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darkmyth78

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Everything posted by darkmyth78

  1. I'm sorry the defense that the name scrolls could cause confusion, is kinda stupid. I love Bethesda games, but seriously, do a google search for the word scrolls, and I think that they are gonna have to do a lot more suing.
  2. http://forums.steampowered.com/forums/showthread.php?t=2009270 found an answer finally
  3. Ok I've searched and searched for an anwser, so how do I revert back to 1.2. Ive completely uninstalled the game, and downloaded 1.1 and 1.2, but neither will run, gives an error about install path. I refuse to run 1.3 the way they fixed the aspect ratio makes the game unplayable for me.
  4. I never saw what the big deal was, I actually enjoyed the original widescreen aspect ratio of the game, now with patch 1.3, it doesnt look right and it seems kinda squashed. is there a way to revert back to the original aspect ratio? besides rolling back to patch 1.2.
  5. Thank you once again Quetzlsacatanango, that was exactly what I was looking for.
  6. I know the basic controls, what I'm referring to is take for instance, I drop a new container in a house, and the house uses fx fog. When the container enters the fog, I lose the ability to manipulate the container, because every time I try to click on it, I instead click the fog.
  7. I've never really messed around to much with interiors in GECK, so I decided to give it a try. I ran into a problem, and I've tried searching how to get around it, but either I can't figure out how to word it right for Google to find, or there isn't an easy way to do it. The problem is this, when I try to place objects in an interior, I lose the ability to easily manipulate the object, due to things getting in the way, such as weather fx, or light fx. Is there a way to lock on to an object so I don't lose it if I'm not clicking on it, or is there a way to stop the fx from interfering with me. Sorry if I am still not making myself clear, I will be happy to try and explain more if I need to.
  8. somehow this posted in the wrong area, I will post it in the correct area, hopefully someone will delete this.
  9. I've never really messed around to much with interiors in GECK, so I decided to give it a try. I ran into a problem, and I've tried searching how to get around it, but either I can't figure out how to word it right for Google to find, or there isn't an easy way to do it. The problem is this, when I try to place objects in an interior, I lose the ability to easily manipulate the object, due to things getting in the way, such as weather fx, or light fx. Is there a way to lock on to an object so I don't lose it if I'm not clicking on it, or is there a way to stop the fx from interfering with me. Sorry if I am still not making myself clear, I will be happy to try and explain more if I need to.
  10. If I understand what your asking correctly, your having a problem with the skin texture not matching up with the actual skin of the character, if so go to this link http://wiki.tesnexus.com/index.php/Creating_armor_mashups_for_fallout and then go to # 10, it tells you exactly what to do to fix that.
  11. I want to thank everyone that pitched in with any help, especially you Quetzlsacatanango. I got it to work finally, the only question I have is about destruction of limbs. The limbs on the new armor destroy like any other, with the exception of the bloody stumps. I can see the gore from the body in there, but the armor isn't stained on the ends correctly. The one in the middle is my new armor, and the leg ends look clean instead of all bloody like the other two. Any suggestions as to why this is like that?
  12. Ok tried somthing, I did it to all the armor bits, un checked everything except the shadow_map and sf_window_environment_mapping options. armor now shows up in geck, but it's all black. on a side note, if I only enable Shadow_Map and not sf_window_enviroment_mapping the texture shows up in geck.
  13. question on this part: 10) Open in nifskope, select the body portion and change the shader to shader_skin. Make sure shader flags shadow_map and sf_window_environment_mapping are checked. To find the shader info, expand the nitrishape/nitristrip, and highilght BSSHaderPPLightingProperty In the block details, you will see shader_type and shader_flags. Using your tutorial I can make it to here, had an issue at first where i was using A to select all for when I imported the skeleton, fixed that by going into select by type and selecting mesh only. The problem I am running into, is when you refer to body parts, are you refering to the actual body, as in torso and arms, or the armor? Also there are other shader flags checked, do I need to uncheck those? They are Unkown 31, sf empty, and sf zbuffer test.
  14. Ok I decided to delve into custom armor. I found several tutorials on blender and nifscope, and followed them to a letter. I am attempting to take the merc grunt legs and put them in place of the legs for the NCR armor. In blender I removed only the pieces of the armor I didn't want to show, nothing else. I exported using the fallout 3 settings, I didn't change any other settings. apparently if i use the default oblivion setting i get an error when trying to paste branches. I then copy branch and paste it onto the new armor, no hiccups at all. Everything goes smoothly in blender and looks good in nifscope, and as far as I can tell I've done everything I'm supposed to. the problem arises when I try to input it into geck, what I've added doesn't show up at all. any suggestions or help would be helpful. I can e-mail the nif I have so far, if someone with more experience wants to look at it and see what I've done.
  15. One of the things I enjoyed from FO3 was the collection agent quests, the one for the Outcasts turning in tech, and scrap metal, the one for the BOS turning in pre-war books, and even the one where you turned in cameras. Wondering if anyone would be willing to try put them in game here, doesn't have to be the same quests, but it was nice to have a way to get cash, ammo and meds by turning in stuff.
  16. here is a pic of what im talking about, its supposed to be the same color as regular power armor, but as you can see right hand is dark glossy, and left hand is almost white glossy, im at a loss here, lol
  17. hmmm still not working, set all glossiness to 0 and when i open it up in geck it still looks like its made of chrome plated glass with a spot light on it, lol
  18. Simple problem, that is stumping me. Currently re-skinning a glove mesh for a mod, problem I'm having is the in the G.E.C.K the mesh is extremely glossy, what setting would I have to modify in Nifscope to remove this effect?
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