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Everything posted by DizzasterJuice
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I've never tried NCCS but I'm told it's pretty easy to use for entry level companion creation. http://newvegas.nexusmods.com/mods/38059
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You have to replace it...I've tried numerous times to repair them with no sucess. It only takes a few seconds to copy and paste a new branch from a working nif. Make sure you select the options "remove branch", "copy branch", and "paste branch" and not "remove", "copy" and "paste". If you want you can post the mesh here and I'll take a look at it.
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Problem with bone weight copying
DizzasterJuice replied to Chinkin's topic in Fallout New Vegas's Mod Troubleshooting
Sorry I don't know blender but in 3ds max you would un-check "Always Deforms" under advanced tab in skin modifier. Maybe it's similar in blender. Also you can try opening it in nifskope and right click the node, then Transform>Apply. -
"I cannot seem to import/export .nif files through my 3ds max 2012 without it becoming invisible to the Geck." Your original comment didn't mention exporting from max. Max 2012 DOES NOT export the BSShaderPPLighting correctly. Paste one from any vanilla object then correct the file paths. I would also re-name the textures from skull - uvw texted.dds to skull_uvw_texted.dds. Spaces and hyphens may be invalid characters? Not sure on that because I've never seen it named like you have it before. Export settings: Under Export: Uncheck all unless your static model has a collision to export, if so check "Collision" Under Mesh: Check "Generate Strips" for NiTriStrips, uncheck for NiTriShapes. Also check flatten hierarchy, update tangent space, collapse transforms, zero transforms Under Skin Modifier Leave the first 2 checked and check "Remove Extra Bones" if working with rigged object. Check "Generate Partition Strips" for NiTriStrips and uncheck for NiTriShapes. Under Animation NIF w/o Animation Check "Transforms" Priority 0.0 Typical export settings for NiTriShapes: http://forums.nexusmods.com/index.php?app=core&module=attach§ion=attach&attach_rel_module=post&attach_id=19121
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LE Looking for advice: Invisible Arms!
DizzasterJuice replied to Yorkie77's topic in Skyrim's Mod Ideas
Armor and body is contained together in the same nif file. So you have to make a new custom armor for your NPC, do not replace the original ebony armor. I removed the arms from the 1.nif only, so that means you have to set your NPC's weight to 100% or else it will look all whacky. To remove the gloves you just attach an alpha property to the glove mesh node and in photoshop or gimp make the alpha channel black. Also if you include a copy of the 0.nif you can make his arms re-appear by setting the NPC's weight to 0%. You could also script it where he originally has arms then by script set his weight to 100% and his arms disappear. -
LE Looking for advice: Invisible Arms!
DizzasterJuice replied to Yorkie77's topic in Skyrim's Mod Ideas
"It's just a flesh wound" lmao...love that movie. Yes this would be pretty easy to make in max or blender. If you want you can post the armor nif here and I can do it or if the file is too large to post then shoot me a message. Or if it's a standard vanilla armor that you want to "de-arm" just let me know which one. -
Does it need bones?
DizzasterJuice replied to scotty94's topic in Fallout New Vegas's Mod Troubleshooting
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Does it need bones?
DizzasterJuice replied to scotty94's topic in Fallout New Vegas's Mod Troubleshooting
I didn't test this. I just copy and pasted the skin modifier from the wristband to the stealthboy so assuming the skin modifier from the wristband was correct then this should work fine. Let me know if it doesn't and I'll use a working skin. -
Does it need bones?
DizzasterJuice replied to scotty94's topic in Fallout New Vegas's Mod Troubleshooting
upload the nif here if it's small enough and I'll skin it for you. (My Media button) -
3ds max does not export the BSLightingShaderProperty correctly. You'll have to copy and paste one from a vanilla mesh.
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There's roommarkers in the way. Go to View>Show/Hide and check the box "Collision Objects" then you can move them out of the way temporarily or to fix it permenantly, disable roommarkers and portals in your .ini. What you have to do is find your GECKCustom.ini and change bUseMultibounds=1 to bUseMultibounds=0
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Problem with body mods
DizzasterJuice replied to GenericBadger's topic in Fallout New Vegas's Mod Troubleshooting
Try toggle Archive Invalidation off then back on again on your mod manager. Also make sure your texture paths are correct. What this is a type 3 body mesh that's using a vanilla body texture...so it's not finding your new body texture files. -
Delete vertices without losing texture
DizzasterJuice replied to Chinkin's topic in Fallout New Vegas's Mod Troubleshooting
I've never used blender but in 3ds max whenever I export a nif I usually have to replace the BSShaderPPLightingProperty in nifskope anyway. Just open the original body and copy and paste the node over. Also, did you make a new BSSkinDismemberment before you exported it? These can't be copy and pasted over, they have to be re-made every time you make any changes to the verts. If you used any modifier to reduce polys in the mesh, such as ProOptimizer (max), you'll have to make a new unwrapUVW. -
You'd have to change it in 3ds max or belnder. You could also simulate a longer flyover the way they made the bombing run on the damn, by resizing the plane. In ARES Project there are 2 flyover animations I made that might work for you, one is an F-80 bombing run on Hoover Damn and the other is an F-80 straffing run. This is the bombing run -
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Type 3 body replacer head color problems
DizzasterJuice replied to Illias7's topic in Fallout New Vegas's Mod Troubleshooting
Go into your New vegas folder Program Files - Steam - Steam Apps - Common - Fallout new vegas Look for a file called Fallout_Default Under STestFile1=FalloutNV.esm Type in this line and save bLoadFaceGenHeadEGTFiles=1 -
Dialouge item check
DizzasterJuice replied to Windwhistle's topic in Fallout New Vegas's Mod Troubleshooting
This would be the result script in the topic. Additionally you'd want to put a GetItemCount condition in the repair dialogue so it won't come up unless the player has that item. If Player.GetItemCount ObjectID != 0 Player.RemoveItem ObjectID 1 Player.AddItem NewObjectID 1 EndIf -
Can you post the script? Exteriors are handled differently than interior cells.
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Sideways pipboy...
DizzasterJuice replied to Darearkin's topic in Fallout New Vegas's Mod Troubleshooting
I know there was a problem like that with the Pimpboy 3 billion but only on console games. Not sure what's causing it but maybe try a readius instead? http://newvegas.nexusmods.com/mods/36646