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beardofsocrates

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Everything posted by beardofsocrates

  1. Thanks for the idea! I don't see an update bounds option in nifskope, but setting the object coordinates, before exporting, to 0,0,0 lines it up with the bounding spheres. However it still doesn't appear right in the CK. The mesh is displayed, but it's at the 0,0,0 point even though I changed the coordinates BSSubIndexTrishape.
  2. Apparently it can be played as a single player game, though I don't like the indication that "you," make the villains and heroes. To me it says they can't be bothered to make a coherent story, so just use your imagination! :D If modding is as supportive as FO4 was, I'm cool with this. I can't imagine Bethesda taking away that feature, from the community, that has kept their games popular well beyond release.
  3. Thanks for the suggestion! Looking in 3DS Max the pivot point already appears to be at 0,0,0 for the mesh. =/
  4. Hi all! I'm working on a custom mesh, and came across a bit of an issue. When I go to export out of 3DS Max, the model is in the intended position, along with the bones but the bounding spheres are at the origin point in nifskope. This is causing the mesh to be invisible when in-game. Without having to physically move each single one is there a way to correct this? Haven't had this problem with any other mesh before.
  5. @montky It's a fox tail. The current model is using added bones with a lag effect. This helps a lot with adding momentum while running forward or jumping, but any other action and it'll remain static. I'm Currently trying to find a sweet spot with the velocity and distance though I'm not optimistic about this. I've tried adding cloth bones, with and without the added tail bones, but this seems to be a no-go, or perhaps I need to experiment with the weighing more. There is a sway while running and walking however the mesh deforms while crouching.
  6. Hey all! I've been working on a race mod for a while, and I'm working on a tail through a custom skeleton set. I've tried a few methods, with limited results, but I can't make anything natural looking. I was seeing if anyone, more familiar with animation in nifskope, would be interested in helping out? Thank you. :)
  7. Hey all! I'm having some trouble with a custom skeleton in Outfit Studio. I originally exported a mesh, from 3DS max, but realized that the low precision was causing some deformity. Since OS has a bone weight copy tool, and a full precision option, it seemed like the best and only choice. I used the mesh I exported from Max as the reference, and the Blender mesh as the obj. I copied the bone weights, and it exported just fine. I loaded up the game, and the mesh basically stretched to infinity. I know this is skeleton related, so I looked at the ninodes, and one of them was out order. The chest [2] was at the top of the list in the original, and in the OS nif it was at the bottom. I'm probably noobing this part up, so any input is appreciated! :) What I've tried so far: I imported the OS version, and tried to export just that, but it prompted that nothing was weight painted. Even though importing it into Max showed all the weight values.
  8. I remember all the Empire at War mods I downloaded from there years ago. Glad to see something is done to retain all of their work! =)
  9. You should be able to solve the sunglasses problem with FNVedit. It's user friendly. Follow this thread: http://forums.nexusmods.com/index.php?/topic/250193-converting-fo3-hats-to-nv/&do=findComment&comment=2230871 (don't perform the update facegen availability!) If you just want to add the armor again in the game, and create a whole new esp: -Find the nif file for the mod in your folder. -Make sure the texture paths are right if you're making any changes. -Load up the Geck, and check which esms the previous esp depended on (I'm assuming none of the DLC?) -Scroll down to the armor tab under items. -Right and rename a game armor that resembles your's the most. If it's power armor related use BOS or Enclave sets. If it's a simple garment or lightweight attire, use just about any pre-war or cowboy related armors. -What you name it here is just the ID to create a new armor. It won't display in game world. -Open the new armor you just made, and edit what features you need. You can change just about anything you want here from DT to trade value. -Switch out the Model with that of your armor nif in the male and female slots. (or only one, depending on what it is) -Place it where you want, or where it was previously. -Save and name your new esp. Done! :smile:
  10. If the talk between the paladins is cannon, it's kind of taking a crap* on all your progress in F3. You assist all those communities, defeat the enclave, bring about purified water (after 10 years of recharge, you'd think there would be clean rivers in the Capital wasteland). Then there are all the small accomplishments: *If cannon, helped out in reintroducing small ants over the giant variants *Super mutants defeated *Mapped and organized thanks to Reiley's Rangers *A large military keeping raiders in disarray, thanks to the BOS allowing recruitment of locals. To here it's in horrendous condition, compared to Boston, after 10 years makes me wonder what is the truly cannon ending of F3? Does the Lone wanderer become a complete prick, or always was one? :tongue: Take a look at Star wars Kotor 2. When you meet Atton you get to establish the previous protagonist's gender, dark/light side affiliation, and overall character. Within less than 5 minutes I felt like my actions meant something in the previous game, and it was shown in some scenes as you continue your journey. To me, I felt like something similar could have done when talking with Piper, or some other wastelander about the the legendary Lone Wanderer. All that would have been needed is to change the dialogue of NPCs if the capital is crap or thriving. It's 200 years, how long is everyone going to continue living like the plasma wielding Flintstones?
