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SammyPeer

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Everything posted by SammyPeer

  1. Very nice, AngelWilly, I have just now got my dice into the game and found it where I spawned it in Akila City. Sadly no working physics yet, but that is my next task. Thanks to you and fo76utils for your assistance. Without which I would still be floundering. So I made the model and textured it in Blender 3.6 then changed settings and exported with this plugin from Sesame Paste on Nexusmods site. Altered the .nif with a NifSkope version from Deveris256 on Github. I also had to change the material (.mat) file with Starfield Creation Kit using AngelWilly's instructions from this forum post. The result is seen in the attached picture. A big ole dice with no physics or collision sitting in mid air in the Universe Sanctorum. Thanks again, Sam
  2. Well now I feel a little silly paying for the Microsoft Store version.
  3. I think I saw a similar post on Reddit but I can't find it now. The settings for dds files I have seen work successfully come from paint.net. BC7, SRGB, etc. I tried using the GIMP dds plugin to no avail. Had to spend the $15 AUD to get paint.net. If someone else has a workaround I'd be happy to see it.
  4. AngelWilly, did you figure out how to get past this? From your post on another thread I assume you did as you have it working. For others, can you explain what you did? Was it placing the unpacked .ba2 files in a directory other than the Data folder in Starfield?
  5. That is great AngelWilly. Did you happen to use a custom mesh or texture? I have been struggling to get either into the game, even with the Starfield Geometry Bridge plugin for Blender and the Material Export Mod linked above. If you could give a more detailed explanation I would appreciate it a lot.
  6. Thanks fo76utils. That plugin for Blender seems to work as intended. Now I just have to figure out how to get my custom texture onto my dice. I have been trying to use this mod to manage my materials but so far no luck: https://www.nexusmods.com/starfield/mods/7830
  7. Hi All, I have been trying to make a very simple custom object for Starfield (just a dice, which happens to be a textured version of the default cube Blender starts with). As a kind of test to see if I can get it working. I am having difficulty getting my mesh into a format that Starfield accepts. My workflow so far is: To create the .nif Install Blender 2.83 Open Blender 2.83, get rid of splash screen Install Add-on to Blender: Import/Export NetImmerse/Gamebryo format support Delete light and camera Add texture to the dice/cube (add a vertex colour to the cube) for some reason the Import/Export addon requires this Set scene details for Nif Version Info to Fallout 76 then manually change the 'User Version' and 'User Version 2' variables to 11. Export as 'cube.nif' To alter the nif I am using NifSkope 2.0 dev 9 Open cube.nif The shape of the cube now appears in NifSkope but it is represented as a NiTriShape All the models I have looked at thus far in NifSkope for Starfield seem to use BSGeometry meshes to display shape information but I see no way to convert a NiTriShape to BSGeometry mesh. Any help would be graetly appreciated. Thanks in advance. Sam
  8. I would be happy to get my exterior cell design hat on for something like this. But aside from you @@pra the only recent attendees of this thread have been here to throw stones across the ditch (which I am all for, but it doesn't get mods made).
  9. Is this something like what you are wanting? https://drive.google.com/open?id=0B440BawWHJHZRXloTGt2cXFLcFk If it is I can make a mod for it, or if you want changes to this I can do that too It didn't take me long to do this, and I haven't made a mod in years. Just getting back into it now. Anyway, let me know if this is what you want, or if you would like it tweaked. Cheers, SammyPeer
  10. If you provide textures and materials I will give it a go and get back to you with results, ya?
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