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M48A5

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Posts posted by M48A5

  1. 9 hours ago, CliffSedge said:

    I am still skeptical, though, because I have tried exactly that (and other combinations of possible solution steps) and whether or not something works seems random / due to luck. It would be great if there was a reliable method that fixed the problems without so much screwing around.

    The inability of the VORTEX archive invalidation to work consistently has been an ongoing issue since it's launch.  It seems the devs either can't or won't correct it.  It seems that to only way to ensure that your old texture files are not displayed when they are replaced it to use a stand-alone archive invalidation invalidated mod.  If you go this route, you must disable the VORTEX invalidation feature.

  2. Wouldn't "unequip (base id) (item count, usually 1)" do the same thing without removing the item from the inventory?  This would allow you to equip the armor using the "equip (base id) plus 1 (item count) and item condition (100)" command.

  3. Before exporting, did you parent the added parts to the armature?  After you exported the armor from Blender, did you reset the shader flags in NifSkope?  I have found that not doing this was the cause of many of my missing and floating armor parts.

  4. 5 hours ago, laclongquan said:

    If you pick a bigger body replacer, but choose smaller-form of armor, then it could even lead to invisible body+clothes.

    Think of nude body as a statue. Think of armor nif as another statue. Game engine will put armor statue OVER nude body statue. If the body is bigger than the armor, engine wont display the result.

    As for Mute's accusation. Nope, I only say "your interest". I have no idea about you so how can I say about that topic?

    It's, like, me being man, but I always only interest in female body replacers, and give no attention to the male type~

    The nude body replacer .nif file has no, absolutely no relationship whatsoever with any complete armor .nif file.  I know this from experience using different body size armor.  The only relationship between the nude body and the armor body is that both use the same .dds file.   The only time you would have a clipping problem would be when modifying the armor in NifSkope or when using mod armor parts like Tailor Maid.  Just take an armor .nif apart in NifSkope and you will usually find that the mod author did not use a complete body under the armor. For example, I have found that many T6M armor parts would not fit over a T6M nude body without the body clipping through the armor. 

    • Like 1
  5. On 2/6/2024 at 12:42 AM, Ophiucus68 said:

    Thank you. Most informative. 

    So, basically, find armor you like and match a body mod to it. If you want different armor, change body type to match the new armor set.

    You should find an armor shape you like and then a nude body shape you like.  One has nothing to do with the other.  No matter which nude body you choose, it will have no effect on the shape of the armor.  These are two different .nif files.  Any body parts that are displayed in the armor, is part of the armor mod and will retain that shape regardless of the nude body shape.  The only thing that is shared between the armor and nude body is the body texture.

  6. When you nif bash armor onto a nude body, you can be pretty certain that there will be clipping with the various body parts.  The remedy is to run the new model through blender and either adjust the clipping mesh or remove it altogether.  Mod authors usually remove any clipping body parts.  I have done both.

  7. There used to be a sub-forum with the title "Mod Requests".  But for whatever reason, it was eliminated.  The closest thing now is "Mod Ideas".  Why the change in the title is beyond me. 

     

  8. I'm glad you got an email about the club.  It's a shame that all the people that post or have posted on the old Fallout3 mods pages didn't get one.  It would be really nice if the management would offer a link to the club page instead of having to browse through the site looking for the Fallout3 Forum.  Just saying.

  9. Joined 2011, over 6000 posts and I just got the one year badge.  What's up? 

    What happened to the signatures? 

    A points based system, how to you get points?

    I take it you have to scroll through all the previous posts to get to the latest post instead of having the latest post shown first. 

    What happened to the link to the Nexus Mods?

  10. It's true I can't prove it, that makes my day a lot happier, I no longer have to worry about checking if a mod was created before by another author before creating mine, as long as I'm using the existing resources of a game it will be completely legal to post a duplicate.

     

    Now my doubt becomes another one, this type of moderation also applies to those 3D models imported from other games and their textures, since they are existing resources of another game and not own creations, only changed some data of the meshes and the skeleton?

    Now you are asking about something that is completely different. Since Bethesda Softworks does not allow porting of game assets, you cannot upload that here. You can do what you want in your game, you just cannot upload ported Bethesda content to the Nexus. I don't know about other games, so you would have to do some research.

  11. It would depend on your knowledge level and motivation.

     

    If you are satisfied with the way you are doing things now, don't stop.

     

    However, if you want to take the lazy way out, by all means start downloading and installing collections.

     

    By not reading the individual installation instructions, you will run the risk of hours of troubleshooting trying to correct a problem.

  12. If you insist on using Blender 3.6, you will have to export your work as an .obj file, then run it through Blender 2.49 and convert it to a .nif file.

     

    Blender 2.49 is the only version that will consistently work properly with FNV.

     

    Make sure you use NifSkope after converting the file to set the shaders.

     

    If you go to the Oblivion mod site and search "Blender", there are all the tools you need to properly mod Fallout: New Vegas.

  13.  

    The User cannot change their name. It has to be done by the administration and only upon request.

     

    At the bottom of this, and every page, is a link "Contact Us". Use that to request a name change.

     

    But, be advised, if you do this, you will lose all your history and will be starting over.

    https://help.nexusmods.com/article/24-how-can-i-change-my-username

     

    I stand corrected. I guess this is something new that was added with site update. Thank you for the correction.

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