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Everything posted by MBile
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I always get mixed results with that, sometimes the nif does not need it other times it does... and other times it ends up on the other side of my characters body lol. Oh nifs you so temperamental lol. i gave up on trying to mod nif files in nifscope. Blender has proven to be far more effective. for a variety of raisins: 1) better control of vertex and face placement 2) correcting weight rigging. 3) far better UV texturing + texture painting if i could cut nifscope out completely I would, but sadly you need it to fix most of the node data since blender exports everything into a mess most of the time. hello copy branch, past branch, Ctrl Up Ctrl Down...etc. the worst is trying to join objects in blender and it exports into different subnodes due to texture goofs. grrr.
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I hated that crappy scope mode thing too for it. http://i1136.photobucket.com/albums/n495/m_bile/222.jpg I wish I had more time to release stuff. I heavily mod everything pretty much so I`d have to fix it for the normal 30 round mag instead of the 20 i put on. (imo wasent balanced properly ingame vanilla)
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By default they seem to play sound by themselves. Wouldnt it be prudent to not have them loudly spew out sound when not user prompted? what I am trying to impart here is: turn off the sound from the ads. thanks for reading.
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It would make sense for nexus to encourge modders to put statements on their mods saying their original mods dont require permission but only credit to where credit is due. there are so many mods out there that start out good but are sucky and unpolished. Usually because of a loss of interest in their own mods. This could really benefit from other modder development.
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Magpul Masada ACR Texture keeps changing
MBile replied to AtomicNord's topic in Fallout New Vegas's Discussion
not unless it uses original assets. the best way to find out the texture issues is to just check the block details on the BSShaderTextureSet node itself in nifscope. it should just have the associated texture file routes. -
Trying to change Vault Jumpsuit Numbers
MBile replied to brandokid25's topic in Fallout New Vegas's Discussion
Are you using Gimp or photoshop? the nexus Wiki has a number or tutorials on this kind of stuff. I advice learning to use the Clone Stamp tool. the way it works is you "stamp" an existing area and it will paint that to where you want it. then its just a matter or selecting brush size/type for best results. -
{WIP} - Oblivion Rifle Mod (Closed Beta)
MBile replied to 11meister's topic in Fallout New Vegas's Discussion
? Thanks for the feedback MBile - would you like to become a beta tester by any chance? :tongue: - I'll give HandGrip1 a look, the hand clipping slightly isn't really that much of an issue at this point though. - Can't move the sighting node forwards - that changes the sight picture. As I said above, I'm working on a replacement for the ironsight animation anyway. - Not using reload A, its a custom one. And the current version is just a placeholder. The clipping has already been addressed. Again thanks for the tips, I hate to sound like some sort of nay-sayer. Its just none of the issues you outlined...are......issues..... :ermm: ah yes. simple stuff always time consuming. Sure, I'd like to help out. It seems all i do these days is fuddle around with fallout weapons anyway. :D -
Magpul Masada ACR Texture keeps changing
MBile replied to AtomicNord's topic in Fallout New Vegas's Discussion
sounds like a texture path issue in the model itself. Or youre just using the wrong model file for the weapon mod models. are you using static nodes for LOD change? if you are that's always a pain in the butt to get working properly if you edit the model frequently. -
Increasing flamer range?
MBile replied to Unendingfear's topic in Fallout New Vegas's Mod Troubleshooting
projectile ID number is: 0003BF0B I am looking at it now and it seem to have a Fade Duration of 0.01 while the incinerator flame glob 001519ee is 0.5. it also has a range of 640. which is similar to shotgun range. perhaps increasing the speed of the flamer projectile and speed would do it? -
Problem with leveled lists
MBile replied to Courier07's topic in Fallout New Vegas's Mod Troubleshooting
thats the simplest way to do it. you can also write scripts to do it, but thats not something i am good at. Ive just added the weapons into existing level lists. Ie. CondLaserPistolLoot/CondLaserPistolNPC/CondLaserPistolEnclave i dropped another weapon into those. Keep in mind (im not 100% sure) but the level on the lists refers to the level of the NPC it spawns with. -
Custom meshes wont pick up?
MBile replied to ZippyDSMlee's topic in Fallout New Vegas's Mod Troubleshooting
file path to the armor in the esp/esm correct? a common error is a spelling mistake -
Editing the normal map. usually the dds file with the "_n.dds" would be a start. One alternative is to run a Normal Map filter on a regular diffuse map. GIMP has one in it. the glossiness will depend on your settings. additionally it will be required to be enabled on the model itself. most already do.
