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MadModderJess

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Everything posted by MadModderJess

  1. I am losing my MIND trying to create a new static mopp collision object for an existing clutter mesh (uppersilvercarafe01.nif). I'd like it to be a shrink-wrapped collision that maps to both the inside and outside of the carafe, so that objects can be placed inside the static vessel (if they're small enough to fit through the neck). The original collision for the silver carafe closes over the opening at the top and doesn't map to the inside, so I can't just convert it to static to get what I need. I have been beating my head against Blender 3.3.0 + NifTools for days, unable with any tutorials or web searches to figure out why I'm not able to export a collision object; all exported objects end up as NiTriShapes even with RigidBody enabled in Blender, and I can't get it to do the shrink-wrapping properly in the first place. So many tutorials are vague and/or generally confusing, and what with various versions of Skyrim and Fallout clogging my search results, I can't seem to find a lot on collision generation for Oblivion meshes anymore. Can anyone describe for me exactly how to generate the static mopp collision I'm trying to get using the original uppersilvercarafe01.nif file imported into Blender? Do I need to go back to a previous version of Blender to make this easier? EDIT: I FINALLY figured out that it was because I was using the Viewport setting for wiremesh instead of bounds. Still not sure why that should have been an issue, but I'm good now.
  2. There are numerous subtitles throughout the game that are badly edited or don't match the audio dialogue; if I could figure out how to extract .core files, I'd already be attempting to fix them myself, but since I'm hitting a wall there, I figured it can't hurt to post here.
  3. @mixxa77 - That's a good point! Hopefully that means I can release what's essentially an add-on for the mod without it being an issue. @KatsAwful - I used one (1) mesh file, which I edited. Basically, I'm kind of rubbish at Nifskope, and wasn't sure how to create a mesh animation on my own; I tinkered with the vanilla pitcher plant mesh in 3DS Max, then imported the 3D data into one of the Harvest Flora meshes. It also uses one of Harvest Flora's scripts, so I'd be posting that mod as a requirement. In any case, I'm probably going to go for it and post the mod. It's tiny anyway, and I can always pull it if somehow it becomes an issue. Thanks for the help!
  4. I've tooled around with one of the meshes for Harvest Flora (https://www.nexusmods.com/oblivion/mods/2037) and managed to figure out how to make other flora meshes that do the same thing (created an ingredient for the pitcher plant flora, now when harvested it has part of the mesh disappear like Harvest Flora typically does) by copying the base mesh and replacing the 3D data. I'd kind of like to put that mod up on Nexus, but the permissions say the assets for Harvest Flora can't be used without permission, and I can't for the life of me figure out where to find the mod authors, if they're even still active. Can anyone assist?
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