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DizzasterJuice

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Posts posted by DizzasterJuice

  1. Fallout 4 will be using the next generation of the Creation engine that was used in Skyrim, not the Gamebryo engine that was used in FO3 and FNV.

    So the next GECK will be similar to the Creation Kit from Skyrim, hopefully with the improvements you mentioned.

  2. Gah! I just realized that the backpack is fitted by an egm file so it has to be rigged. Normally that would take me 5 minutes to do in Max but there's a problem. Recently I was forced to upgrade to 3ds Max 2015 by my Autodesk contract and the problem is that niftools do not work in the new version.

    I think devinpatterson uses Blender, which still works, so looks like you'll have to wait on him.

    Sorry 'bout that.

  3. basicly what I am trying to do rigg the body I made to work with the Compatability Skeleton - BnB BodyExtender FAFF NVG and eport it for game use.

    Crashing usually means the skin modifier is screwed up but I couldn't tell you exactly what is messed up without looking at it.

     

    But if all you're trying to do is BnB, it's pretty easy.

    Import your body with the BnB skeleton. Make sure the skeleton is located in the same place as the file you are opening.

    Import/merge the BnB body.

    Select the BnB body and select the skin modifier. Right click and copy then select the new body, right click and paste the new skin modifier. Do not paste as instance.

    On top of the stack you have to build a new skindismember. The dismember never copies and pastes so you have to build a new one every time.

    Then export. (do NOT collapse the stack)

    PM me if you need help or need me to do it. It takes me just a few minutes to add BnB to something so I don't mind.

  4.  

    Hotkey

     

    Function

     

    A

     

    Toggle global lighting on and off.

     

    M

     

    Toggle editor markers.

     

    S

     

    (held) Resize light radius.

     

    L

     

    Toggle light radius markers.

     

  5. Texture packs, lighting changes, etc. can lower your mod limit considerably. I've heard that some people can't run over 100 while some others can run 150+.

    Here's a good test. Go to Quarry Junction and if the ground starts changing textures then that's it. Quarry Junction usually goes first, possibly because of the blowing sand effects there.

    If it was just a few items from one mod that did it then I'd say that it could be bad texture paths, but what you're describing sounds like a lot of different random items? It's possible but not very likely that so many different items have the wrong texture path. It's more likely that you're running too many mods and you need to eliminate or merge some mods and it will correct the problem.

     

    You can also try backing up your data folder first then run Optimizer Textures: http://www.nexusmods.com/newvegas/mods/46074/

  6. The biggest reason that a mesh won't show in GECK is Max doesn't export the texture nodes correctly so the easiest way to fix it is replace it in nifskope. Just copy-branch/paste-branch from any similar nif and change texture paths.

    Also, the export settings are slightly different for nitristrips (statics) than it is for shapes (armor).

    I did a tutorial somewhere. I'll see if I can find it.

  7. You can actually post the nif here as an attachment if it's not too large. I think there is a size limit. Once you do that we'll be able to tell you exactly what's wrong with it. If you can't do that, post a screenshot of it in nifskope with all the nodes expanded.

  8. The skeletons and bodies are totally different between the two games. Skyrim uses a 2 part system for the body weight slider which Fallout doesn't have.

    To import them you need to select one or the other of the body1 (light) or body2 (heavy) and replace the skin modifier in 3ds max (or Blender), then you have to build a new dismember modifier, then export.

    In short, it takes some work.

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