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Nephelus

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Everything posted by Nephelus

  1. That's the easy part though. I'm more interested in how the armors could be setup properly in the GECK. Hence my original question.
  2. I would really like to create a mod that just separated some armors into upper body and lower body parts. But fallout doesn't have a "Lower Body/Legs" Biped Model object. I'm guessing this isn't possible, or else someone would have done so, but does anyone have any idea how this could be done? I know I could potentially just use one of the BodyAddOn objects, but these don't cause the players legs to be hidden, meaning that the pants have to be just right or else the legs will clip through them. Any suggestions?
  3. I'm sorry. Can you explain a bit more? I didn't do any scaling or transformation in NifSkope. I only did it in Blender but my helmet in Blender is not upside down. Here's my view in Blender pre-export: http://i.imgur.com/alxkfK9.png Here's what it looks like in NifSkope after exporting: http://i.imgur.com/PxEAPxF.png
  4. You could use console commands to unlock the door (Select door and type "unlock"). If that doesn't work you could just delete the door with "disable".
  5. I recommend FNVEdit. Open the mods .esp file (you can deselect all the other files by right clicking on the list and choosing "Select None"). Then, you can browse into the mod, then the weapon itself. You should see the path that the .esp expects to use for the mesh. http://i.imgur.com/6m2mykz.png Now we see that the expected path is \Harkonnen mk1\Harkonnen mk2.nif . Now you can create the folder you need or just edit the file directly to change the path!
  6. I have a limited understanding about making armor. I've learned a bit and I'm trying to learn more. But, from what I know, the armor has to be separated into multiple pieces and named accordingly. If it's just all one big object, this problem may occur. The stuff that you want to be seen while in first person has to be named "Arms" "pipboyon" or "pipboyoff". These will render while in first person. Everything else must be called "UpperBody" (All case sensitive). Stuff with that name wont be rendered. That should prevent random geometry from blocking your view. Unfortunately, I don't know of anyway to do it besides importing it into Blender (or whatever model program you use) and edit it accordingly then re-export it. Again, I can't really offer much more help than this as my experience is limited. I've been planning to create a tutorial series once I figure it out for myself which will cover aspects such as this.
  7. I'd be seriously down for that. I've always felt like NV needed some smaller survivalist groups that aren't some form or raider or town. Maybe you could move into the Aerotech office and turn it into your own base. Recruit the survivors to be your mooks...
  8. I just took a quick look through the commands for NVSE and found these: http://geck.bethsoft.com/index.php?title=GetWeaponRequiredStrength http://geck.bethsoft.com/index.php?title=SetWeaponRequiredStrength I'm not a scripter so I don't know how easily it would be to write something that does what you intend, but perhaps this will help a bit.
  9. I've been trying to figure out the process behind creating/porting a helmet using Blender. So far I've managed to get the helmet into the game textured and everything but the helmet is upside down and ends up buried in the wearers chest. See below: http://cloud-4.steamusercontent.com/ugc/32989447408182731/AA16825990B0F28A71E6A198D0F721679BB2D7E7/ These are my export settings in Blender NifTools: http://i.imgur.com/E3tofbx.png And here's a link to the resulting .Nif file. https://www.dropbox.com/s/rhf5ntxlcx7t783/Helmet_UpsideDown.nif?dl=0# If someone could shed some light on what step I may have missed I would appreciate it.
  10. Here. I made a simple esp that demonstrates the problem. Load it up and type "coc CurtainTest" in the console. (You'll also need the "tcl" command in order to enter the room). After that, use the switch to toggle the curtains. Some of them should fade-in but all of them are set to Pop-In. https://www.dropbox.com/s/al8pwibx8ow3qsv/CurtainPopInTest.esp?dl=0
  11. That's what I have done. All of the curtains are set to pop-in under Enable Parent.
  12. I've got some functional curtains in my modded house. They are using the vanilla static objects NVTOPSCurtain03 and NVTOPSCurtain04. Problem is, they refuse to pop-in and instead fade-in! I've experimented with a few random static objects and those pop-in as specified. It's just the 4 curtains of the NVTOPSCurtain variety. Anybody know why this would happen? It's driving me crazy!
  13. I'm working on a little Novac motel house mod. There's a piece of the house that gets really strange lighting on the ceiling when light hits it. I can't figure out why this is happening. Check the screenshots below to see what I mean. The static object in question is OffHallSmEndExSmL01b. It is a vanilla object as far as I know. It's possible one of my mods changed it but it seems unlikely. Here's what it looks like with just my pipboy light illuminating it: http://cloud-4.steampowered.com/ugc/29592085150729226/88A3F0BB37C81111B7B4E21DE4A701C56DB7F70E/ If there are no lights hitting it, then the object looks normal. http://cloud-4.steampowered.com/ugc/29592085150731714/798C86B6EF7587C7D43EF9F7C978DDF3CC85AE83/ If anyone knows what the hell is going on I would appreciate any insight. This is a very irritating bug that I have no idea how to address.
  14. Hello. I've gotten a hold of some files that I'd like to turn into modded weapons/armor. However, they are not file types that I am familiar with and I don't know how to get them into Blender. The file types are: .pskx and .md5mesh Any help would be appreciated. Also, I'm fairly new to modding in general so I may be completely on the wrong track.
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