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Stonedturtle26

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Everything posted by Stonedturtle26

  1. Take a look at this picture, this is how I can tell you haven't done a proper uv map To the left are the uv maps of the blade of your weapon, to the right are the uv maps of the bumper sword. Do you see the difference, all of the faces of your blade are just jumbled together, as opposed to the bumper sword which are neatly organized. I believe you may have unwrapped the uvw maps, but you haven't actually went through organizing and setting them up. Although its a long process, you'll be a lot more satisfied with the end result. Good luck and again I hope I helped you fix your problem! [Edit: You should of uploaded the finished file, even if you had to put a password on it. I would never of tried to steal your work, and even if I did this topic would have been the proof that I stole it...also I don't even use archive invalidation, nor do I know what it is, so I would have no clue] Hopefully we can get someone with more experience to give you a hand at putting your problem to rest
  2. So I'm not really sure what the issue was but the first try I got the model in game, with all the textures in the correct areas. Picture for proof So I'm going to provide you with a .zip file; it contains the .esp file I made to test it and nif and dds files that were used. One thing I did notice before I edited the nif, is that the textures weren't pointing to "\textures\weapons\what ever category of weapon\texture name.dds" instead it pointed to "steamapps\common\fallout new vegas\data\textures\stasis\texture name.dds", this could of been the problem. This is exactly what I did. First I placed the .nif file into my "fallout new vegas\data\weapons\1handmelee" folder (I did that by mistake obviously you could easily just place it in 2handmelee). Then I placed all three .dds files into my "fallout new vegas\data\textures\weapons\1handmelee" folder. After this I opened up the .nif file that I had placed into the "fallout new vegas\data\weapons\1handmelee" folder. Then for each part of the model (The bottom handle, the top handle, the blade), I redirected the texture path to where I just placed the .dds files "fallout new vegas\data\textures\weapons\1handmelee" ( Use this Picture As A Reference ) Hopefully this helps and you can get it working, if not by theory my files should work if for some reason you still can't get it to work yourself. Sorry for the reference picture, I couldn't figure out how to word the last step properly and I'm exhausted, so I decided a picture would be best. Also, if you do get it working, I wouldn't release the mod yet. I would highly recommend learning and creating uvw maps for it. If you look at the screenshot I took of your weapon in game with the textures, you can see all of those out of place lines. Thats do to the model not being properly uvw mapped.
  3. Now I haven't done to much, but immediately upon exploring the contents of the nif file I find two things that worry me. Now I don't know if these concerns are legitimate, or if they are in fact the root of the problem. 1) The fact that you have the sword broken up into 3 different parts, because it is a melee weapon I think it would have been better to join all meshes(bottom of the handle, top of the handle, blade). 2) From what I can tell you haven't made proper uvw maps, each mesh's uvw maps are all over the place and just an overall mess. Again what programs are you all using, besides nifskope of course. I'm going to now try and see if I can get the model working in-game for me.
  4. When you say "ALL my textures in game have f`ed up" and they are texture stealing do you mean just the new models your introducing for your mod, or do you mean every weapon in fallout? Which program are you using to create the models? Also if you wouldn't mind, would you upload the current files for your mod (The .nif files and the .dds files), if you do so and if you'd like I can see if I can get it working on my end. I'm no expert but I'm willing to help you out. If worse comes to worse, as much as it may suck, start from square one again (Exporting your model from whatever program into a nif) and redo everything.
