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Everything posted by MBile
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texture glitch? Imports: sale correction 10.00 texture path ...etc import animation import extra nodes combine ninodes+shapes into single mesh no keyframes no egm realign bone tail only merge skeleton roots apply skin deformation exports (pretty much default fo3) export geometry only nif force dds extension stripify geometries smoothen inter-object seams flatten skin export skin partition collison options (irrellevant): metal, material:5, mass 1000, solid, weaponloc None Shaders: default type Zbuffer Shadow Map Empty Unknown 31 The only thing i change is the shadow Map button between armor and weapon meshes. Select Shadow Map for armor and Unselect for everything else.
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I need help with audio files!
MBile replied to SunnyDelight's topic in Fallout New Vegas's Discussion
so these are only replacers? So I assume you have been putting them into the correct folders. IE Data/Sound/fx or voice and renaming them correctly and having the matching file format types. Not sure about the sound bitrates. i dont think that should be a problem. -
What mods do you consider MUST HAVE?
MBile replied to Beebww's topic in Fallout New Vegas's Discussion
Must haves? I think project nevada and WMX for primary. Add in some ihud, select fire, advanced recon, weapon mod menu, and GBMM. Its pretty much playable from there. everything else is gravy. annoyingly project Nevada and WMX have a ton of xpack addons. Im thinking of combining them all for myself. -
i use blender for that stuff. I generally import models into blender then export them to a dummy file. I open up the dummy file in nifscope and transfer it over to an existing file. I do that because most of the animation nodes such as the meat caps and stuff rarely if ever import and export properly. for what youre doing, import it into blender. delete the stuff you dont want and export it. (make sure to select the shadowmap tab(only for armor. everything else such as weapons dont have that selected)) copy/paste the blocks into where you want it. hopefully you dont get rigging errors. such as bad clipping and stuff. then youd have to boneweight copy the parts. thats a pain in the ass IMO. expecially if you have to manually adjust after a boneweight copy. you shouldnt have that problem though.
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{WIP} - Oblivion Rifle Mod (Closed Beta)
MBile replied to 11meister's topic in Fallout New Vegas's Discussion
may I suggest using HandGrip1 instead of the DEFAULT grip animation. It should resolve the left hand thumb from clipping into the handguard. I also noticed the 1st person picture where the receiver clips into the main screen while aiming. I would simply move the #Sightingnode forward on the X axis closer to the scope. If that wouldnt resolve it you might have to rethink the sight a bit by raising it. additionally about the clipping into the magazine, that might be the hardest to remedy. Assuming youre using the ReloadA (the same as the Fo3 Assault Rifle (G3)) finding the right reload animation is sometimes a pain. and then you have to put the correct animation nodes onto the model itself. anywhooo..... great work! -
i am looking over your script now. ive been looking at scripting for awhile but since i am now on vacation ive had more time for it. thank you kindly for the help. im not sure it seems overly ambitious. the idea is just to apply a dummy item when you have it equipped to a hotkey. been interested in the idea for awhile. the modelling is the easy part. all the assets already exist more or less. just need some scripting magic which i am behind the time times on.
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So ive been playing around with blender. I can import anims no problem but I want to be able to edit the holster animations. This is bothersome since i cant figure out how the game moves the weapon around when it gets holstered. it doesnt exactly show up on the skeleton very well. theres the scene root weapon bone but it doesnt seem to use the whole animation when it picks up the weapon. the holster animation itself doesnt give much much clear definiting on what i need to editing for this. anybody have info on this?
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I have something like this for starting out: scn ShowOnCharacter1 short varHotkey1 begin OnActorEquip player if Weap10mmPistol GetHotkeyItem 1:0 set varHotkey1 to 1 player.Additem dummy10mmarmor 1 endif End how does that sound? Im not particularly experience in scripting for this
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cool thank you
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is there a way to detect when an item(primarily weapons) is assigned and de-assigned to the 1-8 hotkeys? Im considering making it show weapons on the character that arent equipped currently but are assigned to those keys.
