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strungout

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Everything posted by strungout

  1. @Prensa: Dude, that is awesome, thank you for sharing this info! Finally my guitars' hardware will look right! It already looks cool without an environment mask, but I'll have to play with one cause it's reeaally shiny. I'll have to adjust it so that the pipboy light won't make it so bright. Thanks again, I really appreciate it, I had given up.
  2. Hmm... after searching around, trying oblivion tutorials and finding nothing of use, a thought occurred to me: if it was possible to have chrome, there would be 1000 mods with chromed weapons and armor... So I guess it's not possible. Meh.
  3. Mostly in the title. I've made a guitar in blender. It shows up in geck preview and looks nice but ingame, the tuners are just the grey of the texture I used, can't see the chrome effect on them. Tutorials, tricks, or whatever, I appreciate it! https://www.dropbox.com/s/24nzp595j8s49ql/AcousticGuitar01.rar?dl=0 EDIT: reuploaded the file as a .rar, apparently it didn't get added or something...
  4. Problem solved! It was the size ratio. Made it 512 x 512 and everything is good in NifSkope. Thanks for the help pixelhate!
  5. Oi, I felt like making a paint can (from scratch. Impressive huh?). Fall Out 3 could use some paint. Found a nice rusty aluminum texture as a jpeg on the interwebs, brought it in Gimp, exported as a .dds. One as DTX1 and another as DTX5, cause the first one wasn't showing up in NifSkope (white model) and I thought I might have the wrong compression. And of course a normal map version. Now, it still doesn't work but I tried other random texture images and they do show up in NifSkope. So, this leads me to think my texture image is the problem. Though the texture does show up in Blender. It's never happened to me before and I have made textures from scratch. Can't figure out what I did or didn't do this time. Anyone have any ideas or is willing to help me out yet again XD. I'ma keep looking in the meanwhile. PS: The files are here: https://www.dropbox.com/s/xzphpus61ugq717/ADPFksModPaintCan01Files.rar?dl=0
  6. Added it to the nexus: https://www.nexusmods.com/fallout3/mods/22754/?tab=5&navtag=https%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmoddiscussions%3Fid%3D22754
  7. Hey, like I said I don't know if people are interested in this kind of thing, but I know I am. Shoot me a link to your mod I like to see what others do. In the meanwhile, here's mine: https://www.dropbox.com/sh/m0oxjdiid9pecua/AABlbyiwpBucnume5CObc28ca?dl=0 Just drop everything in you FO3 data folder. I'd like your opinion on how it fits with the lore of FO3, hopefully to make it better. The exterior cell is situated at -6, -3. Walk around, check things and see if they make sense to you. If you want to use anything I've made/mostly-recycled, please go ahead, I would just like a mention if you ever publish it! At the same time, I can get an idea of how many people still mod FO3 :smile: The forum doesn't seem to move a lot, such a shame cause Fo3 is my all-time favorite game! Keep modding! PS: A little bit about my mod: I've rebuilt a barn model (Exterior-interior) and added a bunch of stuff I liked inside it. Also modified a wasteland shack as a guest house. The entries on the barn terminal were scribble for a possible quest... You should get a marker for this barn, if you don't it's the same barn emplacement as the one near vault 101. I kicked out the scavenger. I paid him, though ;)
  8. @Mktavish: np all this could be useful to someone down the line!
  9. @quicksilverva: Thanks! That seems to have done the trick. I can rest easy. Haha!
  10. Hi, Sometimes I would try to use a static object and nothing would show up (could see the highlighted 'box' but no mesh), so I hit 'delete'... a window pops up telling me this object has references that will also be deleted. I didn't think about it, I just clicked 'yes'. Then I realized that deleting one deleted ALL of the refs in game. I'd really like not to have to start over. Again. Again. I totally don't remember which ones I deleted... What would you do to fix this issue? I was thinking if I merged two esps, my mod and a clean dummy one, together that would fix it. I'd use FO3Edit to copy everything from my current mod into a dummy mod. Would this work? Thanks in advance!
  11. @Mktavish 'nifty'... 'tools'... OMG! I just plain forgot to pass it through nifskope and 'insert' my door model inside a working vanilla one... I'm gonna have to write down a work-flow list. Seriously. And thanks! @pixelhate Problem solved but thanks for the offer! It's not animated. My door gives me the prompt now. Thanks for the replies! *Crosses 'Door not giving me prompt' on the list of needed fixes*
  12. @jim_uk Thanks for the reply! Yes, my door is named 'Door'. And it's in World Objects > Door. Could it be something my .nif is missing? Missing a mesh, a node, that creates the prompt... just thinking out loud. PS: I love your sig lol! The answer is yes...
