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Ironman5000

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Everything posted by Ironman5000

  1. I win! Now lets just leave it as is now, no point fixing what isn't broken eh? :tongue:
  2. WOW! This looks like a massive one! I love the haunting ghoul pod, looks creepy. Is there going to be an arena then like in the Mad Max film? You should do a version of Master Blaster. Can't wait to see what comes of this anyway!
  3. I thought FalloutNV.esm loaded by default anyway because all mods need this one? The original uses OWB AND this one, I didn't know you could have a mod that didn't use FalloutNV.esm as the master.
  4. Hi, I am working on a mod that up until will require Old World Blues and Type3, but now I want to add Lings for NPC/race hairstyles. I have changed the GECKcustom.ini settings for the GECK to load multiple esm files but can't seem to get Lings to show up in the mod. The esp I am using had OWB as the master, which of course registers, but when I load it with Lings in the GECK I don't get the hair or eyes. I really don't want to have to start from scratch, I even tried merging my mod using FNV Plugin with an esp save that uses Lings as the master. Where am I going wrong?
  5. Ok i've sorted it now, thanks for the advice. It worked once I renamed the dds file to it's original 'headhuman', so theoretically for multiple races all I need to do is create another folder and repeat the process. I've now done a Tron Program race and it's looking pretty good! Thanks for taking the time to help, i'll give you my kudos! :thumbsup:
  6. Ok but I dont have a headhumanm10.dds, it is title headhuman.dss along with _n and _sk files. Assuming they are the same, are they name sensitive or folder sensitive (data\textures\characters)? AND do the _n and _sk files need to be in the folder (if one can added to \characters) with the alternative version? I know new creatures mesh files are folder sensitive but I don't know of any name sensitive files.
  7. I have copied the normal map and the sk.dds to the same folder where the altered texture is and didn't change anything. Do you think I should not add a folder to data/characters folder and maybe just try renaming it? I know some things are path sensitive but I would have thought it wouldn't show at all if this was the case. I even tried applying it to the head mesh in Nifskope but when I tested it in-game I was unable to adjust the head shape in the character generator, although I wasn't suprised really i'm still learning. Do I need to use Nifskope for any reason when it comes to race retex? I use it for all other retextures.
  8. Hi, i'm working on a big Tron city mod and want to create a few new races for it so I made a smoother skin texture to start with using the female face dds file, gave it eye make-up and smoothed the skin in Gimp. I apply the texture to my new race but when I check it in the render window it appears rough and aged! The eye make-up shows fine so can't work it out, I may be mistaken but I swear the shape of the face changes to an old woman as well. I have a new folder for race textures in data/textures/characters/Program Race . Can anybody tell me what is happening? :confused:
  9. Ah yes! How foolish of me! Sorry to bother you, as you were :teehee:
  10. I am working on a big mod at the moment that will include a few new races. This is the first time I have tried creating a new race but once I know the correct steps it will be a doddle. I am using the FNV GECK and when I try to apply a new texture to the face (female) the skin texture appears to look rough and I THINK the mesh changes to that of an old woman!? It is strange because the intention was to the contrary, making a smoother skin with a glossy effect. If anybody has any experience with race retexturing or can even point me in the right direction with a link please respond. I would appreciate any helpful feedback.
  11. Hey thanks for letting me use you Molotovs and Boltgun, I tried messeging you but I get an error message. Anyway if you get the time check out When Worlds Collide to see how I used your weapons.

    If you get your messenger running again let me know what you think, thanks.

    Now I can finally check out Angel Park, looking forward to it.

  12. Sounds great, i'm sure it will be a new favourite of mine. Likin the little robot pics.
  13. I am in the process of creating a mod that will add new weapons to the game, one of them being a grenade with a new model and texture. I have tried it out in-game and it worked as well as expected at first, yet after adding more weapons I went back to testing and when I try to equip the same grenade now (through the Pipboy) the game crashes and I haven't even altered it! Can anybody help me? I've double checked all the settings on the GECK and can't find any issues that would cause the issue. I have ArchiveInvalidation on and NVSE but I don't know if that makes any difference.
  14. Ok so in regards to placing the texture in the same path, would that be the same directory as it appears in the BSA browser in FOMM? I am using Gimp with the DDS plug-in and save my DDS files as DXT5 with mipmaps. Would I be saving the file into fallout new vegas\data\textures?
  15. Does anyone know how to retexture creatures like geckos, cazadores etc. I have made a new texture, added it to the nif model of the creature but when I add it to the GECK the stance is different, all animation data disappears and when I try to place it in the render window there is no physical data to drag it around and it is pretty much a none entity in-game. Saying this I am new creature alteration and have searched all over for tutorials but there is nothing on the net that is easily accessible informing people on how to retexture creatures. Can anybody help me I have some cool textures set up?
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