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Corehound

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Everything posted by Corehound

  1. Hey every1 :thumbsup: Can some1 tell me what this dark square is? It's just hanging there above the ground level, I can't click on it or anything and no matter what I try to turn off in the viewing options, it's still showing, which makes it almost impossible to make changes to my map as the square blocks the top view at a curtain height :pinch: This is particular annoing as I was planing on using allot of hight variations on my map :( Any help on what I am missing would be greatly appriciated :thumbsup: Oh btw, this is a exterior worldspace area, if that makes any difference :smile: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  2. Try right clicking on the node in the blocklist, selecting mesh > transform > edit. Make your changes and then right click, >mesh > trannsform > apply. (I don't have nifscope on this comp, so it might be somewhere slightly different to that.) I'm not sure if it's the same for armor as it is for weapons, but if it is... you have to make a copy of base "piece" and then copy your shape data over the top of that in order to inherit the animations. Good video tutorial on that here: (Although I will note that if one of your nifs has nitristrips data and the other 'shapes you have to convert one of them before you have paste the data over. Do this by right clicking the node > mesh > stripify/triangulate.) Hope that's helpful. Awesome thx m8ie :thumbsup: The "mesh > transform > edit > apply" approach is the method I have been using, and it doesn't seam to work most of the time :sad: Will have a look at the video right away, thanks for the link :thumbsup: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  3. Hey every1 I am sorry that I have to ask this question again, but it seams that no1 have been able to help me with this as of yet, and it's really the only obstacle :wallbash: in my way at this point, so I'm really getting desperate :sad: Can any1 tell me why it is that when I open an armor or body in Nifscope, and then change the scale of some of the NiTriStrip flags (i.e. "spine" "thigh" "calf" and so on) they look fine in Nifscope, but in-game the changes revert back to their previous scale o_O Is it not possible to make permanent scale changes on a model with the use of this tool? Another problem I have is that when I try to modify an armor by adding bits and pieces to it, like pouches, holsters and leg drop gear, they don't move with the body part I add it to, this is mainly the case with drop-leg pouches/ holsters, when the leg moves they stay static. Is there a way to somehow anchor them to the body parts they are adjacent to, so they will move when they do? Or is it not possible to do this Nifscope? Please be aware that I am very low in experience on these things so please don't use any "big" words :P Any help will be much appreciated With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  4. Oh well, it seams there isn't enough interest in this sadly :down: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  5. There are multiple worldspaces, so would this be "Worldspace Structure Location: Wasteland [14,-21]"? Is this coordinate information easily recognizable and useful to mod users who are not familiar with the GECK, perhaps have not even downloaded it? Well a set of coordinates covers an area that would theoretically be able to hold more then one mod structure, just to clarify, when I say structure I literally mean a structure i.e. a house, a platform and so on. As far as what is needed for some1 to be able to understand the meaning of the coordinates, this doesn't really require anything, if a player want to be able to take advantage of such a system, all they need to do is write down the coordinate numbers given by the modder in the description of a mod that will add structures to the worldspace (that is if the modder who made it, uses this idea), and if you later on find another mod (and this modder also uses this system) you will be able to see if that mod has the same set of coords, which will mean the two mods will be located in the same area, thereby warning you of a potential conflicts :nuke: :excl: It should however highly be recommended not to write-off any mods because of them having the same set of coords, cause as mentioned, each set of worldspace coords covers an area that should be capable of "housing" more then just one mod structure, instead a player could use this info to maybe ask a little more into where the structure is located. I should maybe also point out, that when I say "worldspace" I am only talking about exterior areas and not "cells" like vaults and similar zones :smile: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  6. Hey every1 :thumbsup: I have a major plea for all worldspace modders! As it is now, it is very hard for, I think, both players and most modders to easily see if the location you want to use for a worldspace construction is already occupied by a structure from another mod, these things can be spotted with tools like FO3Edit if you know what to look for, but in the end there is a much simpler solution that requires zero effort from the modders, which is what I would like to request to be implemented in any future (or current, if the modders wont mind going back and adding the info) mods of that nature. The request: As all worldspace modders know, all worldspace section have coordinates attached to them, so my