  5. Now I haven't done things like this myself but if I believe this will work. Open up GECK. In the objects window, navigate to "Items > Leveled Item". Find the leveled item with the id "NCRHeavyTrooperWeapons", right click and select "Edit". Now move this dialog to the side. Now in this same area find the leveled item with the id "WithAmmoNVPlasmaCasterLoot". Once you do, drag and drop it onto the dialog for "NCRHeavyTrooperWeapons" where the other leveled items are, you'll know when you can drop it when a little plus sign appears next to your crosshair. Click on the "WithAmmoNVPlasmaCasterLoot" that you just added to the dialog, to the right there is an edit box with the text "Level" above it. The default number is 1, you can change it to what you like. What it signifies is what level the player has to be before the npc starts using it. If you leave it at 1 they'll be able to use it while your at level 1, if you set it to 15, they can't use it until your at level 15. Also you may want to add "WithAmmoNVPlasmaCasterLoot" to the "NCRHeavyTrooperFireSupportWeapons", seeing as I believe they both qualify as NCR Heavy Troopers. If your not familiar with GECK, heres a quick screenshot I took that highlights where the leveled items is located in Object window and the edit box that allows you to edit the level at which the weapon becomes available. Good luck and happy modding
  6. I would delete all reminiscences of the mods, redownload them and be extra certain your extracting all the files into the right areas. A file being off by one directory can produce the giant red !. Also make sure you're following install instructions provided by the mods creators to a T. Hope you can get it worked out!
  7. I got real excited when i saw unicorn, but was left with disappointment at the lack of unicorns. But in all seriousness it looks nice, the biggest problem I can see is that the render of the gundam is too blurry for my taste. Other then that I like it, especially how the two colors seem to fit well together.
  8. Sounds like an actually pretty cool idea; some ideas I have... Deathclaw perk:: + Increased Strength Increased Carryweight Increased Damage from Fist Adds a Knockback effect when player uses fist. *Possibly adds similar effects like that of the intimidation perk - Decreased Perception Extremely Decreased Charisma Decreased Luck Decreased Speech Decreased Barter Fire Gecko Perk:: + Extremely Increased Speed Increased Fire Damage Increased Fire Resistance Increased Perception Increased Agility or Endurance *Possibly either increased sneak or a light stealth field when in sneak mode - Extremely Decreased Carryweight Decreased Damage Resistance(Or Tolerance) Extremely Decreased Strength Decreased Poison Resistance Sorry for the awkward use of the word extremely, I'm really tired and couldn't think of a better word. Also I would maybe consider instead of having these as perks, have them as traits. It seems like it might fit better, although I could see conflicts if someone were to select more then one of these.
  9. Yea I realized that after his reply that he may just be starting out. But I agree with davilallen. Also a little insight into what you do know about modding fallout will help give everyone viewing this topic a better understanding of where your skill level is at and in turn will help us better help. [EDIT] Meh I posted this late glad to see your problem was solved. I recommend Cipscis Tutorial on Scripting, since its aimed at beginners without any type of programming experience.
  10. I figured it out, if anyone was interested the damage is divided up between the projectiles. Not given to each projectile
  11. I have a real quick question and I can't find the answer anywhere so maybe an experienced modder can help me out. Pretty much what is the relation between the damage of a weapon and the # of projectiles? In other words, is the set damage applied to every projectile (If the damage is 10, and the amount of projectiles is 2, if both projectiles hit it would do 20 damage). or Is the damage divided up between the amount of projectiles(If the damage is 10, and the amount of projectiles is 2, if both projectiles hit it would do 10 damage). Thank you ahead of time.
  12. As someone else posted in another thread that would be relevant here. The best, full proof way is to untick all the mods. Now start the game with only 1 mod enabled at a time. If when you start the game if the problem isn't there, you know that current mod isn't the problem. Close the game now select another mod and repeat the process until you find the culprit. Before testing I would make a save file of your game, so that way once you figure it all out, you can resume your game with the items and weapons that mods add.
