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anb2004

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Everything posted by anb2004

  1. in nifskope, theres supposedly a ninode for scabbard (forgot what the string name is) where you should put your scabbard under it (if that is the problem tho), regarding the sword works only with left hand, perhaps you set the weapon only with left hand (CK).
  2. yup, i'm also curious about this brezeehome ladder, perhaps anyone can really clarify what is exactly the problem ? i've checked the house with CK to look of that ladder, thought it just matter of bad navmesh, but everything looks right to me, or because the ladder collision thing ? and does anyone have an idea to prevent lydia kept wandering in the player room ? the only idea i can get is removing navmesh in the player room (can it work ?). particular reason for my questions is because, i've made my own plugin to expand brezeehome (a bit) so i wanted to add those fix as well (which will not go along with other mods that altered brezeehome).
  3. check archiveinvalidation with FOMM (if you use it) or standalone version.. still did'nt work ? guess you placed EVE texture files in wrong folder.
  4. After collected many various mods in Nexus for weapons/armors/items etc, i decided to make them mixed in single plugin with CK. I also make them craftable and upgradeable with my custom ingredients/items and so far so good. the thing is, i try to make them go in new section called "GOLD" (that will show in forging menu such as Daedric, Dwarven, Elven, Ebony etc) already made custom material ID called "ArmorMaterialGold" for all of it, but i dont know why ingame they always end up in "MISC" section. Is it something like "hardcoded" ingame or every new items can only go under the existed section. any help will appreciated..thanks
  5. well you can make it just like you stated above and fit it into hand with moving the vertices, but that will completely hassle to do right ? well its depend whether you're a pro with 3Dmax or no. i'm using blender and my methods are : 1. Using the vanilla hand mesh as basic shape then shaping it into glove that i wanted. 2. Using shrinkwarp (i dunno with 3Dmax, but i'm sure it has the same only with different name) just start with simple cube/tube around the hand with the modifier on and add more vertices until it wrap perfectly, same procces like this tutorial
  6. what kind of helmet ? vanilla or custom made ? full face or not ?...make sure you set the correct partition number and choose the appropriate body slot.
  7. indeed..never heard about this Rose Geant or is it Rose Giant, thought it just an armor made from various concept from the web which is look good...just not a big fan with pink :) @galy3 from the e-mail, well doesn'nt look like concerning to me. as anyone stated here, yeah you should give a call back to this producer that your Rose Geant is purely made by you and of course inspired by the show and none of materials are belongs to Rose Giant TV show. to be honest, it kinda weird, if i was this producer than felt violated because of your Rose Giant mod, the first thing that i do is surely need to gather informations about what exactly your Rose Geant is, is it a game, model, material etc. before contacting you .
  8. dont know if mod that do this exist, but i was looking for mod that can make high stage vampirism on character but still known as common people by NPC, avoid getting as* kick everytime i go near some NPC or entering a town. thanks..
  9. are the mesh that you made and want to put it in skyrim, i guess you can just add SF_double sided in nifskope after you exported the mesh....
  10. the best way is to track down what files that comes from it so you know which one that you need to delete, well if you still have the FXAA injector archive (.zip .rar).
  11. guess the only way is to edit it with 3d apps, well you can make it work with playing the texture with alpha but it will completely hassle to do cause the gap between it is to close, or you might want to find another glove/gauntlet/bracer that that wrap the wrist perfectly.. well the game was created only can decapitated the head so dont worry about your arm is go dissapear. what you above is the same thing like i do with leather bracer that i mix with stormcloak gloves, had to tweak stormcloak glove texture with alpha so the bracer part not go clipping with leather bracer but i had to extend it a bit so it will give no gap in the wrist.
  12. clean all the mods that you using, delete skyrim.ini and skyrimpref.ini (if you alter them, or being replaced from mod). if still no luck, re-install.. some of my friend said this trick save them from CTD problem.. http://forums.nexusmods.com/index.php?/topic/503105-fix-for-ctds-and-missing-textures-32bit-large-memory-access/
  13. with CK, after you finished editing the face, just highlight the NPC name that you just edited in object window than click CTRL+F4, notification for saving facegen will show up, just select yes..