suggestion / request is that modders take use of this information and add it to the description of their mods, this would make it extremely easy for players to see if the location of the "structure" mod they want to add to their game, is already occupied by another mod they have installed and thereby avoid any errors that might occur do to this. This will also make it easier for other modders to see if the worldspace section they want to create a structure in, is already use by another mod. For easy reference I'd suggest that the info be added at a fixed spot in the "description" part of the mod, either at the very bottom of the description tap, or at the very top. I am currently constructing a base on the worldspace at a given section of the worldspace not far from Rivetcity which have the coordinates "14,-21" so if I made this project publice I would add the following to my description tap: "Worldspace Structure Location: [14,-21]" Easy peasy :happy: I also think it would be cool to have a post that could keep track of the locations of the worldspace mods, sort of a modders "resource" to look for free map space to create their structures, this could be made fairly easy by simply adding the cell coords followed by the name of the mod in question, like so: Coord - Name 10,29 - (Mod name) 11,19 - (Mod name) 18,-25 - (Mod name) 21,06 - (Mod name) and so on... And this would be organized and sorted by coord numbers (low-to-high). If ppl are interested I wouldn't mind making and updating it, all it requires is that ppl pm me here on Nexus with the coords and name of the mod, but ofc only the owner of the mod will be allowed to ask their mod to be added to the list, in case they want to keep the location a secret as part of the concept of the mod :tongue: If I receive more then 5 pm request by modders to add their mod to such a list I will set it up and unless any1 have a better location for such a post (on Nexus), I will be setting it up in the "Fallout 3 General Modification Talk" and modders can throw a link to it in their mod description. If I am to set this up, for a mod to be added to the list, the following requirements must apply to it: 1. Request must be made by the author him/her self. 2. Must have at least 5 or more "Endorsements" 3. Must have at least 10 or more "Endorsements" if still a "Beta" When and if set up, I will be updating the list at least once every day, unless unforeseen circumstances prevent this. Anyway please let me know what ppl think of the idea :thumbsup: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  7. Hey everyone :thumbsup: As a slow start to learning how to work with mods I am trying to modify various armors with extra stuff like pouches holsters and so on, but some of them I can't seem to get to stick to the armor, or they are just not showing up in-game, and whenever I scale items with Nifscope either via the "Block details" or the "Transform" feature, they are re-scaled back to the previous scale in-game :pinch: Can any1 tell me what I might be missing? Also, how can I make pouches and holsters bind to the thighs so they will follow the movement of the leg when walking / running? As usual everything looks okay when seen in Nifscole :huh: Any help will be much appreciated :thumbsup: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  8. I have used this method before on other stuff, but the problem with the GOW armor is that it only consists of two components, 1: Body and 2: Shoulders+UtilityBelt, if the upper and lower body had been separate meshes this would have been an easy fix, but I need to change the actual shape of the main mesh :'( Tbh I would have thought that there would be much simpler tools available by now, cutting into meshes shouldn't be more complicated then removing navmesh in GECK, like collapsing the mesh by deleting the triangles that makes up the mesh that you want to change, Nifscope would be the perfect platform for this as it is one of the less requiring tools. Trying to get Blender installed and running to perform the work I am looking to do, has proven to not be worth the trouble, first you download Blender, then you need another download, but before that will work you'll need another download, and before that will work you'll need yet another download, four downloads later, now I still have to read 4 guides and what not, and as a new beginner, none of the tutorials and guides are written in a way that doesn't seem like marsian to me xD As I have some problems with my concentrationspan this is way too much for me, so sadly this will be the end of yet another project of mine :'( Thx for all the assistance every1, sorry that I wasn't able to put it to better use :0) With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  9. Okay, thx for the help :0) I have heard of Blender, and have had it installed once, but never managed to figure out how to use it, but I guess I'll have to give it another go ^^ With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  10. Hey every1 :0) I'm having some trouble getting the feel on the Nifscope tool, are you actually able to use this tool to manipulate / reshape objects, or is it more for the basic work? I can't seem to find a guide in the big old www jungle that explains this type of work for Nifscope, so I'm starting to doubt if it's possible. What I am trying to create is a version of the Toxa GOW armor with the upper body removed and replaced with (in this case) a female torso wearing a tank-top and a GI harness, sort of like an out-of-combat look to create a