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Everything posted by valdosa
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Once again Bethesda failed to add ammo-crafting to the game. I'd just go ahead and make a ValsCraftingReloaded again for this game but now I am way to lazy to try and get that to work. If anyone has a version of TESSnip that will actually open (And not fail due to not having skyrim registry keys) I'll go ahead and add a whole lot of recipes for making ammunition.
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LE So.... what are you working on?
valdosa replied to Korodic's topic in Skyrim's Creation Kit and Modders
Dwemer, Vampires, Werewolfs, Imperials, Dragons, Crossbows, Serated Blades, Explosions, 3 new fully voices companions on par with serana, 22 quest long main chain, 65 new side quests, 4 new cities, 7 new zones, 5ish now factions (still debating), oh and did I mention Vodka? Yes. We now have vodka. Half the mods done right now, quests are all written and most of the dialog is voiced, new npc's have been created and 2 of the four cities have been made (lighting/navmesh in all). Hey, I didn't disappear for 3 months to do nothing! -
LE Lost Paladins of the Divines needs your help.
valdosa replied to Jerros's topic in Skyrim's Creation Kit and Modders
I had this same problem and I know how I fixed it I just cant remember the term. I've got nif scope open and I'm looking for it to jog my memory. I'll let you know what it is haven't messed with nif scope in 3 months >.< EDIT : FOUND IT! Click on the emblem mesh, click on trishape data find "Has Vertex Colors" and set it to true. That should tell it textures exist -
While taking a break from level design and navmeshing area's I decided to try and implement one of the followers from the large mod project I'm currently working on. After creating the NPC and placing them into the world I am able to talk to them however their is no "follow" option. (and i currently have no followers following me) For the sake of simplicity I'll tell you the process I went about in hopes that ya'll will be able to see what I missed. Actors > Duplicated AelaTheHuntress Renamed EDID, Name, Shortname Checked Essential and made sure Unique was checked. Set race to BretonRaceVampire and unchecked Female Changed the voice type to MaleCommander and changed Disposition to 100 Removed companions factions (Whiterun guys) and left currentfollowerfaction at -1, potentialfollowerfaction at 0 Deleted all aI Packages and added DefaultSandboxEditorLocation Set the inventory and spells, and made the face. Created a Relationship Set the Parent NPC to the Actor I just created Set the child NPC to player Set the relationship level to ally And set the association Type to none. Went back to the actor I made and verified it showed up in the relationship tab. When I go into the game he interacts with the chairs and such and even aids me in combat (in the same room) but no option to follow me is given. I've been trying to figure this out for 5 hours and have redone this multiple times. What the heck am I missing O.o <Faceplant into keyboard>
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Hey guys, I've got an issue with a magical wall that renders its collision but does not render it's texture. Images below. http://i49.tinypic.com/1zx4o4j.png http://i45.tinypic.com/xok5ub.png http://i47.tinypic.com/303ajxg.png As a side note I can fire an arrow from picture to to picture one, but i can't fire an arrow through the wall (from picture 1 to 2) Any idea's what is causing this? ~Val
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[3DS Max] Issues with purple textures in game on custom model
valdosa replied to valdosa's topic in Skyrim's Skyrim LE
NOTICE : Going to keep this open in case someone else has a derp moment like I did. In Nifscope, make sure you set the "Has Vertex Colors" checked this will fix the bug. -
I'm creating numerous models for one of my upcoming mods, and have run into an issue. After getting one custom ammo model to work, my 2nd model is not displaying it's texture. It displays as the purple default and I don't know what else to try, anyone have any ideas? [ I'm importing the .nif with vertex colors, autosmooth mesh, remove illegal faces, filp UV, render textures in view, ignore root node and niftools shader checked.] [Exporting with Flatten Hierarchy, Update Tangent, Collapse Tramsforms, and 0 transforms checked.] I honestly don't know what else to check. (Textures aren't linked up in nifscope but the paths are correct in the drop downs so IDK what's up.)
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Aye guys, I'm not pulling arrows from my mod being as im making um...well...A LOT of new things currently now that my computer is back. Renaming the EDID on mine I don't care to do because well, as Aeon said that's got zero effect on the users.
