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stabbymcstabberson

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  1. Trying to add a star model to a remnants helmet, and I've modeled the star (including UV mapping and texturing) in Blender. I have the nif tools addon so I exported it as such. I have two NifSkope windows open, one with the helmet open and one with the star. I copy the NiTriShape branch from the star and right click on the 0 NiNode of the helmet, paste branch, and an error message pops up that reads "Nif file could not be read" and "Array properties invalid". Haven't found any solutions online for this, so I'm pretty confused. Any and all help is greatly appreciated!!
  2. I'm super new to modding and I'm trying to load the True classic Fallout 2 Advanced power armor mod to make another set of Remnants Power Armor that uses the same model and slightly edited texture. I can't find the mod in the initial menu when I open the GECK, and I know it's because there's no .esm or .esp file associated with the mod. MO2 doesn't show anything related to it in the plugins window. Is there any way I can load this mod in GECK?
  3. Hey... @chucksteel... Super sorry cuz this forum is super old but I'm really confused about with linking the form to the Xmarker. When I double click on the object (a cauldron in this case, just a quick WW test) in the render window it brings up a pop-up that says "reference" at the top. There is an Enable Parent tab, but idk how I'm supposed to link a "form" to the x marker I've placed. Any help?
  4. So I want to make a TT-33 weapon mod that takes actual 7.62x25 ammunition. I'm fine with making the weapon, but I can't find anything online about creating a new ammo type. I assume it's easy, maybe just duplicating an ammo type in the GECK and changing the ID and stats, but I honestly have no idea if that's accurate. Any help would be greatly appreciated!
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