resting atmosphere in my GOW Hangar cell. http://www.fallout3nexus.com/imageshare/images/1680733-1279135653.jpg I have basically made a complete look in Nifscope, but as I most likely haven't done it the right way, the armor cannot be equipped or dropped into the game world without CTD and as I sofar haven't been able to find a guide on how to do it the right way, I am severely stuck :'( Any directions to a guide for this kind of work (if possible) with the use of the Nifscope tool, will as always be much appreciated :0) With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  11. Say what??? hehe Okay thx guys I'll give it a shot :0) With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  12. Hey every1 First off, what's up with the changes to the forum???, seems like a "downgrade" imo >.O Anyway. Can any1 point me to a guide on how to change a creature into another one? i.e. make a zombie into a roach or something like that. The main thing that I am trying to do is turn all ants, to start with, into Aliens, the ones from the "Alien VS. Predator", so far all I've managed to do is change them all into Deathclaw which was not the intended result O.o I have tried allot of different approaches mainly with the use of FO3Edit, but as said, all that happened was all the ants now look like Deathclaw xD, well tbh that's not all that bad, ad least it's better then the ants hehe :D Any help would be much appreciated :0) With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  13. Damn, that sucks :sad: So basically I need to create an entire new zone to be able to make cool outdoor stuff :ohmy: , sad that it's been made so fragile :blink: , but I guess there's a reason why they have made it the way that they have :smile: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  14. Hmm... think I might need to give my mod list a cleaning, and give it another try, I must have something bugging it up, cause it's still not working :tongue: In any case thx for the assistance :thumbsup: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  15. Hehe I can see I still have allot to learn :tongue: , cause it still makes absolutely no sense to me why a change to any none- interactive / essential objects will cause problems to other mods :confused: , especially since if another mod will occupy the same spot on the map you will not be able to use the two mods at the same time anyway, unless you alter them manually to coexist :unsure: Also the spot I have chosen is generally not accessible unless you do quite a bit of "wall-jumping", so it has no "markers" "navmesh" "paths" or anything similar :thumbsup: so this alone I would imagine would have minimum impact on the vanilla game in itself :smile: Okay so just to be absolutely sure :blush: , the only way to get rid of a LOD-tree is to use the "GECK - World - World LOD - Generate Trees - and then w8 for a day or two while it load :laugh: "? Anyway thx again for the help guys, really appreciate all the help :thumbsup: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  16. Thx for the reply :thumbsup: Tbh I'm kinda baffled that it's so much trouble to make a change like that, why haven't they just bound the LODs to the Meshes that it's assimilated to :confused: or ad least made it so you can restrict the LOD generating to only generate a user selected / defined area, i.e. only an 8x8 tile section of a cell or something :mellow: But I guess there's a reason for it :smile: Btw why will it cause problems if I delete trees from the worldspace? With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  17. So you have hairpack.esm, and your esp loaded in FO3Edit. Your esp is below hairpack. You pick an NPC in the hairpack mod, right-click, copy-as-over-ride, pick your esp to copy to. If you haven't done so already, you will be prompted to add Hairpack.esm as a master - you will wan't to say yes. Then you go to the NPC record just copied in your esp, down to HNAM - Hair. Click once on that field, then hit F2 (or yes I want to edit popup) - then you will have the drop down to select whatever hair is available for the race that the NPC is. Hair length is ignored in FO3. Unless some script is doing a matchrace or other swapping of the particular NPC you are trying to change, your NPC will have the new hair as long as your esp is loaded after any other changes to this NPC. If you are trying to change a variable NPC - well they all spawn as random anyway. Hmm... That's basically what I've done, but for some reason it doesn't take effect :confused: But another thing I was wondering about could effect this is, if there is another mod that will make changes to the same NPC, lets say Lucy West, will you then have to make an override copy of that as well? or will any Lucy West override loaded last take priority no matter what? I would assume it does, but I might as well ask since that's basically the only thing left I can think of that might cause the changes to not take effect :tongue: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  18. Hey every1 :thumbsup: I am currently trying to change the look of the Chimera tank from Anchorage into that of the GOW vehicle, current results are as follows: 1st result: Mesh change succeeded, BUT! immobile for some reason (Full sound and FX from the chimera still working) :blink: 2nd result: Now mobile, BUT! mesh invisible :pinch: 1st result was made by simply exchanging the "skeleton" and "chimera" main mesh, with the GOW vehicle mesh (No skeleton mesh) 2nd result is when I only exchange the "chimera" main