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Seeing your body in first person
MBile replied to iamsocool1's topic in Fallout New Vegas's Mod Ideas
you mean like feet? 2 things: 1.) In first person mode your feet aren't animated. the skeleton just has them dangling there or something. This would require completely updated 1st person animations. 2.) Most armor models have the main body and legs under the "Upperbody" node in the model file. this disappears when you go 1st person. Thus youd have to separate all the legs and feet from all the models unless you like the idea of your camera clipping into your body (which from experience is really annoying). -
Can it be done that you melt a corpse by dropping some acid in its inventory or shoot it with plasma or whatever?
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It does look close to it. i was hoping for one with a little more TLC put into it. IE it isnt possible to have a box of ammo there as that is where it ejects from. The PKM does have its virtues, but i still would like the old pig. plus the PKM uses a different cartridge.
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Yup cool, but thats not what I was looking for. the M240B and M249 are different. see picture.
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looking for one. havent seen it in any mods and i have a lot of mods. can someone point me in the direction of one? Maybe fallout 4 should have one. considering its the most prevalent MG in NATO you'd figure someone would have made one. Id like a normal version then maybe the upgrades tuperware stock and maybe the silly handguard/headshield they put on the bravos (pointlessly annoying IRL but has the LCF) http://world.guns.ru/machine/be/fn-mag-e.html http://upload.wikimedia.org/wikipedia/commons/3/3d/FN_MAG_tr%C3%ADpode.JPG thx
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so what is it? does it release the dogs, or the bees? or the dogs with bees in their mouths and when they bark they shoot bees at you? sorry i was just in a car accident and i couldnt resist lol. looks like a good start. gj learning blender. you seems like youre getting the hang of it.
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Nifskope/Geck Re-sizing Issues!
MBile replied to APCrepeater's topic in Fallout New Vegas's Mod Troubleshooting
i would highly advise using blender or other 3d modelling program to modify armor and armor addons. the characters have skeletons attached to them. the models they use have skeleton parts intertwined to the models with "bone weight" attached to them individually. when you muss them up in nifscope it often doesn't translate well with the orientation that they move and pivot on. when you modify them in blender they convert properly. you can also see how they move around in blender if you know how. -
Can't Use .50 MG Explosive Rounds
MBile replied to RBRoAB's topic in Fallout New Vegas's Mod Troubleshooting
that ammo is GRA expansion right? one of your mods is overriding that mod. youd need to find a patch for it or mod the esp yourself to get it to work with the formlists, or track down which mod it is and disable it. -
i tried to import skyrim models into blender to fix some of them but it always screws up. so i gave up. if you can do that it wouldnt be too hard to convert the stuff, but youd have to adjust the meshes a bit. id like it if someone imported the head model and body over to get rid of the neck seams.
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This mod requires Dimon99 type 3?
MBile replied to Meatpiexx's topic in Fallout New Vegas's Discussion
The thing is that armors replace your character's body model. you would need any type 3 or type 6 body textures for those to show the skin detail correctly. the type 3 and type 6 models use the same texture UV maps, but the vanilla body does not. the vanilla body models wont have the correct looking textures if you only have the textures. -
i have a few ideas... stationary weapons (machine gun nests, mortar pits...etc) more attacker types. maybe better combos. random novelty raids (Massive roach invasion, Playboy bunny raids, pigs, chimp raids...etc) achievements/challenges (ie. defeat a raid via shotgun only, defeat a raid by knockouts only...etc) more rewards (ie perks.) maybe quest missions to counter attack invader camps. voice acting for some of the characters. maybe a quest line for those characters. but dont put in a quest line if it isnt voiced. i hate those kind of mods.
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talking about weapon mods expanded? its pretty stable from what I can see.
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[WIPz] CCP - Community Content Pack
MBile replied to Mishaxhi's topic in Fallout New Vegas's Discussion
so... you realize that the apocalyptic events in fallout happen like 100-200 years into our current future right? so everything we have now could in theory be there, thus the mini-14 is correct. i mean... look at the other fallouts. they all have current stuff. just an fyi. also... i could in theory also contribute since i have a few unreleased weapon models that are pretty much collecting dust. -
Automatic Rifle- No Pistol grip
MBile replied to Achillesnick's topic in Fallout New Vegas's Mod Ideas
that would just mean using the correct attack animation and matching bolt animation node. which is much more easy to correct. so which 2 hand ballistic reloading animations supports that? the hunting rifle magazine reload? im faily certain you are wrong about the reloading animation to be used with 2 hand ballistic animations.