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Nutulator

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Everything posted by Nutulator

  1. Export the mesh as an OBJ in Outfit Studio and the scale will be the same, if you use NifSkope it'll export it with a 10 times larger scale than it actually is. You can then just select the object in Blender and type in S and then 0.10 to bring it down to it's original size. Both have their advantages--with NifSkope you can export a lot of objects from within a NIF as a single OBJ while Outfit Studio exports individual OBJ files for every object. When importing meshes be sure the OBJ import settings are correct with Forward: Y Forward and Up: Z Up. Otherwise you'll have to rotate them by yourself and it's just another unnecessary step. Other than that you don't need to make any other setting changes. Those bone weight that come with the object and are part of the animations I believe. Outfit Studio applies it's own bone weights if you export a NIF from it the first time around. NIFs for some reason also cause a lot of double geometry, so when you've got the tool chest in Blender, go into edit mode, select all the vertices, press W and select Remove Doubles. It'll be easier to work with them gone. When you want to bring the object back into a NIF you can do the following. (This has worked for just objects but I haven't tested it out with animations.) Export it as a OBJ from Blender. Open it in Outfit Studio, apply the material path, and export as NIF. Go into NifSkope and delete all the body bone weights--right click on BSSkin::Instance, Block > Remove Branch. Save. Open two windows of NifSkope now, one for your edited object and the other with the vanilla tool chest and all it's properties. Copy BSXFlags, NiControllerManager, and NiNode which has bhkNPCollisionObject, over into your new object. Now do some clean up under Block Details so everything is linked to the correct thing. Note how bhkNPCollisionObject's data has [15] bhkPhysicsSystem linked to it. The number is what's important, if one block is not under another editing values like these fixes the hierarchy.Depending on how you're adding the geometry you might need to create new collisions. And you're going to need 3DS Max for that or at least it's trial version. Good luck!
  2. You can export all your outfit parts as OBJs and then open them in OS--OBJs should have no issues. You will have to reapply/copy all the bone weights and fill in the material pathes again.
  3. Thanks! Found a number of things which could be related to that.
  4. Hey guys, how would you change the the kill move chance to 100%--everytime you press ALT near an NPC it goes into one of those animations? The global value "KillMove" does nothing and when I tried changing the attack chance in attack data in the human race it would not go above 1. Ramming up the Strength in game does work but I'd rather leave that alone. Any idea on what other things I can try? Thanks.
  5. Hey, for some custom scripts to work do I need to pack in the PSC scripts which are under Source as well or will just the PEX do fine? Thanks.
  6. Now I'm hungry for cake. Great. The Witcher 3 has a lot of things which you've mentioned, they complemented the set dressing quite well. They could have added more in FO4; candy in the jack-o-lanterns would have tied in well.
  7. The flare which calls the artillery is tied to the quest Min03. You'll have to see how the script in it is working.
  8. Why are there duplicates? No wonder the size is so damn huge.
  9. It's going to be a big hassle and not worth it--in my opinion at least. How big are the changes you have in mind? Changing quests will most likely require scripting--coding in Papyrus. How all the Quest section works and everything else which revolves around that. It's a ton of things.
  10. You can most definitely do it. It would be a helluva lot of work though.
  11. Double the RAM? 16GB is quite enough. The thing which you can upgrade is the GPU. You still might get framerate drops in the city though because of bad optimizing. Getting a more powerful GPU isn't going to fix that.
  12. You're welcome. I brought them in but copying them from another vanilla object which had them. Just copy the whole branch.
  13. It's a certain snap-point called P-WS-Sinkmax along the Z axis. Where ever it is on that axis is the point until which the object can sink. So if you want an object to sink a lot you would keep the snap-point pretty high.
  14. What the hell. And I thought the Witcher 3's size was big.
  15. CoH. I'm already having flashbacks of Panzer Elite infantry and Panther spams. Those MG nests were pretty cool, and something to cover turrets would be nice, I'll look into it.
  16. I'll experiment and see what works. Great, I'll PM it to you.
  17. Hey everyone, I'm working on a fortification mod for Fallout 4 and was wondering if anyone would like to join in and help with it. If you would like to help you could add collisions for all the objects. Here is what I have so far; I have a number of more sandbag fortifications planned like gun pits, simple high sandbag walls, and some other different things. If you're interested leave a comment or PM me. Thanks.
  18. Hmmm. Purple means the textures aren't loading. One thing you can see is if the path slashes are leaning to the left and not the right. Example: I remember I had a similar problem sometime back. The textures would show up fine in OS but not in the game. Problem was the I was using a URI ("/") instead of a "\" which is for Windows path files.
  19. If I were to do it I'd export the 3D mesh as an OBJ, open it in Outfit Studio or NifSkope--apply the materials, export it as a nif, and then plug it in the CK.
  20. Uh oh. You can't make new cloth physics for clothes. The program used for that is by Havok so Bethesda isn't going to release a third parties program and it's related tools/plugins. As a result you're left with either copying from vanilla clothing items which have physics or no physics at all, unfortunately.
  21. You're on the right track. Since both those "outfits" use the same model you can just make the model from that mod unique--basically make a new outfit. In the CK (don't know how it is in FO4Edit) you can duplicate the "Armor" and "ArmorAddon" for it and then plug in that mesh's nif. The GO file doesn't have to be changed--that's just the model which shows the folded up outfit in a preview or when you've dropped it.
  22. Ah, there you go. You need to choose the origin point. Instead of using the Load Reference feature, load the outfit and then make the object you want to copy weights from the reference. Apparently loading them in as references doesn't load the bone weights properly.
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