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Nephelus

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Everything posted by Nephelus

  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.
  14. I think I followed your steps as they were intended to be so now I can set the NiMaterialProperty separately for each as shown here: http://i.imgur.com/4sbazc4.png but in game my outfit is invisible: http://i.imgur.com/ujWAHcl.jpg Any ideas what I could have done wrong?
  15. So, I'm trying to get glowing onto a model I'm working on. In the .nif file, there are 4 separate NiTriStrips objects (with more on the way once I separate the arms etc). Problem I've got is that in each NiTriStrips branch the NiMaterialProperty is identical for each of the 4 parts. So, if I change the emissive color for one it changes for all the others. I'm not sure if this is actually possible but I want each part to have its own unique NiMaterialProperty so each part can have different glowing effects. Anyway this is possible? Screenshot for clarity: http://i.imgur.com/rkajZkt.png
  16. Thanks Nivea but I'm perfectly aware of the stuff you can see in the GECK. I am asking specifically about the Biped Model Objects called Unknown:20 through Unknown:31 that can be see in FNVEdit. Here's a screenshot: http://i.imgur.com/E3dJyU8.png
  17. Playing with an armor mod in FNVEdit the other day I saw that there were 11 Biped Model Objects that are not listed in the GECK. Unknown:20 through Unknown:31. So, I tried applying Unknown:20 to one of my armors but the armor was completely invisible until I changed it back. I haven't tried to use any of the other Unknowns since. I was just wondering if these are essentially useless or if there is a way to get them to work in game? It would be cool if this could work because that would prevent some of the accessories I am working on from using the same slots as other items.
  18. I've never done this myself but I know that models in fallout use 3 different maps. The first is texture/diffuse map. The second is normal/bump map. The third is glow/environment map. Basically, if you specify for the model to use something in the 3rd slot (the order is what determines what the map is used for) it will be used for glowing effects. So, if you create a texture that just has a square of bright green and specify for the model to use that, it should create the effect you are looking for. Maybe take a look at the Plasma Rifle models since that has green glowing effects.
  19. Thanks for your help Nivea! You're suggestion was right on the money. No more gaps! I tried this on both newly imported meshes and ones I've edited before and they both worked fine which suits me just fine because I would have lost a bunch of of work. This also answers a little question I always wondered about which was, why is the skeleton you see when importing vanilla meshes never the same as the one you see in Skeleton.nif? The answer is that they are using the UpperBody skeleton. This does make me wonder what the purpose of Skeleton.nif is and why the gaps are there in the wrists where everything else seems to work fine. Whatever. I'm just happy to be able to continue my work. Thanks again!
  20. I understand that I need to import a fresh skeleton after deleting the old one. That's what I have been doing all this time. And yet the wrists still don't line up. You are telling me that I need to be using UpperBody.nif instead of Skeleton.nif but the tutorial you linked says to use skeleton.nif: Select the menu option File -> Import -> NetImmerse/Gamebyro and select the skeleton.nif file (it is in the folder \Data\Meshes\characters\_male\). I don't think I'm being clear about what I'm doing. Let me describe exactly what my steps are. 1. Open Blender 2. Import the courier duster .nif file (ulysses_21.nif) which has been extracted from the game 3. Delete the skeleton that came with the armor during the import 4. Select all parts of the armor 5. Import Skeleton.nif (choosing the Import Skeleton Only + Parent Selected) 6. Select the imported skeleton 7. Export as .nif file 8. Move .nif file into data/meshes/whatever 9. Create armor mod in the GECK using this .nif file Do you see any flaws in my steps?
  21. But the bare skin parts of the armor are already part of the courier duster. Like, if I import the courier duster nif they are already there. Are you saying I should delete those parts then make my own after importing the upperbody.nif?
  22. I'm using Skeleton.nif but I've always been told to use that. Why should I be using UpperBody exactly? Also, if I import UpperBody, won't I need to delete all the body parts that I dont need which is extra work?
  23. I've been making some adjustments to some vanilla armors and everything has been going pretty well so far. That is, until I looked at the armor in first person: http://i.imgur.com/h5HIfpT.jpg I thought that maybe I had accidentally changed the "bare skin" part of the armor but, as an experiment, I imported the base armor into Blender then immediately exported it and the exact same things happens. Plus, when I import the base hand meshes everything looks fine. http://i.imgur.com/DxSnyL2.png Any ideas as to what I could be missing? The base armor the the Courier Duster if anyone wants to try for themselves.
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