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LE Request for Crossed Scabbards/seaths on back
valdosa replied to Phrostie's topic in Skyrim's Mod Ideas
It's on my to do list, but, the issue with this is I'll need to assign a 2nd sheath position & some models have sheaths/beltclips, So I need to find some way to flip them, or actually, I'll just rip um off, only like 4 models even have one so w/e. As for the animation, I'll have to clone the unsheathing animation from one hand to the other, which, will be interesting. -
Hey all, I'm running into a strange error. I've imported and exported models though 3ds multiple times. (Several work), but, every time I try to use "Slice Plane" to get more vertices to edit the model and export it. All textures are in the folders and set correctly, what I think is wrong is the UV Mapping got messed up some how, and I've got no idea why, or how to fix it. Heres pictures of the bugs. http://imageshack.us/photo/my-images/62/screenshot2725.png/ http://imageshack.us/photo/my-images/444/screenshot4998.png/ http://imageshack.us/photo/my-images/191/screenshot6878.png/ http://imageshack.us/photo/my-images/38/screenshot7057.png/ As you can see the shine and blood effect both are intact, as is the holster, meaning only the actual blade is messed up. and heres the file. http://www.mediafire.com/?vp1gkxj9c88scpg All I did was use the split plane tool once on it and everything died. So, what I'm asking is, what's wrong, and oddly enough, how do I fix it? O.o ~Val
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( Video Tutorial) How to Get Custom Weapons Into Skyrim!
valdosa replied to somuchmonsters's topic in Skyrim's Skyrim LE
@Somu it shows up as this like, light neon purple color that can be seen, it screams default, but, ill have to look and see. -
( Video Tutorial) How to Get Custom Weapons Into Skyrim!
valdosa replied to somuchmonsters's topic in Skyrim's Skyrim LE
Didn't realize you had a topic here somu. I'm working on my next mod right now, which involves weapons, I've got my model into Skyrim and the Blood Effects, but the models textures aren't loading. I've got all of the files in the actual texture/weapons/iron/ (The textures). The shine effect is loading but the actual sword texture refuses to load. Any idea whats up? *To repeleecate this, open up the ironclaymorne.nif file, use the slip plane tool to add more vertices. I'm already assuming this messed up the UV Mapping, so I'm hoping you know how to Re-Map the UVs so the texture will render correcty. Thanks for all help. ~Val -
Aye, going to start making my models from my 2nd mod. Thank god It's over with my meltdown mod.
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Tutorial: Making New Smithing Recipes (pre-CK)
valdosa replied to Samutz's topic in Skyrim's Skyrim LE
Samutz, I believe I owe you a beer. Defining the names managed to fix my backwords smithin bug, and define things into new tabs for melting down. You've done me a great services, and I think you, God of HEX! ~Val. -
Could have swarn I just made a post about this...
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Duel Wield Pistols[Idea on how to do it]
valdosa replied to valdosa's topic in Fallout New Vegas's Mod Ideas
Aye :P -
Duel Wield Pistols[Idea on how to do it]
valdosa replied to valdosa's topic in Fallout New Vegas's Mod Ideas
...Did you even read my post? -
Let me start off by saying, the reason I simply don't make the mod is because I'm horrible with animating(Like, *cry* tis so bad...D: ). So now that we are past that here we go. The entire concept of duel wielding in fallout has had several issues in the past that people just couldn't seem to wrap there mind around, but, I seem to have found a way to counteract almost all of the issues with this, I will be explaining my through process during this thread for a better explanation of how I came to my reasoning. Issue 1: Aiming When I first heard this was an issue I actually wanted to laugh, mainly because the first thing that popped into my head was my M9's back in call of duty, you forgo ironsights for the 2nd gun. Issue 2: Animations This one was hard to bypass, however, after looking around I was able to find a mod that actually held some of the plausible stances. http://www.newvegasnexus.com/downloads/file.php?id=43240 The images of the right arm holding the pistols would be exactly what the left arm would be doing, essentially being a mirror of the right arm. These animations would have to saved and called upon like the regular pistols, and would require weapons made specifically for this mod. (Because the animation *example : 2handautomatic for assault rifles* tag would have to be set for the duel wield to work correctly) Issue 3: Firing Both weapons would be firing at the same target, there won't be any one gun shoots one person and the other shoots someone else. Pulling the trigger, just like any other gun, would cause both of the weapons to fire at the same time, individual control of the pistols is well, yea, not impossible but, stupidly impractical in comparison. Now, you may be thinking, but, if both weapons fire at the same time, they will run out of ammo at the same time! You are correct, however, in the reloading section I fix this issue. Issue 4: Reloading Reloading has for a long time been one of the most pointed at problems