  13. Maybe try this to get the apparel positioned on the player right. Open up both the original mesh and the custom mesh in NifSkope. In the custom mesh find the TriStripsData and copy the branch. Open up the original mesh and paste the recently copied branch. Now position the custom mesh to that of the original, delete the original's TriStripsData and save. Also although I've never edited any apparel meshes, whenever I would edit weapon meshes I would delete everything in blender except the mesh(All the nodes etc), then when I was all done I would use the instructions the above. Also, make sure before you export it, to try and center the objects origin, I've forgot to do this before and its caused all sorts of problems. The easiest way is when your all done, find the center of your model and right click. You should see a little "crosshair" where you just clicked. Go through all of the viewports(Bottom, Top, Left etc) and find the center and right click to get the crosshair positioned right. Once its where you want it, go under the "Editing Panel(F9)" and hit the button "Center Cursor". I've included a picture that shows the location of the "Editing Panel" because it took me a while to find it. Also notice in the picture how the top viewport has the cursor centered, yet the bottom cursor is far to the right of the mesh. I did this to show you why its important to go through and center the crosshair in all the viewports. Blender Photo Hopefully this helps you, if not sorry for wasting your time and I hope you can figure it out soon.
  14. Not to familiar with factions but heres from what I've been reading an idea to try. Either you could create a new faction. Set the factions that you want to be included in your perk to be hostile towards this new faction. When the player selects the perk, have it add the player to the new faction you created. Then theoretically the factions that you made hostile towards the new factions should now hate the player. I don't think you'll get the message that pops up though but I believe it would produce the same effects. Plus they would remain hostile, doing them favors wouldn't alter their hostility(I believe). The other method that might work is to create a perk that will run a script that uses SetFactionReaction/ModFactionReaction to modify how the faction views the player. You would have to play around with the numbers though to figure what value is considered Vilified. Keep in mind though I'm not really sure if ModFactionReaction and SetFactionReaction are the values that deal with the way factions view you, but its worth a try.
  15. Not sure if this is why but its worth a try. According to I think his name is "davidallah", when you start objects in GECK off with numbers, yours object starts with 00, it can cause adverse affects in GECK. So maybe attempt to change the id and remove the numbers in the beginning. Hope you can figure it out
  16. I'm not to familiar with this mod, but I did a quick search and found this thread. Nexus Forums Topic See if what he did works for you. If not wait for a new release(if they release one) it could just a be a bug and if it is chances are the only one who can fix it is the creator. Also upon further looking, I came across this statement from Gopher, the creator of Primary Needs HUD,
  17. GECK - Actor Behavior The above link should be of some existence, I'm not a 100% sure but I also believe what your asking for has something to do with AI Packages. Your best bet is to go through geck, look at the vanilla npc's and see what makes them tick.
  18. I'm no expert, and I'm not really sure if this will help. I opened up the GECK just for you to see if I could help a bit. More or less I'll just be pointing you the right direction. Under "Actor Data" there is a category "Challenges". This is where I believe all the challenges information is stored except for the rewards and challenge perks. Really just right click and edit to view how some of the challenges are set up, they actually seem pretty easy. Unfortunately I believe you are limited to the types that they provide, but I think with some clever thinking you can workaround these restrictions. An Example for You've sold 100 apples. First create some random item that has no use and no function. You would set up a challenge that uses the "acquire an Item" type to detect when the player acquires the item you just created. Then you would set up a global variable called applesEaten. You would then make a script within the apple item, that adds 1 to applesEaten every time an item is sold. Then you would create a script that uses the begin gamemode, I believe this is the one that runs every frame, that compares applesEaten to 100. If applesEaten equals 100, have the script add the item you just created to the player's inventory. After that happens then, theoretically, the challenge would be complete. If you decide to do something similar to this, I would just be sure in the reward script to include some kind of check so that a player couldn't then just drop and pick up the item you created to get extra experience points. Now again, I'm not an expert and I'm not really sure of the limitations in GECK, but I hope I helped some.
