipboy icon, but the sides always get cut off. * I use GIMP. * I resize the image to 256 width. * I expand the canvas to 256 height. * I do Layer to Image Size. * I add a layer of black to fill in the margins, put it on the bottom of the stack, and merge down on it. * I do Layers > Transparancy > Color to Alpha and choose black. * I save as a DDS with DXT5 compression (also tried 3 and 1) without mipmaps (also tried it with mipmaps). * I save it as \Interface\Icons\stats\skills_survival.dds to replace the Survival icon. * I also changed the bobby pin icon to this, for science. The layout in the image is more wide than it is tall, and despite being in a 256x256 square, the game seems to ignore the empty areas and expand the image to fill a certain frame along a vertical axis. This is irritating enough, but it also cuts either of the sides off: the right side when i use it as the Survival icon, the left side if i use it as the Bobby Pin icon. I'm out of ideas. Any insights are appreciated.
  4. I'm trying to get the hang of compiling weapon models for Fallout 3, but i always have this problem. After saving the thing in Blender and swapping the pieces of the model into Nifskope, some parts are out of place or scaled differently than i had them. I can use Nifskope to inch everything to its proper position and adjust the scale, but in-game, everything goes back to where it was until i reload the weapon. It seems to have something to do with those dots that are connected with the gun's moving parts. I save the model and load it back into Blender to adjust everything back, but i cannot find a way to move the offending parts of the model without moving this dot with them. How can i do it? Am i even on the right track?
  5. I rescued a woman from being blown up and she's been standing in the same spot now for a week. What do i need to do in GECK or FO3Edit make her lean on stuff and mill about and whatnot? What's missing?
  6. I started writing instructions and it was turning into a complicated information wash that was taking too long and wouldn't likely be of much help. First thing i would advise would be to use FO3Edit too. It neatly shows where your mods are conflicting with each other by color coding, and lines the objects with identical #s up side-by-side so you can compare them. Another feature of FO3Edit is you can assign a lowly .esp file as a master to another .esp. This way, you can make a main.esp with all your form lists and leveled lists and borrow objects from the masters. Beware, if you later save your main.esp with GECK, all references to objects from master ESPs will be erased. Form lists dictate many things, including which items can repair each other and what supermutants can equip. Leveled lists are key to making your guns spontaneously appear in NPC's inventories. An overview of them would look complicated so i won't go into that, but they're really easy because all you have to do is imitate how they're already set up for the vanilla items. EDIT: another thing, if you want to have items from different mods repair each other, you'll have to copy these to your main.esp as an override so you can make changes to these under your mod—changes such as in which repair list the objects refer to.
  7. Lately, i've had this whim to place a music-playing device in a raider camp and have it play an Otep album* that would be isolated to this single device. I just want to place an object and have play a playlist. How could one theoretically do this? *If successful, i would not upload copyrighted material, but simply offer the framework which the user could adapt their own lawfully held music files to.
  8. I found my mistake. At step 6 where you say to make sure the vertices are selected, i had believed that the vertices being purple meant they were selected, so i had them not selected all along. My new hang-up is finding that i have unweighted vertices in the crotch area preventing me from exporting.
  9. I can get as far as step 9 and it's not working for me; my outfit won't take to the bones. I tried three times just to be sure, but i have no idea how i'm being thwarted. I'm using Blender 2.49b and i didn't get the Armature box like in step 5. Any ideas? ETA: I also get these settings when importing a .nif that are not shown in step 3: · Import Extra Nodes · Merge Skeleton Roots · Send Detached Geometries To Node Position · Apply Skin Deformation ETA: I took a nap and tried again being sure to forgo the above settings. I got the Armature box as seen in step 5, fwiw, but i was still unable to affect the mesh by grabbing or rotating any bone.
  10. I'd also be interested to know why this was taken down. I got it when it was newly uploaded. There was the basic RK-95, a suppressed RK-95 with an ACOG and a camouflaged, semi-automatic DMR variant. The meshes and skins were well-made, and i noticed no smoothing F-ups. The trigger on the DMR was unnaturally slow though. It kind of makes sense to encounter such a gun in Fallout, since its predecessors were imported here, and its compatibility with Chinese ammunition and magazines should appeal to the guerilla-minded American of the years leading up to 2077 ...If i pretend the the Chinese in Fallout used actual AKs.
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