with duel wielding however, I believe I've cracked this as well. Reloading again would require a separate animation, which would involve the pistol clip ejecting and then moving the pistol down to the right or left side, clipping the belt, and being reloaded. For example http://www.youtube.com/watch?v=QIaBQPhb3FA (ignore the modded controller, good thing is it causes him to reload a lot :P) Now, because both weapons go empty at the same time, you are able to "withdraw" double the amount of ammo of the mainhand weapons clip from your inventory. Now, the issue with tracking two clips is, the game was never made to do this, however, with the above method a workaround is possible. With the game only tracking the mainhand (right) weapon, we are free to set the offhand (left) weapon to not use ammo, and only play the reload animation when the main hand goes dry. However, again this causes it's own issue, if the offhand doesn't use ammo and you run out of ammo, it will keep shooting. To fix this, the firing of the left hand will have to be reactive to the main hand, if the main hand doesn't fire for any reason, the offhand won't fire either. (It's bound to it.) Issue 5: Equipping a second weapon This is actually really easy to fix. While looking on youtube I stumbled across a jetpack mod. http://www.newvegasnexus.com/downloads/file.php?id=37140 Now your probably are wondering how exactly does a jetpack have anything to do with duel wielding? Well, while reading through his notes, I saw Now this popped an idea into my head. If you can bind a jetpack to an area, why can't you bind a weapon to the other hand. After a bit of searching it turns out someone already thought of this, but, instead of a pistol it was bound to a sword. So, the 2nd weapon would then be bound to a addon slot which is assigned to the left hand. Now on to an example. Pistol : M9 Right. Pistol : M9 Left. When equipping a pistol, a window would pop up containing a list of all Left/Right weapons in your inventory, and you will have to select both a left and right weapon. This way you won't have an empty hand when trying to play the animations. Wrap-up You can only duel wield weapons made for duel wielding. Example : M9 Left/M9 Right You can only duel wield weapons with the same clip size/ammunition type. Example : Laser Pistol x 2 The reason for the double ammunition tax when reloading is, you are using two guns, even though one doesn't have to have ammo, you still have to reload, even if it's not actually adding bullets to your offhand your still technically firing. (AKA, You don't get free bullets, pay for both weapons clips -.-) Comments I'm going back and reading this post and even I'm confused at my own thought process, it's confusing how I came to put this all together.
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Read the FAQ, one must help themselves.
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Blender is alright, some say it's great, however it's not user friendly compared to other model programs out there, like, 3DS Max, and Autodesk Maya if you will, however, they are quite pricey so unless your loaded or know of some undisclosed way to obtain the program, your best bet would be Blender. (Wops forgot tutorials XD) And as for tutorials on them, Google is your bets bet, Maya is your best bet for "minimal Tutorials needed", manly due to the fact that it's pretty straight forward compared to the other programs out there. And I'll edit this again, due to my fail memory, www.polycount.net is a good Maya tutorial site, and I'll help if you go the Maya route.
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Finished creating the model, and the texture for it, may need to go back, but, I'm still lost about attaching the activators, any help would be much appreciated.
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After asking around, I've learn that what i'm trying to get my mod to do, relays on an activator. Um...Let's try explaining this again. I'm trying to mount a weapon onto an object, which, would actually be a Activator in the model of the item. (Very similar to the way J3X Drivable Motorcycle Mod uses the activators to attach the weapons to the side of the motorcycle, and in fact, asking him was how I learned about the activators.) What I'm wondering is what do I need to do, add, ect, to the model in order for the activator to exists so that something might be attached to it. I'm using Autodesk Maya 2009, G.I.M.P, FO3Archive Utility, and anything elts you think I'll need, plenty of space and time to learn how to do this (Modding in general). Any help on this is much appreciated.
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Well, That would explain it, now to get the other model imported and start modifying it. Thanks.
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This is one of thoughts "I Can't Believe I'm asking this." questions. Mainly because It's (I'm guessing the most asked question. After importing a model form fallout 3, it is still in world mode (Folded as in you just dropped it) Which, as you know, is rather useless if your trying to edit the mesh. Which brings me to my question, how do I unfold the texture to get the model into equipped ( Biped Mode, if you will). Using Auto Desk Maya 2009,G.E.C.K., Gimp. and FO3 Archive. Thanks for any help in advanced.