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Nadimos

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Posts posted by Nadimos

  1. The lending and borrowing is kinda becoming an old game. It is silly. What more can be said? I dont know. Asia will rise. Thats almost for certain i would say, even tho there still is a long way to go and eu and us will settle in whatever role fits. Maybe less imperialistic and more diplomatic as it is like everyone is in one boat and poeple have quick access to information. So it tends to level itself out i think.

     

    Call me mad, but im actually optimistic about the planet earth.

  2. Hm no idea, i know it is really bad, but it is better then nothing i suppose. Maybe you can use one of the fallout 3 tutorials, that show you how to add a custom object, that you can wiggle around and stuff. So you import the mesh in blender or max and redo the collision from scratch. Like i said, i dunno what the values are myself. I am just the furniture man here. :teehee:

     

    Or you cut out the collision and add a collision from another object and resize it in nifskope. That might even be the smarter variant here. Im sure you can find something similar to your object.

  3. Hi, where do i put the texture, so it can be found by blender? I am loading the .nif out of the mod folder, but it says cannot find textures/xyz.dds even tho it is right there in the mod folder.

     

    What would be the best way to go about it to make it load with the .nif? Thank you.

  4. Try tessnip. It already comes with fomm. Simply rightclick on your .esp in the loadorder

    and you will see.

     

    PS: Tho i am positive, you cannot copy all of the entries with tessnip without atleast having some mismatch goin on. For example anything from the [CONT] category is likely to give your custom containers messed up content. Dunno why that is, but that is the way it (still) is.

  5. Hi, i have been wondering, if we can have a script database on nexus, where poeple upload their scripts, so emerging modders like me, that cannot make their own fancy scripts yet, may us them with credits. I think the average mod would turn out much more fun, if we can open this up more. It would be a category just like any other. Any thoughts on this?
  6. oh yes, lets have a basement expansion of the casino and an option to put the robots in there to work later on as bartender. so when you kill mister house and have taken over you find your way in there.

     

    and then maybe we can have a quest for spare parts or something to get the robots goin,

    with an option for science based characters/robotic perk users to bypass the whole show,

    just like it is in the original game.

     

    and yeah basicly thats it.

    a fully functioning casino with individual npc routines to make it somewhat look alive.

     

     

    plus some nice music playing at the bar at the top, that hopefully can be customized by ourself via a script, which in turn is attached to a jukebox letting you select songs+a stocked bar with lots of diffrent drinks and you would maybe have to hire someone, which is also tied in into a quest to just bring the bar up and running again.

     

    i think this would be cool. they should have included it in the original game.

     

    and then also replace the creepy music from the lucky 38 suite.

     

    sadly tho i cannot script, so this is all speculative.

    :confused:

    it would be nice, if we had an actual script database. mods would turn out much more fun i think.

  7. http://archive3d.net/

    Free 25.000+ Models

     

    I dont know if it has been posted yet.

    Not all models are suited and some are real high poly, but it still can be interesting to just browse your way through it. Most come in .3ds format. Personally i have pulled quite abit material (mostly furniture) and already got my feet wet with it on blender. Tho i havent really gotten down learning how to make good textures yet and the nif material properties are also still abit of a mysterium to me. For instance how to make wood, wood and metal, metal etc.

  8. i use tesnip (rightclick on esp in fomm) and copy paste the things from my old esp into an empty esp from fallout new vegas, after which i go into the geck to finalise it. pretty easy and quick method. just make sure you read the documentation (not to long) and all will be fine.
  9. a house with no loading screen. there are atleast dozen of them for oblivion, but they all got one flaw, because of the engine limitation, rain will pass through any objects regardless. same goes for fo3 and nv. and you will probably have to use some custom meshes, too. so this is not the easiest thing, if one starts out, but good luck to you whatever it turns out to be in the end.
  10. there is a geck wiki from bethesda that can help you with various things.

    i know sometimes it is hard to find things in the object window. i then just usually visit the place ingame where i have seen it. again on how to do that you can refer to the tutorials on the official wiki.

