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Larko84

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Everything posted by Larko84

  1. As the title says I'm having this issue while trying to import niff to 3ds max They are untouched vanilla meshes from the interior folder, bricks, concrete etc. Can anyone help?
  2. What's up guys. I'm looking to actually see these type of projectiles work as they do in the game. Nifskope will play the sequence but I can't see anything? How can I achieve this. Can they be played in 3ds max or something?
  3. I've tried this myself many times but when the blade is attached at the proper angle it just flips back 90 degrees in game. I came to the conclusion that it's the way "the shredder" is animated.
  4. Light source - FXGreenMist [LIGH:000A87DE] ?
  5. You should be a able to change it in the projectile tile tab. https://www.creationkit.com/index.php?title=Projectile Looking at the nif, i think you might need to change this file - textures\effects\gradients\WepLaserRedSparks01.dds to your colour.
  6. Can you explain how you moved it via the NiNode GamebryoController? Noob here looking into something similar.
  7. I'm currently trying out a melee weapon that using the power-fist as the main animation but i'm trying to use the shishkebab animation effects along with it. The flames effects within the nicontrollermanager. First I tried the simplest way first (I thought) by pasting over the shiskebabs trishape with mine so not to disrupt anything in the nif. Works in niskope but the animation (flames) are completely static in-game. No idea why as I just changed the trishape and nothing else. Secondly I went the very long way and added everything from the shishkebab nicontrollermanager manually one by one, no copying and pasting, into the existing power fist nicontrollermanager, including stages. It works in nifskope fine and I've looked through the nif several times correcting stuff but i'm at a dead end now and it just crashes instantly when i try to select it from my inventory. Any ideas what might be wrong, am I overlooking something? Any help appreciated.
  8. You could have a go a this tutorial, I'm going to guess and think you want different colours. You don't have to use the grayscale option just mask your bits and paint in what you want to glow with whatever colour. I'm 100 as I've not done it myself yet.
  9. "BSEffectShaderProperty" Ok so i've applied a tesla effect like the robots and PA to a part of my weapon. Everything looks good in nifskope, works accordingly but ingame this happens... http://imgur.com/9AZndrC Can't figure it out myself, anyone?
  10. Check out "Razorwire's Workshop" on youtube. Very well explained tutorials on nifskope animation.
  11. Yes, after further investigation I found that the connection points have a say in this, 3 are for Flash and the other was for P-Barrell, to stop the barrel showing up in game i changed it to P-Muzzle. I can change the pivot to the angle I want but It still spins round in it's normal state. It won't rotate @ the Y axis even when the values are changed...??
  12. Odd question maybe but i need to know for a possible mod i'm trying to make....Can a weapon's firing angle be rotated on the y axis so it appears to fire towards the ground say at a 45 degree angle. The minigun shredder in particular. I've tried the projectile node, weapon bolt node and even the whole node itself to no avail. Only result i got was the inventory image but it still points forward in game. Is it baked in for animation?
  13. I'm trying to change the texture of a wall to a green color. The way I'm doing this is by: Extracting a material file that applies to that wall. Loading the textures in photoshop to make changes/or replacing the one i need to. Saving/renaming. In the Material Editor open the original bgsm, replaced the textures with my own new textures. Save/Renaming Now ingame when I apply my new material it just won't show up. I've done this method to make new diner floor tiles bgsm file which worked ok but can't figure out why it won't work now. All file paths are good. Can someone please help me with this? Fairly new to modding...Wrecking my head as I got it to work already and now It's not.
  14. I'm having an issue with an activator I'm using for candlelight to turn/off. I have it all set up with a script with no errors. In game nothing happens, just says "Activate". I added activation sound to it to check it and the sound works but not the light. It's giving me this warning also: REFR 'UnlitCandle' (0206EBB8) Ref (0206EBB8) to base object CandleLightActivator (0206EBB7) in cell PlayerChurchMod (0, 0) (02000F9A) should be persistent but is not. Any help would be appreciated. (New to modding) :)
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