  13. Hey few, so I'm making myself a little pad (I 'renovated' an old barn ;)). I made a custom door in blender, exported to .nif put it in the geck using another door as template (OffDoorHotelSml01). Using the teleport buttons, I can view the other door it's linked to and vice-versa. All good. Oh wait, nope... in-game my door won't give me a prompt to allow me to enter or exit my pad. I'm just using a new .nif for the door, why would it not give me a prompt? Any insight appreciated!
  14. Thank to vforvic! He noticed I had forgotten to set my 1srtperson model to my weap's model... Simple as that! I need to pay more attention when I do stuff!
  15. @StormfuryStronghammer: Sorry for the late response... Maybe you've solved the problem already. If not, the only thing I can think of is to check this: if ( Button >0 ) ; base condition is just repair skill set weaponCondition to (player.getav Repair)/100 It's in the Being Game Mode block. Make sure that this "if" also has the according "endif". It should be in the same row, towards the end of the Begin Game Mode block.
  16. @ BlackRampage: the difference that struck me is that the object bounds for the weapon in my new mod is that all the values (x1, y1, z1 etc.) are set to 0, for both the texture set and weapon. I also didn't use "Weap" in the FormID of the weapon in the new mod, but I doubt that's it...
  17. So, I checked things with FO4Edit. All is good, it seems. But honestly I'm not quite sure what I should be looking for. I right-clicked and checked for error in my mod. Nothing. I unticked all mods except mine and it's last in the loading order. No dice. I found my old mod and with it (my new mod being unticked too) the weapon does appear as it should in-game (I can't use the workbench for some reason, but that's another issue... sigh).
  18. @vforvic: I never used FO3Edit I think... but that's a good lead, thanks!
  19. So, I'm having this problem that's driving me nuts: Years ago I made a custom weapon (Baxter: Bat + Lawnmower Blade) put it in game and it worked! A few years after that, I decided I'd play FO3 again, put back my weapon into the game and it worked! I guess by now you know what's coming... but just in case: it doesn't work anymore... well, not totally. Now, all I get ingame is a plain old Baseball Bat. I can tell its the vanilla bat because it doesn't have the lawnmower blade attached to it, but more importantly, it doesn't have the effect I put on it (Knockdown -- it's funny!). It shows up in NifSkope and the GECK perfectly, just not ingame and I can't figure out why this time it won't work. I have not changed anything (except having resetting the textures cause it was showing up red). Anyone have a similar problem or have any thoughts to share? I'd appreciate the help! From the last time I had Baxter work ingame... EDIT: Just to say that I also added, successfully, armor to the game. So, it's just the weapon that doesn't work.
  20. While I was adding my custom schematic for a weapon i made, I had an idea: could I make the schematic upgrade 2 and 3 give new models of my weapon? I'm not particularily versed in scripts (mostly done the schematic I mentioned through looking and learning and copy/pasting). Any thoughts?
  21. Thanks for the tut! I Put this in a text file and in my tutorial folder ; )
  22. Well, apparently my models still worked. just had to reset the texture path in NifSkope. Doesn't solve the issue but I have my gear back ingame! Still need to figure it out so that I can add new stuff when I create it.
  23. EDIT: Made some progress. As you can see in the picture below, all my NiTriStrips are out of the BSFadeNode. I put them in and got some parts to show up... http://i794.photobucket.com/albums/yy228/Cobayn_pw/BaxterInGeckProgress.jpg Hi, Common problem but I haven't been able to figure it out yet. I used to be able to do this, so I'm missing something (starting with the memory of the how-to XD). My model is Baxter, a baseball bat with a lawn mower blade. I used the mesh for the original baseball bat from fo3 as the receptacle for my model and all appears fine in NifSkope, except it doesn't show in GECK (Although ingame, I equip an invisible version of it. I get sounds when I hit stuff with it, so it's definately there). I'm thinking this has to do with the way I copied the branches in the block list (the order maybe?) or I'm missing some data in the block details. Any ideas? I can provide more info if needed. I used this tutorial: http://wiki.tesnexus.com/index.php/Creating_a_sword_for_Fallout And this is the nifskope block list I have: http://i794.photobucket.com/albums/yy228/Cobayn_pw/BaxterInNifSkope.jpg
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