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Problem with leveled lists
MBile replied to Courier07's topic in Fallout New Vegas's Mod Troubleshooting
which lists? NPCs have their owns lists, raiders have their own lists...etc. maybe you havent added them to the correct lists. -
doesnt the options menu already have something like that?
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I like this idea. I too am interested in super hardcore mode such as this
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sounds like AG Supplementary Uniques http://www.nexusmods.com/newvegas/mods/40000/? it has a rifle in it similar to what you discribe but it called Tribal Doom it seems.
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No laser ash and goo pile doest work
MBile replied to realdsy's topic in Fallout New Vegas's Mod Troubleshooting
weird. I did it in FNVedit. did you try searching that ID number i gave? -
Yup. Ok when you paste nodes over in nifscope most of the time the new node doesnt have the proper name. drop down the scene root... OR just click on the mesh itself and it will select the node in the node tree. Now go down into the next window called Block Details. Look for the "Name______string_____txt ??????" line. click the "txt" part. make sure it isnt blank. if it has a # it has a strange animation node onto it. rename it to whatever. But keep in mind if you rename it to "Upperbody" it wont show up in first person mode. you can add in :0 or :1 or :2....etc if you need to, but should be unnessessary. make sure all you new meshes have names. if that doesnt fix it, open up the mesh node in the scene root again. look for the NiMaterialProperty line. click that paint pallet icon thingy. try deleting whats in there in that window for its name. This step is rarely needed though. the first one should solve it.
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thats called rigging. if the model already has the nodes on it, you shouldnt have to do that. I generally import the skeleton nodes by default into blender so it should be easy as that. I havent had any problems keeping those on meshes while importing and exporting. when you do editing thats when things get complicated. you have to assign the mesh vertices to the skeleton and weight associated with it. I generally just do a Bone Weight Copy. You can check that yourself in Blender if its fubar or not by going into Pose Mode and moving around the Skeleton nodes around to see how the game will use the body parts.
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No laser ash and goo pile doest work
MBile replied to realdsy's topic in Fallout New Vegas's Mod Troubleshooting
Not sure. I assume the author of that probably did it by editing every weapon individually for that to happen. I theorize you could open up the esp yourself and find out how he did it. I had a simpler way of doing it by editing the Spell effect myself to stop the disintegration script that is applied when you kill something with that spell. If you do that edit 000BDA30 to no longer apply the script for laser weapons. I dont know the plasma weapon gooification spell number though. -
hmm sounds like you dont have the blender NIF plug-in. you'll probably need it to work the way I do it. http://niftools.sourceforge.net/wiki/Blender there will be a python thingy to download and a script for blender itself if im not mistaken. once you have it all, you should be able to import and export NIF files directly. when you export via blender youll see the options im talking about.
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actually you can also do manuall separation. while in Edit mode, have all the parts you want selected manually go go to the Mesh menu and go into Vertices. in there you will see Separate (P). you can manually separate stuff if you dont want to delete it, into different mesh nodes.
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I recall using 3ds max a long time ago. I didnt like it much. I used a program called milkshape which was pretty good for its time. blender is pretty easy to do most stuff. ok quick tips for blender. Youll have a bar with a drop down menu thingy on it. it has Object Mode by default. when you have something there you can get texture paint, weight paint, vertex paint scupt mode, edit mode. you have to first select the mesh part you want to edit. it should be highlighted. once selected go into Edit mode. youll have a few options here. on that same bar Try using Vertex Select Mode. you can now manually select the dots using right clicks. if you need to select more, hold shift and click. or my personal favorite to select masses of vertices on one mesh: Ctrl+Numpad +. you can delete that all now if needed. when done select everything by spamming A. go back to object mode. select everything again spamming A. go to file > export > NetImmerse/Gamebryo Nif. make sure shadow map is selected and name your file. go to nifscope and copy + paste your mesh nodes into old file. hopefully no problems occured.
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I need help with audio files!
MBile replied to SunnyDelight's topic in Fallout New Vegas's Discussion
Older games used to have file size restrictions. I guess the FO engine is old by now standards so youre idea seems logical. I would make a few test batches of your sounds using different export settings and find out if any of them work. not sure if that helps