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Nutulator

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Everything posted by Nutulator

  1. I think you should start off with Outfit Studio like qwertyzeldar mentioned. Mashups aren't too bad and it'll show you the ropes. Some mashups will require mesh editing which you can do in Blender and you'll get familiar with the exporting, importing, setting up materials, texture paths, file structure, the Creation Kit and its annoyances, etc etc. It's actually how I started off modding.
  2. So basically there are two animations on an object and I want to toggle between them through an activator. The animation is of the object moving and the other is a stop animation. So when the moving animation is working and I select the object I want the stop animation to play and when I select it again I want the moving animation to play. How will the script to do this look like? I guessing I'm going to have to use some booleans and whatnot but I don't know how to start it off. Both are gamebryo animations and I'm using the Self.PlayGamebryoAnimation(AnimName, abStartOver = True) line to call them with AnimName being a String Property. Thanks.
  3. I'll just leave this here.... https://www.nexusmods.com/fallout4/mods/29672
  4. Hey guys, got a problem which I can't figure out. I'm adding bone weights to some meshes but they're coming out corrupted--as in completely out of shape. This just randomly started happening recently. I thought maybe it was a bug with Outfit Studio so I updated to the latest version but it's still happening. Any ideas on how to solve this? The mesh appears fine in OS but in NifSkope and in-game it's like this. Maybe it's the bone weights but I've never seen them do something this crazy. Thanks.
  5. As far as I know normal textures are all that work. I've looked at many vanilla ground textures and they're all running normal maps.
  6. You're a magician. Works like a charm. See, the thing I was doing was finding the errors and if I couldn't fix them by doing very minor things I'd just delete them and yea.... then you have even more errors. All I can do related to scripts is butcher them, and quite well actually. Thanks a lot!
  7. Thanks for the reply. That actually did work but now there are a ton of other errors, looks like the script might have to be rebuilt and I can't do that. Would it be possible to write a small, separate script which hooks onto the Angry Artillery script and runs when a certain thing takes place? It's a simple thing I want to run--PlayGamebryoAnimation. I know the settings for that and it just needs to run after Self.PlaceAtNode("ProjectileNode", MinArtilleryMuzzleFlash).
  8. Hey guys, got a compiler error. I'm trying to add a line or two to to the Angry Artillery script but I get the error: ArtilleryReferenceScript.psc(22,16): no viable alternative at input '\\r\\n' How can I fix this? The script:
  9. Hey guys, got an animation problem. The howitzer I've been working on has been animated but it's not triggering in-game. It's a simple animation where the barrel recoils. Would something like this need an actual hkx animation file attached to a BSBehaviorGraphExtraData node? I've seen those in the vanilla mortar and flag but not in others like the large tool box. I'm replacing the mortar with this so it needs to be triggered by the script--the node setup is pretty much identical though. The animation also shows up in the CK when you preview the object and it's a Gamebryo animation. Any ideas? Almost forgot to mention, the barrel sometimes just... fall. I load the save and the barrels are just... on the ground. Oh modding....
  10. You have to transform GamebryoController instead of ProjectileNode. Only move ProjectileNode if you want it to move on the local axis.
  11. Hey, I'm making an artillery piece and I'm trying to piggyback off of the vanilla artillery mortar... thing is the angle of the barrels is slightly different so the shell coming out looks strange. What determines the angle of the projectile coming out? I've checked the projectile files and there doesn't seem to be anything, all I found was ProjectileNode in the nif but that only sets where the projectile spawns. Even in the scripts I've found nothing. Any guesses? Ahh nevermind, I figured it out. It was ProjectileNode but I had to move it through NiNode GamebryoController instead of it directly.
  12. Keywords. With linings its Mod Association keywords, Object Mods are attached to these keywords and it's these Object Mods which apply effects like radiation resistance. Not sure about colors, but it might be it's using the color patellae texture in some OMs since I see in the material OMs "fColorRemappingIndex."
  13. Very nice! I've never been able to use WotC because of the DLC requirements and I'm glad to hear they'll be non-DLC variants. In the vanilla game they're not enough enemies in the wasteland to have firefights with. Even lower spawn times don't help that much. Good luck with the mod!
  14. Looks like something is wrong with the UV map. You might have accidentally unwrapped it and now the whole scale is off. Trying importing and exporting your object without editing it at all and see if this happens again.
  15. Make sure you're using the newest versions for both OS and Nifskope. Nifskope is tricky, if you have a previous version of it, save a NIF with it and then try to open it with another version of the program it won't open. I'm using version 1.1.3. Without the BGSM file which holds all the texture paths your object will just be bright pink in-game with nothing on them. Material Editor is what you'll need to edit them. Make sure the slashes are backslashes like this otherwise the textures will show in OS, Nifskope, and the CK but not in-game. If your model came with textures they'll need to be in DDS format and you'll link them in your BGSM file. Good luck!
  16. You need to export as OBJ, bring into Outfit Studio and save as NIF, cleanup in NifSkope and save. I don't know what type of object it is but if it's a world object (e.g. chair) you'll need to make the collisions in 3DS Max or just copy them from a vanilla object. 1. You'll need to first bring the object into NIF format, export the object in OBJ format, open it in Outfit Studio, OS will be used as a medium to convert it into NIF file, after importing it save it as a NIF. 2. Open the NIF in NifSkope and clean it of all the useless body weights which were applied by OS and which will crash the game if they're not removed. Use the Remove Branch option and delete all the BSSkin::Instance and also right click in the 3D window > Optimize > Remove Bogus Nodes and Remove Unused Strings. 3. Open the NIF again in OS and type in the material BGSM file path. When saving it'll say you have no weights applied or something but just press okay and it'll save. OS only applies the body weights the first time you import the OBJ and save it as a NIF.
  17. Don't know, you're going to have to try it and see. I haven't made collisions myself, just know you need 3DS MAX, preferably 2013.
  18. Blender won't work. You need 3DS Max 2013 to run with the Bethesda plugin, the alternative would be to reuse collisions from other meshes. Haven't modded New Vegas so I can't say.
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