  14. alright, i'll take that you only edit the body shape right ? for exporting with blender, you might want to check Quetzlsacatanango blender export setting if you still having difficult with setting that you need to use.. i'll guess you set wrong shader. in nifskope you can find these settings in BSShaderPPLightingProperty inside NiTriStrips/NiTriShape, where you should see shader flags and shader type in block detail. i.e for skin mesh you need to set the shader_skin on the shader flag, different with armors/clothes/weapons/objects that must use shader_default. the best way to figure what apporiate shader flag and shader types for skin/armors/weapons/objects is to see vanilla .nif files for reference.
  15. than it definitely skinning problem. more like unweighted vertices (blender).
  16. it mostly occur if you did'nt fix the armor for both _0 (slim) and _1(muscular) that was require for weight slider
  17. huh trust me, it should be pretty easy and because of that i encourage you to do it yourself so you know how to do a simple mash up (mixing parts) with nifskope, whether it armors/objects/weapons.. here is the step. -Click the 73 | NitriStrips | M203:0:3 [33] in the block list (not the 3D preview). and press CTRL + C (Copy Branch). -Than Click on 0 | BSFadeNode | SubMachineGun [3]. and press CTRL + V (Paste Branch) -After you press CTRL+V, BSFadeNode tree will go expand and showing your M203 NitriStrips go in same root. -Click back the previous 73 | NitriStrips | M203:0:3 [33]. and press CTRL+Del (Remove Branch). -Save it and test it
  18. yup, i was right about that nitristips are separated from the root (BSfadeNode), thats why your M203 not showing up ingame. For any static attachment (i.e scope, frame, barrell, silencer) that you want to add into your weapons you need to paste branch in the header, for your case it will the BSFadeNode : SubMachineGun [3] but for magazine, trigger, hammer, etc you need to paste branch it on the appropriate NiNode, if you want them to animated (##Clip, ##Bolt, ##ChargingHandle). so the fix for your problem is just copy branch your M203 NiTriStrips and right click the BSFadeNode and go paste branch. Delete the previous M203 NitriStrips and test it ingame.
  19. sorry for the late reply, just upload it with some file hosting (mostly using mediafire) just upload the mesh (nif file) so it should be small.
  20. thanks rickerhk, been busy to build the mod again with FO3 geck+ Fose, stil avoid with the scripts coz i know geck would'nt save the script if some reference inside it has not been made. so far so good, and hoping it will continue like that.
  21. First of all i'm not really good with scripting, but i try to learn thats for sure..so please bear with me my purpose is trying to port some favorite popular mods from FNV into FO3 (of course it is), unfortunately some of these popular mod are heavily scipted..so i was curious is there a huge differences between script that using NVSE and FOSE ? or do i need to "rebuild" the script all over again that compatible with FOSE ? one of the mod that i was trying to port over is Advanced J3XMotorcycle by invalidfate (i just love how he can animated when turning left/right when driving and ride companion token) here is a small example where is some line from the mod (i think) like "detectNVSEversion" or "detectNVSE", so is it just changing it into "detectFOSE" ? (which i think its not that simple). really appreciated every help, and thanks in advance FYI : no, i'm not intended to upload it, just for personal use.
  22. Well thats weird, anyway just notes that the M203 Nitristrips are separated from BSFadeNode (header of your weapon/the animation) so i was wandering where exactly you paste branch the M203 Nitristrips ? because it should be paste branch in the BSFadeNode. if its still no luck with that, guess i'm lost with idea :blink: , maybe you should upload your file so i can take a close look.
  23. i would say move down the RH_Ironsight lower than FWE, and afaik, theres compability patch for RH_ironsight to work with FWE called FWE bridge, go check it in RH_ironsight mod files page.
  24. outside vault 101 ? well honestly dont know about that..but you can simply get the weapon you want from console tho.. for start i'll go with Apocalypse armory (non replacer, and lots of gun in that mod) or Frederyck Tactical Weapons. but my favorite still.. AlexScorpion Sniper Gear M110 SASS Sniper Rifle M4 Carbines
  25. 1. Can you post more ss with the expanded M203 tree in nifskope.. 2. Make sure you set the M203 shader. (mostly i use SF_ZBUFFER_TEST | SF_Empty | SF_UNKNOWN_31) 3. Make sure you set the "model","1st Person Model object in geck", and the static.
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