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aoikun

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    Spain
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    The Game of Thrones
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    Skyrim, Mass Effect. Ar Tonelico 1 and 2

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  1. The problem is that while what you say it's true, some VR specific mods won't work for the normal version, the opposite is also true, lot's of existing mods for the normal version work in VR, and some that don't might only need a small optional file to do so. What I'm trying to say is that porting everything that works to the new site would be a pain in the arse, the VR category that's already added is necesary for mods that would add VR patches alongside the normal version. You could argue that the VR only mods should go on the new site, but then VR players like myself would have to keep going to two different sites to get mods and on top of that nexusmods will have to maintain yet another page. To be honest I don't think VR only mods will clutter or be a problem, it will be a small number of them and you can filter them out. If you see a mod that says VR, just ignore it. It's not a complete different game after all, and as a VR player I preffer it the way it is now.
  2. I prefer it like this, there's a huge amount of mods that just work as they are, mainly simple ones, so having an entire new page and have to port everything that works there seems like a waste. Also many VR mods will be just a patch for the normal mod fixing whatever doesn't work, so it's easier to have it on the same page under optional files.
  3. Aparently it has already been added: https://www.nexusmods.com/fallout4/mods/categories/62/
  4. Agree, no need for a new site, a tag should work just fine. That way modders can update their mods with VR versions without needing to port the whole thing to a new page.
  5. It doesn't pick up the exe, but it works if you just point it to the folder and press the green check. Bear in mind that it might mess up your mods if you also have a 2d version installed and you have to do a couple of things manually to get them to load (archive invalidation ....) check out this video to see how On the, will it work? you have to try and see. Mesh replacers, textures and generally simple things that don't require heavy scripting should be fine (simple weapons and such), interior lighting has been changed so lighting mods just don't do anything, HUD thing probably wont work too. Another thing to take into consideration is performance, there's lot's of mods that look pretty, but they aren't optimized, and while in the normal version you can be fine droping some frames, in the VR version it's a huge no no, specially since performance is sketchy to begin with, with people with 1080 having 40% reprojection at times.
  6. In response to post #7972188. #7973352, #7974373 are all replies on the same post. Yeah, I like the rest of updates but I would like to keep the advanced search button. Right now I have to make a standard search in order to get to the advanced search page and search again. Also this is only one minor gripe but without the advanced search link now I have to ctrl+click on the search buton to get the search in a new tab whereas before I could middle mouse the link wich is easier. Yeah I know, lazy as f*#@ but imho this kind of details is what makes browsing a page a smooth experience.
  7. Just want to say this, search for info on normal and specular maps, changing only the colormap wont work (warpaints are safe though). I can't go into detail now (it's 3 in the morning and I'm kinda sick xD) but just in case you don't know anything, the normal maps are textures that "fakes" 3d like detail in the mesh surface, so, if you do a new texture and you don't do a new normal map, those details won't likely match your texture and the model will look weird. Specular maps on the other hand change the way light reflects on the mesh, so same thing. Those characters that look like dolls are a good example of this, those mods probably have poor normals and even worse specular maps, wich results in faces that shine like plastic. As to how to make them, well for specular you can do them without much trouble in photoshop or whatever yo use, normal maps are more tricky, the best way is to bake them from high poly versions of the model, but you can use the nvidia's photoshop filter and do them with that too. There are more types of maps but those are the basic and very very important, trust me, I can't stress enough how important this is, nail'em and your textures will look much better. I just assumed you didn't know anything about 3d texturing, if you knew this stuff, well, the advice is the same, good normals and specularity equals better quality. PS: Please, excuse my grammar, as I said I'm sleepy, fever keeps rising and you might have noticed English is not my native language :psyduck:
  8. Yeah, Joe explained it to me already but thanks anyway, I learned how to propper weight things with verts. Still, mirroring isn't working very well and I think the cause is those screwed up envelopes =S, take the clavicles as an example, I had to rise the threshold to 4 and then it will find a mirror yes, but at that point it even found a mirror for a spine bone so.... And incomplete, doing the textures for your model now won't hurt you, nifskope doesn't have anything to do with it. You only need to set up the UV maps for your model and you're good to go, export a template and do the texture in photoshop or your editing program of choice. Nifskope only affects the "taking the model ingame" part, but in a few months we should have a better workflow without that much nifskope editing involved. By the way, After seeing Joe's videos I decided to learn 3d modeling and... god, this is so much fun! I have sculpted one model so far, tried to keep it simple but I ended adding a lot of stuff... (the grip of the handle should and will be changed, I hate that one) a detail of the handle It has its low poly version and normal and displacement maps, but no colormap, some nasty seams in the normal and argueable topology xD. I know, I know, with Dynamesh's Black Voodo magic is Sculpt->Clay Polysh->?->Profit but I still decided to learn ye olde way, I did that one using topology tools and now I'm making a skull starting with a ShadowBox created mesh. Thanks to you Joe I'm putting my graphic tablet to some use ^^
  9. The exporter will split the mesh according to material ID. If you have more than one material on it, then it'll be split according to that. pretty much the only reason it'll get split that I can think of... Oh thanks, that was it! I deleted all the materials, made a new one and it exported without crashing. I could make the mesh show up ingame, new crappy textures included (I made a super fast new UVmap and textures). Now I can go rest peacefully and wait for the armor tutorial, thank you sir and I'm sorry, I just keep asking for help....
