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MonoAccipiter

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Everything posted by MonoAccipiter

  1. Okey, thank you! The nif looks a lot better now, but it has some issues in game. The helmet will just flip and clip underneath the ground. The bhkBoxShape was underneath the helmet (as you can see in the picture) by default, so I just deleted the helmet already there and moved the new one to the same position. Perhaps I should move the box on top of the helmet?
  2. Hey guys, it's me again! This time I'm trying to make a mesh for ADAM which uses the high-poly helmet and accessories (like the tube and upgraded "camera") on the GO version (world model) of the helmet, since the original only uses the original mesh for that. Meaning when you drop the helmet out of your inventory it suddenly loses the tubes and other wires, which looks kinda weird. Now when looking at another helmet that had different parts use different textures, I saw that both parts were named "Helmet:0" so I loaded up 3DS Max, imported the full helmet and the GO mesh already included in ADAM, then I grouped together all of the accessories in one Helmet:0 part and everything else in another Helmet:0, deleting the skin and dismember modifiers as well as the bone node. Then I positioned it on top of the helmet from the GO mesh and deleted that. In 3DS Max it looks like this: http://i.imgur.com/elIcdy4.jpg Then I exported with these settings: http://i.imgur.com/T9J8gpZ.jpg But when I open up the mesh in NIFSkope it looks like this: http://i.imgur.com/n7w81wZ.jpg As you can see I have several nodes for each individual component instead of two merged nodes, and my scene root is named "Scene Root" instead of "Helmet" which the other meshes have had. Can anyone with some more experience with this help me out and possibly point out what I'm doing wrong? I would be incredibly grateful!
  3. I did as you suggested and it seems to be working now. I deleted the arm gorecaps as they were linked to the ones on the legs, and I noticed the other mesh didn't have any either. Thought it wouldn't be too much of an issue since it's only intended to be a player worn armor in any case, and I wasn't too keen on fixing the other mesh too... Thank you for all your help. Also, did I do right with the skinwrap modifier (importing the other mesh and using it as a reference)? I have no idea how to paint weights, but it might prove to be useful knowledge eventually.
  4. Thank you! The nif looks a lot better now, but it still won't show up in the G.E.C.K. I ticked generate strips and generate partition strips in addition to the non-optional settings. If I move the camera to a specific angle I can see a thin stripe of something in the G.E.C.K. modelviewer, but it doesn't change size when I zoom in or out.
  5. I've been trying to make a female mesh for the Prototype Riot Gear included in ADAM, since the original mod only had a male variant of the edited ranger armor mesh it uses in addition to a combat armor mesh (as a armor addon) with custom textures. Now I've successfully managed to edit the mesh itself, but seeing as this is my first time editing armor, I've been having trouble with the skin modifiers and exporting to the NIF format. I used skin wrap with the male mesh as a reference to make the skin modifiers in 3DS Max itself, as suggested by this guide, but when exporting it my branches are the wrong types when compared to the mesh already in ADAM (NiTriShape as opposed to NiTriStrips) , and all my skeleton entries have NonAccum added as a postfix, and I'm seriously at all loss as to what to do in order to fix it. When I open the mesh up in the G.E.C.K. I see nothing at all (as was to be expected I supposed). Here is the NIF file I exported, and here is what I was trying to achieve. Can anyone more familiar with the process help a poor soul out?
  6. Sounds interesting, but (and I mean no disrespect, I'm very grateful for tips, even if I can't use them right now) how will that solve my problem? The script seems to be working (since it saves), but my items still don't appear and I'm at a loss as to why. :sad: EDIT: I added a message to the first loop of code to see if it ran all the way through and what happens is it displays the message over and over again, so I guess the new item (NNBSSmoke2) never gets enabled. No idea why though.
  7. scn NNBSUpdateScript BEGIN GameMode if BucksRestEquipREF.GetDisabled == 0 if NNBSSmoke02.GetDisabled BucksRestEquipREF.disable 0 BucksRestEquipREF.enable 0 endif endif if BucksLightingMarkerREF.GetDisabled == 0 if NNBSChandelier03.GetDisabled BucksLightingMarkerREF.disable 0 BucksLightingMarkerREF.enable 0 endif endif END I added this as a quest script to my own quest as shown in this picture: http://i.imgur.com/dPf969Z.png?1 But my changes still won't appear. Any idea what might have gone wrong?