mesh. Also tried this by the use of creating an "override plugin", keeping the old GOW vehicle mesh name. In all the tests texture paths was change accordingly, attempts was made with path to and textures placed in, the "chimera" directory, but also with path to and textures placed in custom set up folder. Any1 have a suggestion or advise on what I might be missing? I know changing the mesh in this fashion might not even be possible, but thought it was worth putting it to the test :wink: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  19. Hey every1 :thumbsup: I'm back again with yet another question :tongue: I have been trying to find the answer for this on the GECK site without any luck, so I hope someone here can give me a quick answer on it :thumbsup: I am currently working on a mod placed in the -1, -5 area near Megaton Gate, I have removed some trees on top of the rock formation located there, only to, once in-game, discover that they where equipped with what I assume is a LOD texture :pinch: , so naturally I would like to remove these as well, but I can't seem to figure out how to get them to show up in GECK so I can cut them, can any1 tell me how to do this? With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  20. Thx for the reply :thumbsup: Basically I have that part down already, but for some reason the changes doesn't take effect, even when I sort the load-order so my override plugin I've created is loaded last, which was why I was beginning to have doubts about it even being possible to do it in this manner. Could it be that another plugin has priority in some way, even though it is loaded before my changes? :wacko: As I understand it the load-order will ALWAYS determine which changes will take effect in-game, but I'm not sure what else I could be missing, I've even run the error check in FO3Edit, and my override came out clean as a whistle :tongue: Any other suggestions or advise would be much appreciated :happy: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  21. Hey every1 :thumbsup: Any1 know if it is possible to use FO3Edit as an easy way to change hair on NPCs? When I open up all the needed plugins, I can see both the FormID for the vanilla hairstyle of the NPC, and also the one I want to use, but when I add it as an override, no changes will take place :confused: I have noticed that there is also something called "LNAM - Hair length" which I am not sure whether or not I need to change aswell, but in any case I would still assume I'd see some kind of change in-game even if I didn't change this part of the plugin at first :mellow: Any1 have any suggestions? Oh btw, the hair I am trying to use is from the "HairPack" mod, not sure if it's relevant or not to mention :happy: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  22. Hey guys :thumbsup: It's my birthday today :happy: and thought I'd treat myself with a "Lifetime Premium Membership" upgrade, from my current "Premium" :thumbsup: . But I can't seem to figure out how to do it :confused: Thought I would be able to do it from my "Manage Paid Subscription" page, but no such luck :mellow: If any1 could tell me where to look I'd much appreciate it :smile: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  23. Cool thx found it :thumbsup: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  24. Corehound, Your question got me curious as I'm really trying to learn as much as I can about blender and nifscope. I created a static collection (Made a Grocery cooler with shelves.) Pulled it from the SCOL folder and was able to mess with in nifscope just like it was a proper vanilla nif. Then I fired up the GECK and used that nif to create a new form, without any issues. I will say I don't know if this is the best method, I've ben told using too many static collections can interfere with game performance, loss of frame rate, due to the lighting system but, I don't know this for sure. It does work though. chuck Hmm... I've tried to mess around with Nifscope for a while now, but can't seam to figure out how to load SCOLs to the program, or even figure out where to find them :wacko: any way that you can give me a hint on how to do it? :smile: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
  25. Corehound, Your question got me curious as I'm really trying to learn as much as I can about blender and nifscope. I created a static collection (Made a Grocery cooler with shelves.) Pulled it from the SCOL folder and was able to mess with in nifscope just like it was a proper vanilla nif. Then I fired up the GECK and used that nif to create a new form, without any issues. I will say I don't know if this is the best method, I've ben told using too many static collections can interfere with game performance, loss of frame rate, due to the lighting system but, I don't know this for sure. It does work though. chuck Cool just got the nifscope program yesterday, so I guess I'll put it to work :happy: Btw GECK actually suggest that collections increases performance of the game, but then again they also do recommend that you only group things of the same type together, might be for the reason you mentioned, I can't remember :tongue: But I was actually able to increase the performance on one of the vaults I am building, by making a SCOL of ALL the walls/halls/ceilings/stairs and so on. I think I even got it up by as much as 25%, which is quite a bit I would think :thumbsup: With best regards Corehound "Cry havoc and let slip the Corehound of war!"
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