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Nephelus

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  1. I downloaded Wolvenkit to mess around with and found this tutorial to change the material colors of one of the vests. https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items/editing-existing-items/changing-materials-colors-and-textures But after following everything the vest was still the same colors and I don't know what I may have done wrong. Has anyone else followed this tutorial and gotten it to work?
  2. I recently realized that County Crossing didn't have access to the full workshop inventory. I can't send any settlers there (The settlement doesn't even appear on the list of settlements when I'm setting a new home) and if I have someone from CC become a provisioner to another settlement, they'll walk the route and the supply line will appear on the map but I won't have access to the workshop inventory. Is there anyway I can "reset" my ownership of a settlement. I figure that might resolve the issue. If anyone else has had an issue like this and resolved it I would appreciate the help.
  3. Hey, I am trying to do the exact same thing right now. I just want to make some existing items in the game scrapable. Any change you can help me out?
  4. Thanks. After you mentioned Object Template I searched and found a video with some useful info. I was able to get it all figured out after that https://www.youtube.com/watch?v=c9vJBkmaRqw
  5. Well, I can't say if it exists for all helmets but I did find it on at least one: \Meshes\Armor\ArmyFatigues\ArmyHelmet.nif
  6. I've succeeded in getting a custom meshed helmet into the game and I have just made it possible to upgrade said helmet to make to stronger. However, when I spawn the helmet into the game through the console, the Material mod slot (which is the category I put the upgrades under) doesn't have the standard basic one already selected. I have to select the basic modification for the helmet and build it for it to apply (though it doesn't have any effect on the armor strength.) Here's a screenshot in case this is unclear. How can I have this happen?
  7. So, I've had this problem for a really long time but it seems to be getting worse. After some indeterminate amount of time in game, random textures will start to be replaced with a random assortment of colors. These replacements only appear on the object when it is far away. Moving closer causing them to return to normal. The texture that this happens for is random and will change over time. The only fix is restarting the game but it's guaranteed to happen after a while. Sometimes I go for hours without seeing it. Recently though, it happens with 30 minutes. No idea if this is related to a mod or my hardware. I have an R9 390 graphics card. Modlist
  8. Okay. I think I've got it. Turns out it doesn't have anything to do with orientation inside of Blender. There's some NIF data node called BSConnectPoint. When your helmet doesn't have this node, it appears upside down. When I brought my helmet into outfit studio and painted the weights by hand then exported, this node was not appearing in the NIF file. But when I used Copy Bone Weights inside of Outfit Studio before the export, this node appeared in the NIF file and the helmet was oriented properly. So using Copy Bone Weights is the solution.
  9. Okay. I follow your logic and I do indeed see that my helmets local orientation is not the same as the global. But what do I do? I rotated everything until both local and global were exactly the same but the helmet still turns out upside down. Does my helmet have to have a specific local orientation to work correctly?
  10. The closest thing Blender has to what might be called a pivot point is the Origin, which is a point around which an object is rotated in blender. But the origin itself doesn't have any rotation since it's just a point. I experimented by moving the origin to several different locations before exporting the OBJ but none had any effect. I'm assuming you mean to do this in nifSkope. I have tried to do this, but upon loading the mesh in the Creation Kit, the program instantly crashes.
  11. I just wanted to start small by getting a pre-created helmet into the game (ripped from another game using UE viewer). Here's the process I followed. Outfit studio: Load reference helmet (in my case, Synth Field Helmet). Then export as OBJ. Blender: Import the Synth helmet and position the new helmet to roughly the same location and scale. Export my helmet as OBJ Outfit studio: Create new project using BaseMaleHead as reference. Import porting helmet OBJ. Weight paint everything to the HEAD bone. Export helmet as a NIF. NifSkope: Link the mesh to the correct textures: Creation kit: Create a new armor based on Army Helmet. The new helmet shows up upside-down in the preview window and in the game itself. Aside from that, textures and movement works fine. I get the feeling there's some little value I need to set in my NIF file which is causing the problem. So, I really have no idea what I have done wrong and could really use some help.
  12. Yup: http://blacklight.wikia.com/wiki/Fox%2BCat_SR-7
  13. Ah. That did the trick. I guess having the Alpha set to 0 was causing it to be invisible. Thanks for the help.
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