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beanspan

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  1. I recently decided to add a new creature to Fallout 3, a humanoid that needs to be able to use/fire a gun. Proportionally it made perfect sense to use the human skeleton (meshes/characters/_male/skeleton.nif) and so I did. I rigged my creature in Blender 2.49b, imported the skeleton, and exported the mesh with the correct settings. Then I set the creature up in the GECK editor: gave it a custom bodygroup, a weapons list to use, choose the correct skeleton in ModelList and selected its mesh. So far so good. Upon loading Fallout 3 the creature moves around, immediately draws its gun and fires on me. Perfect, I think to myself. Upon killing the creature I notice something - once it falls down dead, it ceases to have any ragdoll physics. It does have physics at the time of death - it falls over, flies back, etc just fine - but once it comes to standstill, the ragdolls stop. I can still loot my creature, and even continue to attack it, but doing so - especially if I dismember it - crashes the game to desktop. I panic and load the mesh in Blender, triple check my weightpainting/etc, re-export it, and get the same thing - dismembering the creature post-death 100% crashes FO3 to desktop. I'm convinced nothing is wrong with the mesh at the 'Blender' level, so I think of another way to test it. The creature uses the human skeleton and has the same kind of rigging, so I decide to test the creature as an equippable armor. I make it into an armor and give it to an Enclave soldier in the GECK editor, and drop him in the game near Vault 101. I load Fallout and head to V101 and there he is, wearing my creature as armor. I attack and kill him, and notice I can drag his body around just fine after death. I shoot the body tons, dismembering it over and over, and there are no crashes. Just to be sure I retested this 10 or 11 times. 0 crashes dismembering the creature mesh - when its worn as an armor. Sorry for all that text. I figure the more specific I am, the better the chance someone might know what issue I'm running into. My question is this: why would a mesh that works perfectly as an armor - ragdoll physics, dismemberment, etc - cease to have ragdoll physics upon dying, and crash the game when dismembered as a creature? Is there a way to give a custom creature proper ragdolls or otherwise prevent this from happening?
  2. Greetings, As the topic says, I'm looking for someone knowledgable in Fallout 3/NV animations. I'm helping a close friend with a mod that she has worked on for, on and off, a year or so - and we are in need of several custom animations for a unique kind of one-handed weapon. If it helps, I'm willing to pay for someone for their work. Now, with that said, we're in need of these animations: An idle stance for when the weapon is equipped/held in handFiring the weapon Firing the weapon when zoomed in (i.e holding down the right mouse button) While there are possibly other animations that need to be taken into account, these are the ones we are worried about for now. If interested or capable (ideally both, haha!) please reply here or send me a PM. Once again, I'm willing to pay someone to do these for us. Thanks for reading!
  3. Hey, thank you for replying. I hadn't come back to this in a couple of days. I'll try what you suggested (had some luck getting a weapon working with that method) but so far it hasn't worked with projectiles for me.
  4. I'm helping a friend wrap up a long-gestating Fallout 3 mod and we're in that stretch of figuring out the little, annoying things. She wants to use a custom rocket/missile mesh but we've been unable to get it to work right in game - when fired it distorts the character model and in general does things that firing a weapon shouldn't do. :wallbash: So, if anyone can help me understand the process of Blender/Nifskoping a new projectile into the game, I'd be very grateful. Thanks.
  5. Hello, Using the excellent Kaleen mod as a start, I've been making a player character based off my draenei warrior in World of Warcraft and while I'm very pleased with the results thus far, I'd like to bring her a little closer to the appearance of her appearance in that game. http://img121.imageshack.us/img121/9672/screenshot124a.jpg Uploaded with ImageShack.us Female draenei have 4 thin tendrils/tentacles that grow from just behind the ears and kind of hang down their upper chest. I have very little experience with 3d modeling: I played around with Animation Master back when Morrowind was the current ES game but have since fallen out of touch with pretty much anything more complicated than retexturing. So, as the title implies, I'm looking for a 3d modeler with a little time and a little boredom on his or her hands who would be willing to model these tendrils for me and rig (I think that's the right world, lol) them so that they function like an amulet - e.g. not move around with the head the way the hair does. This is strictly for personal use, I would not be uploading or otherwise redistributing any aspect of this request. I would be immensely grateful for any help!
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