  8. Haha, I feel so incredibly stupid now. Thanks. Now I need to figure out how I select it as the quest script. :S EDIT: Also, more of a general question, I read on the GECK page that having scripts running all the time is less than ideal, so is there any other way to make sure any future updates I add is added as well, without the scripts running constantly, beyond me deleting and making a new quest every time I update it (which I assume wouldn't be that good either)? EDIT2: It seems I've encountered a bug. I can't select any scripts in the field for scripts in GECK and whenever I change the tab in the quest making interface, the changes I made in the first tab disappear. I also have this issue, but I'm on Windows 10 so I have no idea what might fix it. (I can live with the last issue though, since you can drag the division bars back). EDIT3: It seems I need to save the quest, then open it up again to get the lists to work, my bad haha. :)
  9. Sorry for being a bother but i wrote this script in its own quest (as I'm still unsure whether the endquest command in the other script makes it so the script only runs once, which means adding to it won't do anything): scn NNBSUpdateScript BEGIN GameMode if BuckRestEquipREF.GetDisabled == 0 if NNBSSmoke02.GetDisabled BuckRestEquipREF.disable 0 BuckRestEquipREF.enable 0 endif endif if BucksLightingMarkerREF.GetDisabled == 0 if NNBSChandelier03.GetDisabled BucksLightingMarkerREF.disable 0 BucksLightingMarkerREF.enable 0 endif endif END And it won't let me save because BucksRestEquip in line 7 (and by that nature, 8, 13 and 14) is an invalid reference. Geck PowerUP also said "only object references and reference variables are allowed in this context" Not really sure what you meant RoyBatterian, could you provide an example? I've never scripted anything before this so I'm afraid I'm a bit of a scrub. :S
  10. I see! So I guess the best way of making sure that: The features get enabled on the correct stages, and: It would be possible for me to add further features to the mod that would continue to adhere to 1, would be to:Create a intially enabled x-marker, which I can disable via a quest script and connect objects to it set to have the opposite enable state of the parent, or would that just result in the same effect? Cause if I do as you suggested won't that lead to me requiring a new script everytime I make a new addition?
  11. Hi, guys! For a while now I've been working on a small mod improving a bit on Mike Hancho's New Bison Steve mod, mostly in terms of lighting, but also a lot of other small changes to improve upon its asthetics (+ some new features, like a working crafting oven in Buck's Place and light switches) The issue is that when adding my additions in the hotel to the appropriate X-Markers (so they won't appear at the wrong stages) they simply won't show up on my character that has already completed the quests, and I was thinking this had to do with the script enabling the x-markers or something similar. That's when I discovered that the original mod had a "dummy quest" called Bison Steve Updater and found out that the related quest script checks for whether the main quest is completed and enables a lot of markers. Now I've done no scripting at all beyond creating a simple light switch script, but I do recognize this script runs during gamemode, and thought I could maybe hijack it to help implement my features at the right times as well. It looks something like this: scn BucksQuestCheckScript begin GameMode If GetQuestCompleted BucksGrandOpeningQuest SetStage BucksRebuildQuest 100 SetStage BucksBisonSteveQuest 100 SetStage BucksGrandOpeningQuest 100 ;SetObjectiveDisplayed BucksQuestCheck 10 1 BucksEnableGiftShopREF.Enable BucksEnableDesk.Enable BucksNPCSteveREF.RemoveItem OutfitMerc03 1 BucksNPCSteveREF.AddItem OutfitTenpenny 1 BucksNPCSteveREF.EquipItem OutfitTenpenny 0 1 player.additem BucksDoorPassword 1 BucksNPCAnnaREF.enable BucksAnnaTriggerForceGreetREF.disable BucksStage03REF.Enable BucksWallTerminal.Enable StopQuest BucksQuestCheck Endif End However, if I try to add something like BucksLightingMarkerREF.enable and BucksRestEquipREF.enable at the end of the innermost block of code, the new additions I tied to those markes still won't show up, and I'm honestly at a loss as to why. If anyone here has encountered a similar issue and could offer some assistance, that would be greatly appreciated. For the record the markers are set to be initially disabled as to not have the items show up in previous stages, and I've also had this problem occur and force me to shelve another mod I made which added gamblers to the Vikki & Vance. ~Mono
  12. Trentosaurus was kind enough to export it for me so: Link to my work files: https://copy.com/BlwxiCWQPmZ9aXyJ Link to exported files in the NIF + DDS format: https://www.dropbox.com/s/caugjxf9kifjbt1/Campo_Giro_vbeta1.7z?dl=0 I would personally have improved on the texture a lot more if I could, but it is functional as is (not tweaked in any way stats-wise though). I'm probably going to end up releasing it in a sort of beta-state while I've shelved development until I find the energy and motivation to improve upon the textures. Thanks to anyone who offered to help anyways.