  11. Not sure if it can be done with the available animations, but there has been one HK gun I've been hoping to see a good quality version of in-game; the XM8. At one time it could've been the main rifle of US forces. With a large assortment design and color variation out there, it would seem having this weapon could offer a lot of customization! =) http://www.military-today.com/firearms/xm8.jpg
  12. Use to have to tolerate this all the way through my early college days. Honestly, the more you stop caring about other people's opinion the better off you are. Secondly, with the advent of virtual reality finding use in the medical world, and similar utilities for education and even e-sports it's easy to brush off criticism as ignorance.
  13. Bit of an odd question that will probably end up with me face palming myself. In the Geck how can you change the body tone? I've been playing with the texture sliders for over an hour haven't seen tint of color change. :S All I want to do is reduce the saturation a little. Thanks!
  14. I'm creating a new race that uses custom teeth that has both a upper and lower set merged. The vertices are different and I'm hoping to create a TRI for proper morphs when the character speaks. Any idea on how to approach this? Thanks! :)
  15. Hey all, I'm using a custom head mesh, and have run into some issues that I can't make heads or tails out of. The revised body texture works without any issues, but the head texture only displays correctly in most of the open world. When in interiors, or standing around street lights and lamps, it's completely white or the colors are washed out. What I've done thus far: -Archive invalidation -Checked if shaders matched the vanilla head mesh. -Conflicts with other mods (only plugin active) -Checked the normal maps to see if there was an error there (without one included, the texture mesh will flicker white instead) Any ideas?
  16. @ DaemonGrin: Herp derp that was it! Thanks for pointing that out. @ Dizzasterjuice: I gave that an attempt, but I get the message: on applied or skinned nodes Apply Transformation most likely won't work the way you expect it. I tried it anyway, but the scene root is still 6 rather than 0 (for the ninode). >_>
  17. Thanks for the responses! Neither solution worked, but let me clarify things. When I move the mesh I want to set that new location as the origin, as in if I move from 0,0,0 to 4,5,6 that would become the new 0,0,0. My problem lately has been if I open meshes in nifskope the scene root would be 6, 3 or some other number, instead of 0, depending on how much the vanilla mesh was altered/moved. (using 2.49)
  18. I'm a bit of a newbie with blender, so please bare with me. =P I have a few meshes in blender that are at position 0,0,0 respectively for x,y,z in the transformation property. If I moved the mesh to a different position, but wanted the properties to remain at 0,0,0 how can I do that? Thanks!
  19. I took a look, just in case I may have accidentally done that, and in none of the cells, I was editing, had any unique locked containers. Shoot, it sounds like my best bet would be to make a fresh instal of the game and Geck. :S
  20. First, thanks a lot for baring with me through this mess. XD Second I took a look through the files and, believe it or not I did set the the new custom armor as a vault suit for its in world display. I don't believe it could be replacing any armors though, as I gave it it's own unique ID and name, and the regular vault suit still remains unchanged.
  21. About as disturbing as having a radroach and a ghoul with a rubber glove follow you around on your misadventures.
  22. One of the armor sets is an ESM from here: https://bunsaki.wordpress.com/2014/11/01/waataamooteeeeeeee/#comments. The other is a simple re texture of the DDS file I made for some combat armor. Both are not being used when I'm working on the new ESP. After further testing there are a few interiors that will load, caves, tunnels, sewer systems, and other similar environments. Just about all building interiors, on the other hand, cause a crash. It seems it can't load environments that have a lot of vanilla assets lying around. Books, trays, brooms, bodies, ect. =/ I'm not sure if this helps, but that's about the best I can narrow it down to. Could CPU affect what's happening? I'm using an AMD 8320, but was planning on upgrading to a 4790 later on.
  23. The only changes I can think of to the original ESM, if it's even affected by it, has been in the ini file. I made some tweaks for performance, and to use the Darnified interface. I downloaded the Geck 6 months ago, but it appears the latest version came out a couple years before that anyway. I'm using an esp of mine to see if there could be another issue, bit it loads the data without any issues. Should I try verifying the integrity of the game with steam? Strangely I'm having no issues loading the larger exterior environments. Geck makes no sense. >_>
  24. I was going to post an XM8 request, but forget it. I recall a mod that added a Gecko as a flamer: http://www.nexusmods.com/newvegas/mods/56963/? would it be possible to replicate this, but instead with mayor Macready of Little Lamplight? Have him spit out plasma with various quotes from his charming dialogue. Or maybe be a melee weapon that hurls insults at your opponents when you defend yourself. Yes, I am serious about this.
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