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Topazanite

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Everything posted by Topazanite

  1. Are you going straight from Blender to the GECK? You can't export a .nif file straight from Blender and have it immediately usable in the game. You need to use NifScope to apply textures, which have to be .dds files.
  2. I can't help but think that, if this could be done, it would have been done already for Oblivion/Fallout3/Dragon Age. There isn't any sort of asset like this in the vanilla games. What IS possible is making clothing that is weighted to "sway" based on bone movements, since the female hips in NV animations sway nicely. Wigs could also be weighted like this. However, would be tedious; the most I've seen done with this comprises a few wig mods that are weighted to align with spinal movement, to allow ultra long hairstyles movement to prevent clipping.
  3. For a serious answer, toy our question, you can fix this easily yourself. 1. Find the armor in the GECK that those prostitutes wear. 2. Replace the current .nif model with a different armor .nif.
  4. The talented AlienSlof of Oblivion modding made entirely new horse models and textures, so if permission from her were received, it'd be possible to rig the horse models to existent New Vegas skeletons.This circumvents any illegalities, and the horses are excellent looking. However, I don't know if Big-Horner or mole rat skeletons are suitable for these horses. Perhaps an enlarged dog skeleton, but the animations wouldn't be much good with any of these.
  5. You mean, you want access to all the game textures? You'd need to unzip your textures.bsa file.
  6. Most tutorials in the community are geared towards Blender, because it's free, and it's the best free 3d modeling software out there. I recommend downloading that, it's a quick Google search away. If you want to be an expert at Blender, you need to look up the "Blender: Noob to Pro" tutorial that's floating around the internet. It does exactly what the title tells you, but it's VERY long. If you want to jump into modeling, then the Oblivion community has many, many excellent tutorials aimed at people who know little about Blender beyond the controls; these should get you started: http://cs.elderscrolls.com/constwiki/index.php/Blender/Custom_Sword http://cs.elderscrolls.com/constwiki/index.php/Blender/Custom_Cuirass_%28part_1%29 http://cs.elderscrolls.com/constwiki/index.php/Blender/Creature_Meshes_101 (I added this for the detailed instructions on weight painting, necessary for making armors) I know this is a Fallout forum, but Oblivion based Blender tutorials (and texturing tutorials!) are largely compatible with Fallout. To export any models made in Blender, you'll need the .nif scripts for it, (.nif is the file type for Bethesda models) as these tutorials mostly mention. You also need Nifscope, more free software, to apply textures to your models. Textures require an image editing software capable of exporting .dds files. I recommend the GIMP, also a Google search away, because its .dds extension is easy to install. Here is where Oblivion differs from Fallout; the process used in Nifscope for Fallout is very different. You just need to find one of the Oblivion to Fallout conversion tutorials once done with Blender. Alas, for someone new and relying on tutorials this work-around is necessary, as I have yet to find a directly straight-for-Fallout model tutorial. For practice, I don't recommend starting from scratch right away. Once you have Blender, Nifscope, and the Gimp set up, play with the Bethesda models a bit. Blender's controls are fine once you know them, but it's got a steep learning curve. You NEED to RTFM for Blender, just jumping in and playing around won't get you far (at least it didn't for me). Once you figure out how to select and move vertices, make faces/edges, understand the UV map and (for armor) vertex-weighting, you are good to move on to custom work. EDIT: I have never heard of Lightwave. It may be good, but there's probably a reason the community doesn't use it. I'd guess it doesn't have .nif scripts and cannot export in a Fallout-compatible format.
  7. http://www.tesnexus.com/downloads/file.php?id=23599 ^ This mod has a werewolf race with some bestial looking legs on it. Many werewolf mods do; I'm not sure who owns the origina meshes, so you'd have to do some research to figure out who to ask for permission. This might be a good start for your goat legs, although you'd have to mix-up the mesh to make hooves.
  8. Install this: http://www.tesnexus.com/downloads/file.php?id=27945 and then install these: http://www.tesnexus.com/downloads/file.php?id=20459 http://www.tesnexus.com/downloads/file.php?id=33998 (There are other animation replacers that support BBB, but these are my favorites) and then install and equip an armor that has BBB in the title.
  9. Oh totally! I only have a little bit done, as I had to take a break on it to finish my armor mod, but I just finished it. Teaming up sounds like a good idea to me. :biggrin: Between the two of us we should be able to make something playable. :tongue: I'll send you a PM and we'll see what we can do.
  10. I'm assuming that you didn't change any of the filenames (because if you did, you need to change them back :whistling: ). Oblivion REQUIRES the frequency to be 44100 Hz, a 64 kbps bit rate, and the channels must be set to mono. Opening a sound file and then saving it again is going to change some of it's properties, because different sound software save sound files at different bit rates and frequencies. You probably don't have the audio settings set right; try changing it to the settings above.
  11. Someone made a headset ala DBZ that detected an NPC's power level (ie, their actual level ingame). The information would appear at the top of the screen. It was either here or at the Bethesda forums, I forget which -- they posted their scripts used and everything. I would still ask permission, but if you can find those posts maybe you could make it a variation on that.
  12. I would like to say how awesome I think this is, and that I will play this mod so hardcore once released. I love Star Trek; my boyfriend, another friend of ours, and I drove the 7 hours to Las Vegas for the Star Trek convention this year. . . oh dear, is my nerd showing? :biggrin:
  13. Wait wait, in Morrowind you run into Dwemer Centurions, which are basically super cool steampunk robots that the Dwemer left behind. Therefore, SOME of the technology is still functional. EDIT: I'm working on a Dwemer mod atm. :tongue: It makes it so the player can build Dwemer automatons for themselves. I'm working on Dwemer creature meshes as a result; let me know if you want to use some for your mod to populate ruins. Also, there's a Lore Creature Pack or something similarly named on the Nexus that has a free-to-use-with-credit Spider Centurion creature, ala Morrowind.
