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About Bobio567

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United States
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Favourite Game
New Vegas
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Patrolling the Mojave almost makes you wish for a nuclear winter.
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I've recently come across a problem while editing one of my meshes. I'll try to explain it the best that I can: This is the model of a sign that I am referring to...Let's call it the base version. The idea that I have in mind is that the glowing bits (the red neon, glowing marquees, etc. in this picture) are an activator that will only be enabled between 8pm and 6am. That being said, the glowing bits are a separate model from the base version of the sign. Using the enablenightday script, this system works pretty well. The above shot is how both models look together (notice no z-fighting on the marquee faces). The only problem I have is when I view the sign from a distance. The faces of the marquee are z-fighting, or clipping through one another. This is particularly annoying because they are not on the same plane, with the marquee face being placed slightly ahead of the marquee face on the base sign. I'd like to know of any suggestions that could fix this problem or if there's no way to prevent two close faces from z-fighting at a distance. The only solution that I could think of would be to remove marquee faces on the base version, make them a separate activator, and only have them appear in the day time. Considering the work involved, are there any other ways I can get this to work?
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Enable vanilla radio stations in DLC
Bobio567 replied to Bobio567's topic in Fallout New Vegas's Mod Ideas
There it is! Thank you. It works perfectly :thumbsup: . -
Enable vanilla radio stations in DLC
Bobio567 replied to Bobio567's topic in Fallout New Vegas's Mod Ideas
Thanks Ladez, that mod is almost what I'm looking for. Unfortunately, it only affects Radio New Vegas and not Mojave Music. -
I've always been annoyed that the vanilla radio stations would become disabled when playing the DLCs (with exception to Lonesome Road). I'd like to see a mod that simply allows Mojave Music Radio and Radio New Vegas to be played in the DLCs.
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Thanks so much Pixelhate. If I can get this vertex painting down then that will probably save me a lot of time in the future!
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I'm busy working on a few building meshes and I'd like to apply some shading effects similar to the ones used in the screenshots below. The only problem is I have no idea how to make them; are they done in a 3d modeling program or are they added with nifskope? Is there a tutorial out there explaining how to add them? :huh:
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Thanks for all the feedback. I'll be sure to set up a page on the nexus where I can upload all further signs as individual mods along with a package mod which will be updated. @Jokerine Thanks haha and yeah, a single page is definitely looking like the best option right now. @SKYZOO I originally forgot about mods that could change the layout of the Strip and Fremont lol. I figure releasing the signs as modder’s resources would be better than having to create several compatibility patches. I'll also take up that suggestion of releasing them as individual files in addition to the packaged file. @dubiousintent yeah, dumping all of the signs on the strip and in Fremont was my original plan. It didn't take too long to notice, like Skyzoo pointed out, all of the mods that change those places so I think releasing them as a modder's resource is better so people could put them where they want. However, I do like that side-quest idea for Michelangelo's and Zapps so I might do something with that in the future. Also, thanks for giving me those resolution dimensions; when I was making the textures, I was afraid of using too much space so my existing .dds files are all awkwardly somewhere between 956 x 729 and 1211 x 731 :facepalm: .
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Can I get some suggestions on how to release these signs? I've uploaded 2 of them already but the more models I create the more I start to realize that releasing each sign as a standalone mod might get a bit annoying. Any ideas on how I can package them? Maybe a "Strip pack" and a "Fremont" pack? Maybe one single mod that I can constantly update? I'm pretty much open to anything right now. In the meantime, I've managed to get "The Sands #1" and the "New Frontier" signs in-game with working textures so they're ready to upload. The "Castaways" is will be up next :thumbsup: http://oi68.tinypic.com/24lu6tk.jpg http://oi64.tinypic.com/10rjtrp.jpg
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This might be a complicated question but I'll start off by saying that the mesh I am talking about is on the left. When I was in the Geck, I placed a light source, "LightFungusStalkOrange," near the sign mesh in order to illuminate some of the top panels and thought that it looked good. I'd like to know if there is any way I could attach some sort of light source to my mesh through nifskope so that I can get it looking like the picture on the right without needing to use the Geck. http://oi64.tinypic.com/2yzmskz.jpg
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Thanks for your support Skyzoo! I'll keep turning these signs out for as long as it takes. Of course my blender and nifskope skills are still laughable but there'll be small breakthroughs every time. Stay tuned for more signs tho :)
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It took over a year but I've finally managed to get one of my signs in game. There's still a lot of work to be done but this mod can finally start going somewhere :D http://oi60.tinypic.com/vxkqpg.jpg
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Here's another update. Around 80 signs down and there's still more work to do ^_^http://oi59.tinypic.com/10xfpn8.jpg
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Just got through making these in the mean time: http://oi59.tinypic.com/mvhsut.jpg