  10. Also I read that there's a version of Nifskope that doesn't load textures, check if yours is the latest just in case....
  11. I've already succesfulley replaced a helmet (well, I replaced it with a hair mesh but it served its purpouse) but I can't make the other mesh work. First I want to explain something. I'm currently working with meshes from another game (just to have something to replace), that's why I don't really want to upload screenshots showing them, this website's rules are against any kind of port and I'll obey them. I'm aware that showing a screen of an asset from a different game in Max might not be considered as a port per se, but I still would like to refrain from posting them. That said, I understand it's difficult to discern what might be the cause of my problems when you don't even know what exactly am I talking about. I really apreciate your efforts to help me in spite of all this problems. Now, I noticed this: if I export this mesh it comes out as 3 different NiTriShapes, even though in max it shows up as a single object, maybe that has something to do with the crash. I'm starting to think that there must be other way to join meshes that I simply don't know, my overall lack of knowledge is a big part of the issue =S At least I've made it trough all the tutorials, the wepon I replaced works flawlessly blood effects included, even the helmet I replaced with a hair works so i'm knida happy ^^
  12. It has to be something with my mesh, If I import a helmet, delete it's skin and dismember modifiers and add new ones, it works. I'm still clueless about what can I modify in dismember to make it work. EDIT ok, as I tought my mesh was the one to blame here. It's made of different objects attached into one, I selected one part, detached it, deleted the rest and everything worked. Still I would like to know how to make the fullmesh work, how should I attach everything?
  13. Ok, I'm kinda stuck :sweat: I'm currently doing the replacement of a helmet, but I've encountered a nasty problem, It looks like the skin modifier and the BSDismember Skin modifier don't get along well. Whenever I try to export the mesh with those two modifiers set (and correctly set, everything selected in BSDismember and all the weight to the head bone in skin) I get an error that crashes max. I can export the mesh with the Skin modifier alone, or the BSDismember modifier alone, it works as expected, the problem comes when putting both together. Any ideas on why this happens? For the moment I'll try to export two meshes, one with each modifier and then try to copy the BSDismember mod into the skined mesh in Nifskope and see if it works.
  14. Well, you can replace them, somuchmonsters have made a video tutorial that covers that part here If you meant adding actually new objets to the game and not replacing the existing ones, that would involve using TESsnip or other hex editers I gess, I don't really know much about this. If thats the case, my suggestion is to wait till the CK is released, it'd be easy cake to do it then.
  15. I double checked it, aparently no one has mentioned this so....just gessing here, but maybe nevenbridge81's error is caused by the weight slider. You know there's two versions of every armor, a _0 wich is the skinny one and _1, more muscular. To put it simple, you need to mantain the same number of verts and order in both meshes, otherwise the game won't be able to morph and you get weird artifacts. One way to check this is just to open showracemenu and see how the mesh looks with the weight slider at min and max, if the meshes show porperly then that is the issue. If you ask me how to fix this, well I'd say simply replace both _0 and _1 with the same mesh, you wont have different weight sizes but it should work.... And somuchmonsters, thx for the tip! The skinning tutorial I had read was for really low poly objects indeed, I've read a few more tutorials and now my problem is that I can't mirror the wieghts, it works fine with the arms but the clavicles are another story....I think it's because the envelopes are looking in totally different directions. Anyway I'll eventually find how to solve this, and I can always manually weight them. Thanks again for all the usefull info
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