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Crowley9

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  1. Here's one of a test I did. I tried just importing the LAER .nif and exporting it back without any alterations done in Blender. It still had the same effect on the UV map. laer_test.zip
  2. I did check the vertices are merged and not just overlapping. And I am using Blender 2.49 with 2.5.5 version of the .nif plugin.
  3. I imported the .nif of the LAER to Blender, did some altering and then exported it back to .nif form. When I examined the model in Nifskope I noticed there were dark gaps in the textures that were not there before. Looking at the UV maps I could see that somewhere along the way that had been altered. Vertices close to each other were merged, about which I attached and image below. Textured view in Blender did not show these gaps, so I figure it must have somehow happened in the export process. I tried switching on and off the different settings on the left column like "Stripify geometries" and "Smoothen inter-object seams" and "Export skin partition" and "Combine materials to increase performance". However, none of those made a difference. Can anyone help me figure out what is happening here?
  4. I am looking for a mod I had years back which added a bunch of little visual effects to the game, similar to Uncut Wasteland. One effect I remember in particular was that when you looted a leg from a mantis corpse, it would actually gib the leg of the corpse's model.
  5. Yeah, I ended up deleting the billboard node in Nifskope and putting it back in after I exported the altered mesh. The end result seems to be working.
  6. I am having trouble importing both the regular Tesla cannon and its prototype into Blender. I am using the 2.49 portable preset version of Blender. Importing the model gives the error message "Scene needs camera for billboard node (add camera and try again)." I am not sure what all problems this causes, but one immediately obvious one is that the imported model lacks collision box. Viewing the pre-imported .nif file on Nifskope shows it to be normal, with the collision box intact. What puzzles me is that these two appear to be the only .nif files where importing gives me this error. I tested this on other weapons, including other shoulder-mounted weapons, and none of them give me the same error. I am at a loss what is happening. edit: Trying out different import settings I found that whether or not I have "Combine NiNode + Shapes Into Single Mesh" still brings up the same error message, but it results in different parts missing from the imported model.
  7. Okay, I found the solution myself. For some reason adding the sighting node borked the texture assignment in the first-person model form under World/Static. It assigned the clip texture to the gun's main body, and vice versa. Now it works as intended.
  8. Yep, I do have that put in there. Didn't make a difference either way. I thought I should add that I imported the model into Blender, did some changes, and exported it back again, which is why the NifSkope node structure looks a bit different from the base file. Just to be sure, I tried adding the sighting node to the completely unmodified version as well, and that had the same results.
  9. I tried adding iron sights to the assault rifle that's in New Vegas as legacy content from Fallout 3. I used the procedure as instructed here: https://wiki.nexusmods.com/index.php/Simple_vanilla_ironsights For some reason this completely skews the texture mapping in the equipped model of the gun, like so: Here's a view of the NifSkope node trees in both versions: I am scratching my head as to what is wrong here. The world model of the weapon has its textures on correctly.
  10. It seems to be well known that Ulysses' reputation checks in Lonesome Road are borked and will always return NCR as the preferred faction. I decided to try if it would help to change the check from reputation thresholds to reputation values themselves, with appropriate multipliers so they can be compared directly. So, I changed part of the script from this: to this: Since this can return half points for NCR, I declared the variables as floats. For the comparisons between faction reputations, I changed (nNCRRep > 1) to (nNCRRep > 30) and so on. I tested this myself, and it seems to be functioning properly. So, my biggest question right now is, is there any downside to doing it like this? This seems so obvious to me that it puzzles me no one seems to have done this before from what I could find.
  11. Looks like when a piece of equipment is assigned to a body slot on a part that isn't shown in first person, it isn't drawn. Which is sensible programming. The closest I've managed is to stick the knuckles in the Pip-Boy slot, which of course then leaves the left forearm bare. So that route ended up a dead end.
  12. Switching the knuckles to one of the BodyAddOn (that's what they are named, by the way) slots did advance things in that they now show up as I was hoping in third person view, but it doesn't show up in first person. I will experiment further.
  13. I'm trying to make the knuckle weapons appear so they do not include the bared right hand. I tried searching the forums and found an earlier thread about it here: https://forums.nexusmods.com/index.php?/topic/5416155-i-would-like-to-have-the-knuckle-weapons-be-worn-over-the-armor/ I tried following the suggestions in the reply. Unselecting the right hand from the armor list does leave the right hand as is, but also makes the knuckles not appear when equipped. Next I tried setting the knuckles to not use the armor list, and point the weapon to use the model directly. That also has the same effect. Any further suggestions with what might help?
  14. Ah, that seems to be the one setting I missed when following the instructions. The node structure still splits right afterwards to BSXFlag and NiNode that contains everything else about the mesh.
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