  14. I mod a little, and I don't think I could have begun without an active community that's (mostly) willing to help and give feedback. Does this game have one? Also, did the producer provide a Construction Set?
  15. Well, as it stands HGEC body replacer has the most support for females, and for males the Robert body replacer has the most support. I use thest personally as well, but Robert's female also has a following. Check both out, but understand that HGEC has slot more clothing options on the Nexus. ( HGEC won't bring it up in a search; try searching Eye Candy.) If you choose HGEC, there are some replacer packs that replace the vanilla clothes with better versions without making them slutty. I'd search them for you but search won't function with my current virus protection software; it's blocking the results despite my override for the site. Also, on the stickied list post on this forum has a list of generally non-slutty armor.
  16. I can't tell what you are talking about, exactly, but I'll assume you want the create idle like when characters use brooms or rakes. Open up the CS and look at the top bar. Under gameplay is an option called Idle Animations. In there if you look, you'll find all the animations that use objects, with the option of adding in an object. Copy one of those. This object HAS to be a specific type of clutter though or it won't work. I forget which one though; same one as the paintbrush. A more detailed explanation can be found on the construction set wiki. Look up animobject.
  17. I had already thought of night vision goggles, as Kafeids Dwemer Spectacles are amazing and perfect for this, but don't really know how to implement that fragility. The same goes for any equipped item. A Dwemer Lockpick is a good idea though, I like that! It probably won't be as complex in implementation as you describe though, just a remesh/texture of the Skeleton Key. I like your idea where if something breaks, then it spits out components all over the floor. =D
  18. The Construction Set wiki will answer your questions, but to get you started: --You need a BSA unpacker to access vanilla meshes and textures. --You need to install the .nif extensions into Blender, then use the export function to create a .nif file. This is the only type of 3d file Oblivion recognizes. --NifScope will allow you to apply textures to items. The Custom Sword tutorial on the CS wiki will teach you how to make the texture map in Blender. --The Unofficial Oblivion Patch will solve that problem with Valen Dreth for ALL custom races.
  19. I'd edit but I'm on my iPhone and it won't let me; this is posting too soon to be a bump anyway. ;) If I get permission, I might be able to make that turret disposable. Like it'd disappear after certain amount of time. Hmmm. . . Such a cool idea . . .
  20. Phitt already implemented my explosives idea! Well, I guess it was his idea first. Oh shoot. D: I guess it's a good thing in the end; I'll ask permission to use it and it might save me some work. I have plenty of ideas, it's just for most of them, there's no reason to build more than one. I plan on giving the player schematics, and activating a schematic will make him use components like Cogs and Gears and Springs to build it. Giving them a schematic they'll only use once seems a bit pointless; might as well just give them the item. So no infinitely usable items, like anything equipped, for example. I need expendable gadgetry! Alas, as cool as the turret is, it doesn't QUITE fit the bill as it seems a permanent item.. D: I'm guessing Centurions are the automaton enemies I see in screenshots, I'll have to look it up. I never played Morrowind, honestly, this mod is just my excuse to make cool steampunk gadgetry ala mr siikas airship. XD I already made a mechanical bird mesh and rigged it and everything. I CAN use the Centurion Spider in the pack you mentioned though (all credit given of course). Building automatons is going to be the coolest part. Although I might fiddle with it to make it more steampunk, and at the same time I'll take a note of the Morrowind Centurion textures to make my bird a little more canon. Thank you for your insight!
  21. http://www.tesnexus.com/downloads/file.php?id=12454 Like this? Although, this link requires CS knowledge.
  22. I need ideas for Dwemer technology. I'm making a mod that will hopefully enable the player to build their own steampunk-esque automatons and devices in a workshop, but I'm running out of ideas. Current ideas include a non-essential automaton companion, a torch that burns bright/lasts longer, a device that "explodes" ten seconds after you drop it, and a battery that will recharge magical devices. Obviously, some of these ideas already exist in Vanilla Oblivion, and I'll just be making new models for existent functions. These technologies need to be disposable so the player has a reason to keep building more of them. Any other ideas?
  23. At least you can tell what those are supposed to be! XD My texture isn't an inherently bad texture, it just looks like a random bird and not a hawk. Wish I knew how that happened, all the photos I worked from were Red-Tailed Hawks.
  24. I wasn't going to. Honestly I have no animation skill; the wing movement on the birds only looks good because I managed to keep Bethesda's rigging, and the rest of the bird is completely inanimate. :whistling: I might be able to cheat a little height when I go into Blender, but otherwise they'll stay where they are now -- about level with the player's head. Since I've not received much interest in them, and I only initially wanted to make a pet for myself, I'll likely only introduce a few different bird types as companions/pets. If anyone wants to take them from there and make them fly higher or make a new enemy type, I'm perfectly OK with that as long as due credit is given. I guess it would depend if I got a texturer on-board, though; they might want the policy to change to getting permission.
  25. I don't know of any tutorials that go into making hair, but I recommend starting off with an existing hair model. Find a hair model that is similar to what you want, and modify it at will. I do NOT recommend starting from scratch unless you find some solid advice or a tutorial. Hair in Oblivion has special materials and settings. If you start with an existing hair model, then you won't have to worry about it.
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