  11. I'd like to know mainly which things to do when making a pose or animation. For example, I can pose parts of the model(body) but I don't know how to lock them in place when moving to another part to position. The same thing with animation. Next would be a for dummies step by step process on making at least a simple animation for a human body(example walking/animated idle). I've done research on the net and on youtube but often times the instruction seem too straightforward as if the maker expects the viewer to know the controls even before watching, well unfortunately I don't so I don't know what buttons I should and shouldn't be pressing. Can anyone give tips? Oh and before you say "There's already a tutorial..etc..etc" I read backsteppo's tutorial with screenies too and got not far from where I began.

    there are two or three tutorials about this topic on fallout 3 nexus under articles animation.

     

    to lock the position in blender hit ctrl i or ctrl r.

    dont cite me on that tho.

    im really rusty.

     

    so look closely at those tutorials and then there is also a t3 ready file to download, that you can open in blender, animate and then export.

     

    basicly just type blender in the file search and there you go.

     

     

     

    if you then have exported the kf, you need to update it with the kf updater manually, which is also talked about in one of the tutorials.

     

    it is a command line tool, but a trick for it is to just make a shortcut of it and add the command you need it to do under properties

    behind the exe like this: kfupdater.exe -mycommand.

     

    all of which you will find in the readme.

     

    at first i did not think of this.

     

     

    then if you have all that shizzle down and are still under the breathing crowd somewhere in the nifs are values hidden for how long the animation is supposed to be playing

    also in the geck there is a checkmark for looping it, the tutorial mentions it, but it is somehow not really working for me.

     

    so you must of course check the loop thing, but then if it does not work as advertised, like i said go into the nif and put any value to 99999999999999999

    that could remotely look like it is managing the length of the animation being played.

     

    im sure you will manage quickly as there are not many options coming into question,

    which you will see, when you go browse the nif.

     

    now it just would be great if someone had a specific tutorial on object poses as that part is still confusing me.

     

    obviously i cannot help you on things like running animations.

     

    but if you want another tip you can also go to the tesnexus and search for blender there aswell or try the 3dmodelling forum down below (should be way up if you ask me lol) and check the pinned threads by hammmonds.

    hes by far one of the most helpfull hands around here.

     

    where there is determation to find a way a way will be found so all the power and good luck to you.

  12. thanks for the link genzel. very nice tutorial.

     

    concerning collision . this is for blender v249. go to the oblivion site and search for meos. download his tutorial on building a tower. it will show you multiple ways how to do collision boxes in blender.

    also there is a nice video tutorial from hammonds over there, that shows how you can do it.

  13. Is it not the poeples own fault, that taxed nature to much by changing the quality of the earth itself through cutting down wood and now it cannot hold enough water anymore

    and also possibly by adjusting the rivers themselfs, by taking away the natural overflow areas and building houses and cities in them, making the rivers go in straight lines, which destroys the carry ability of it? They had this coming in poland not to long ago, but the goverment blamed animals on it. Just bad for the poeple who unsuspectingly end up in this areas and then one day it happens. I guess thats simply the price you pay for being out of tune with it even tho no one want that to happen, but poeple are bad in listening. I hope everything will get better over there. Dont blame the kangaroos.

  14. is this where bethesda gets all their ideas from for their games? well, anyway, i would add a farting chaffs ability to confuse any and all radar missiles.

     

    ...

     

    Ok something more in the fantasy style. Octopussy thingies on its body to make a cloud of ...something... to confuse its enemies and the ability to then go into stealth mode just like an octopussy by changing its colour to that of nearby rock for instance. If you have not seen this iin real life go watch it on youtube. ^^

  15. If oblivion modders can make dragons as companions, bethesda probably can do so in skyrim, too, except they got investors and those usually dont understand a thing but money, money, money, so it kinda tends to wreck all the features.

    I dont think we will be seeing something revolutionary, be it this aspect or any other for that matter.

  16. Just a beginner myself and i have not ever done weapons before, but maybe it can help you.

     

    Let us say you have the model and it shows in nifskope, but not in the geck, then it maybe, there is something wrong with the structure of the nif itself. Not every nif is the same. Statics may differ from furniture and so forth. So open an original nif file from the game showing a weapon and look closely at the file structure. Maybe something is off and you can correct it manually in nifskope, that is if you have not already taken an orignal weapon mesh file to start with from and doublechecked this.

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