  13. Trentosaurus has said he'd be willing to try and export it, so I guess that will remove some obstacles for anyone who'd want to help out.
  14. Hi, guys. Over the last past weeks I've been working on a Model 1913 Campo-Giro pistol I made from scratch using 3DS Max and Photoshop (for the textures). Sadly my energy is something that comes and goes as I've been ill for a rather long time and I honestly don't know if I have the energy to finish the work I've started. Hence I'm looking for someone who knows texturing and how to get a model from Max to FNV to partner up with. I'd be willing to provide my project files in the format preferred by said person. As of now the pistol looks like this when rendered in Marmoset toolbag: http://i.imgur.com/GOZzQ0k.jpg You should be aware that there's a small texture seam underneath the front of the main pistol body that I haven't been able to fix, as I'm not 100% sure what causes it, but whether it's worth removing would be up to you. I've also not yet added the "slot" on the side where the pin holds the slide in place, or added the second screw on the handle to the normal which is why it looks weird (though I could probably do that before sharing my files if you were to use my normalmap). I ask nothing more than to be credited for the work I've done (be it the model, or any texture files you chose to keep using), and am willing to provide support for the mod if it's ever released. Hope someone will be able to help me. ~Mono
  15. I added DefaultTravelToLinkedPackage [PACK:0011AFD7] (linked them to chairs), DefaultSandboxLinkedMarker256NoSleepNoWander [PACK:00129113] and DefaultSandboxCurrentLocation256NoSleepNoWanderNoConv [PACK:00171CEF].
  16. Hi, guys. I'm pretty new to modding, but I decided to start this week and I've already made 3 (albeit small) mods. For my two first mods I've used FNVEdit as they didn't require the GECK and I was more comfortable with it, but with my most recent mod (Vicky and Vance Casino Gamblers) I've had to start using the kit as I wanted to place NPCs. So what I've done is create two new npc types by copying over a NCRgambler record (there seems to be plenty) and a Gommorahgambler record. I've removed them from some factions that didn't seem fitting in Primm (Thestripdialoguefaction & gomorrahdialoguefaction) and placed one of the first type and 5 of the second type. Both were new records btw, what I mean by copied is giving them the same attributes/templace etc. I've linked them to some chairs that I changed to persistent references (as I tried to copy what populated casinos did) and set their enable parent to be the the VickyandVancecasinoenabler which enables the normal dealers and manager etc in the vanilla game (opposite to the parent, like the vanilla items/npcs). Now they seem to sandbox just fine and their dialogue is working, but if I load into a save in the Casino, or one that I made after I installed the mod, they suddenly disappear. Could anyone help me figure out why this happens? Any help would be appreciated.
  17. I was of the impression that ENBoost was included in my ENB, the Unreal Cinema ENB by Unreal Warfare. Is that incorrect? As for the crashes, do you have any of the mods I have listed? Perhaps we could do a cross-examination and find out what's behind this. Anyways, I'm gonna try Freedom206's advice now. EDIT: Safety Load has been updated, with the changelog mentioning these exact problems. When I think of it, these problems didn't occur before I installed Safety Load, but I just assumed that the constant freezes kept me from playing long enough for this to happen. I'll check that out now. EDIT #2: Safety Load is indeed the cause, but without it I experience sudden freezes. Some of SL's users have suggested that the cause might be a conflict with SkyUI, although I find that unlikely as it crashes in dialogue as well. I'm waiting for the author (or eventually someone else) to give their input on the issue. At least the menu-crashes are predictable, the freezes are not.
  18. I have SkyUI, iHud, Better Dialogue Controls, Better Messagebox Controls and Skill Interface Retexture. (as per S.T.E.P recommendations)
  19. Hi, everyone! I'm turning to you because I'm experiencing some weird CTDs and I really can't seem to find out what's causing them. After playing for a short while I might suddenly crash whenever I'm opening a menu or initiating dialogue. This could be opening my inventory, my spells, or just the save menu. Now, I have safety load installed, which states that if it detects a problem cause by a corrupt save, it will ctd and write it to the log, but the safety load log makes no mention of any corruption. I feel like I've run out of ideas, and I'm hoping you can help. These are my (relevant) computer specifications: This is my BOSS-log: As for texture mods, I have most of them sized at 1024 (the ones at 2048 being mostly indoors). This is my Papyrus-log: If you could think of anything that might help, I'd really appreciate it. If there's anymore information you would need, I'd be happy to provide it. Thanks in advance. EDIT: Added specs and commented on use of texture mods.
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