  19. I had this same issue and I finally figured it out. Hopefully you still need this information. Before I begin keep in mind I'm not a 100% which of the strings your about to change actually fixes the issue, but I know it works. Open up the weapon in NifSkope. Locate "bhkCollisionObject", left click the little arrow next to it. Now once the selection expands, you should see a "bhkRigidBody" click on it so the dialog at the bottom of NifSkope Populates with information. Now change the following's values; Change "Layer" to "OL_WEAPON" Change "Layer Copy" to "OL_WEAPON" Change "Motion System" to "MO_SYS_BOX" Change "Deactivator Type" to "DEACTIVATOR_SPATIAL" Change "Solver Deactivation" to "SOLVER_DEACTIVATION_LOW" Change "Quality Type" to "MO_QUAL_DEBRIS" and now the weapon should drop to the ground when you drop it. Now again I'm not a 100% sure what values exactly fixed the issue, so if you want feel free to attempt trial and error to figure it out, but this is what worked for me. An Image That Highlights Which Fields To Edit When I put custom meshes in the game, I find a similar object thats already in the game and replace that with my new object and then save the file. I figured out what I was doing wrong when I opened up my custom mesh and then the model I used and then compared the two.
  20. You have to make sure your putting the files in the right folders. All .esp/.esm folders should go in "Steam\Steam Apps\Common\Fallout New Vegas\Data" If the .esp/.esm file are located in the Data folder, when you run FalloutNV launcher you should be able to tick the mod.
  21. So recently I was fooling around with textures and wanted to import a weapon into FONV to see how it would look. In order to do it I imported the model into blender and exported it as a .nif. I then opened up the Hatchet.nif from the vanilla game, imported my weapons information from its nif file. I then positioned it just like the hatchet, and then deleted the hatchet and the hatchets collision mesh. Afterwards I saved the file, loaded it up in GECK then got ingame to test it out. In 1st person the model is positioned for correctly but in 3rd person its not. http://img200.imageshack.us/img200/8474/64997581.jpg Does any body have any idea whats wrong and how to fix it?
  22. I really like the idea of this thread and hope it gets stickied. I'm new to modding but 98% of the problems I've encountered so far I've had to solve by myself because I could find the necessary information or find any help for that matter. Although there have been a couple of people willing to try and help. Hence why I try when I can to help others. I mean it wouldn't be so bad if the G.E.C.K. Wiki wasn't so empty in terms of descriptions or just information on the scripting functions and commands. It seems like all the functions/commands on the site I wanted/needed to learn about, had no information besides. So my contribution Download Google Sketchup *Free easy to use modeling program Google Sketchup Tutorials *Official Google tutorials. Modeling in Google Sketchup to FNV *Tutorial on getting models created in Google Sketchup into FNV Google Sketchup is quite a easy program to work with and although it has its limits, it allows you to break into modeling a little easier and create some pretty neat things. I've made various weapons in sketch up, and gotten them into FNV. Also I would watch a couple of the speed modeling videos on youtube, it might give you a little insight on techniques to use. Also recently I was on a quest to learn how to create incendiary ammo(and other types) and found myself stumped. After screwing around for a while I finally figured out a method, and immediately created a tutorial. Creating Incendiary Ammo Tutorial It will teach you step by step how to create 10mm Incendiary ammo, but the method is not limited to that seeing as almost any enchantment you create can be transferred to ammo(For instance Poison Ammunition).
  23. Idea that popped into my head not sure if it would work but, Couldn't you add an impact script to all energy weapon ammunition, that checks if the ammunition is hitting the armor, and if it is it executes said commands, and from what I've read impact scripts execute before any damage is applied. good luck with it.
  24. Well yoba333, I think your settings are just fine I double checked with mine and they are the exact same. I don't know to much about blender because it pisses me off, but maybe you could export the file so it can be imported into a different 3d program, and then exported as a .nif from there.
  25. Alright I solved my own problem. Anyone that wants to know how I just posted a tutorial on what I did to create the incendiary ammo. Link to Tutorial Also thank you davidallen for your response. I finally figured it out by breaking down the 40mm Incendiary Ammo and following to the four corners of the G.E.C.K. Also thanks for the information on starting my objects with numbers, good to know before I got to heavy into modding.
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