Jump to content
⚠ Known Issue: Media on User Profiles ×

mireazma

Members
  • Posts

    9
  • Joined

  • Last visited

Everything posted by mireazma

  1. Thank you for replying. Initially it didn't occur to me there would be extra messing with the exported nif. I thought what goes in must go out :smile: I followed the tutorial here: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout._Part_2 I didn't know the parameters in Blender used for exporting the nif (they are not specified in the tut) and I chose Collision>Creature and Cloth. it turns out the shader for the outfit must NOT be shadowmap as stated in the tut, this is exactly what turns the outfit invisible. Have you or anybody else ever encountered problems with newer Blender versions? The new one has so many good features, I mean the interface. Now I got to the point where the exact copy of the outfit is finally displayed ingame but looks different. Well technically not exact copy apparently, but they both have the same shaders, same texture paths, same material values in NifSkope. In fact the outfit is a branch copy/paste. Any ideas? original copy
  2. What tools do you guys use for editing outfits? The latest tolls I could find are: Blender 2.49b with python 2.6.2 as instructed by http://www.tesnexus.com/downloads/file.php?id=12248. I tried to just import meshes\armor\1950stylecasual02\outfitf.nif and export it without touching it. I used defaults both on importing and exporting. Result? invisible body. The original outfitf.nif is visible. It just loses visibility when imported-exported.
  3. Hello. I'm a modding beginner and I want to change the raider head but I can't, it simply won't show up ingame. I have invalidation invalidated so no problem from this side. Besides headhuman shows up just fine when put in "textures\characters\female" but not in "textures\characters\raiderfemale". I know because I have a dead raider female and her face is unchanged. The dead raider female body texture also updates fine (handfemale.dds and upperbodyfemale.dds), it's just the head that won't update. Am I missing something?
  4. I like Willow very much -- she almost add a new dimension to FNV. Everything about her voice acting and other stuff just feels intimately blended with wasteland. I can't believe somebody put that effort and it's quality time and skill in it. There were some times when I couldn't tell if the situations, characters, items etc are vanilla or added by Willow mod. I liked that a lot. I have the feeling that she didn't make it all by herself but that's OK, by all means. 1. As for the downsides to match, I wish she wasn't that *coughs* easy. I'm aware that, unlike narrow-minded ppl with old preconceptions like me, ppl has this "openness", more like a "freedom" sense and tend to express feelings by... physical means more than in other ways but I personally prefer delicate and not-so-bold women. 2. J.T. and other few things made the game too easy, I had to reduce Willow's and J.T. health and skills. As an off-topic, it would be not only fair but also more enjoyable if modders would keep things in balance by also decreasing other stats or something, so if a player uses the mod they couldn't get an upper hand or cheat in finishing the game earlier or you know what I mean. All in all, I like playing with Willow so many tens of times more than with other companions and if there were a poll for llama to get officially involved in next Fallout series, I'd definitely vote for.
  5. Hello, folks. Inventory management has always been a drag, boring and time consuming in Fallout NV (can I hear an "Amen"? :tongue:) I've been using inventory mods and I can tell they are of a great help, especially sorter-kind and iAssist. What I especially like to iAssist is those ammo and craft containers which set iAssist apart from other inventory mods. Before I propose what I would like as a mod, I'm asking you what do you do when you have your inventory configuration carefully set up to a minimum of required items and their quantities, and you loot some enemies or containers. Once I loot them all that carefully "sculpted" setup is totally messed up. So it takes some good minutes to set up and only a second to mess up. One might argue that you go on looting several containers before re-set up. But still, they don't balance out. From what I saw iAssist has a solution with saving the inventory and only taking/storing the "extra"-setup items. Let's say you loot a dead enemy. What do you do with the extra stuff remaining at the enemy, after you replenished the setup? This is a little fuzzy for me. The mod I'd like to use is a simple container just like one of those iAssist's, which you can carry (along with its stuff within) and transfer the goods from/to it directly to/from another container, without passing through your inventory. I guess this is the most difficult part: "directly". You would put items from a crate, body, whatever into the said container, then take the container into your inventory. This way you keep your usable inventory setup and your looting as 2 separate things and you don't waste any time at all with setups. You then go home and unload your container to your precious stash. What do you say? EDIT: I should have posted a new reply or at least be able to edit the thread title so users are aware of modifications to the thread but I haven't so not to be considered a bump. Ok, instead of the extra container I mentioned above, there's a more simple and at the same time a more effective way to easily transfer items between any 2 world containers without touching the carefully set up inventory; moreover you can loot items without touching your inventory. It hit me while playing with Willow companion who has a separate inventory interface, not backed up by a physical crate which you could drop/pick, but just the transfer interface - the player's items which are not to be touched by Willow. So yes, this is the solution! Make a new interface (cache) having the capacity of the remaining free capacity of normal inventory and give the player the choice where to put the items: normal inventory or the "cache". Tada! I just hope you guys at least see and read this...
  6. Thank you TommInfinite. I'll have to admit it's so way over my head. I checked the xml menu in Fps Counter and I saw it's only a reference to the actual commands. Also saw the esp in there and I suppose the whole deal is in the esp. To see inside the esp I downloaded GECK and tried to open it, I set the esp active but got stuck at this point. I don't know where to look for the FPS onscreen display, as GECK shows the whole FalloutNV.esp not the isolated FPS counter. Then I tried to follow the tutorials at the GECK main page but those are about adding new places. I feel like having to find the needle in the haystack.
  7. Is there really no one around here who may lend a hand? There really are just a few things that improve Fallout NV experience exponentially. One of them is better awareness. With a simple onscreen value display, gameplay gets so much smoother. In addition, I want to make (or d/l if available) a mod that shows you what you have stockpiled, where that is, all items you placed into containers and the containers' locations, so you won't have to travel to and fro just to remember all your items. Waiting for advices.
  8. Hello, Nexus Community and thank you for all the good mods provided - they make FNV a new game to play. Like pretty much anyone else playing FNV, I have installed dozens of mods. But! I want to make my very first and probably last mod! Not as much out of passion for modding, but I need it. I need the time and inventory weight/capacity displayed onscreen at all times. Where should I start? In my humble and ignorant opinion simply showing up some variables that are already there should be pretty simple. Can somebody guide me, please? EDIT: I also want to change timescale to 20 instead of 30. Maybe execute a console command each time I start playing the game?
×
×
  • Create New...