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iconoclastts

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  1. It actually just says no mods.. It's also done this with a couple other weapons added from other mods too which is odd, I had never seen that before. I'll keep digging and see what else I can figure out though
  2. So I've gotten everything in the object template for the weapon that needs to be there, and all of the "modcol_" items filled out, every mod has the correct mod association keyword, and attach points all look correct, yet still the item gets crafted with no mods at all Strange because I had gotten this fixed once before and then got it messed up again, and now I can't figure out exactly what I need to do to correct it again. I've tried everything I can think of at this point.
  3. That's what I've been looking into so far, I'm sure I've missed something along the way somehow though. Thanks!
  4. Maybe I'm just being dumb here because I had this working before, and I'm really not sure what I've done to change this, but a weapon I have created will show up in the level lists with no model/attachments, etc. It's totally invisible until I take it to the weapons workbench and craft the receiver, barrel, magazine, etc. I've been up and down the CK so far and can't figure out exactly what I am missing... Any help would be appreciated!!
  5. Yeah I believe that was the case. Also certain textures I had wouldn't load unless I had turned off mipmapping when exporting them to .dds files in GIMP. I'm still playing around with it to see what else I can get to happen though. Thanks!
  6. That might be the issue then. I'll have to look into the sizing some more and see if that's what's causing it as well. Thanks for the advice!
  7. I've been having a little trouble with one model I've been trying to get to load into CK, and I think at this point it might be the textures the material is using that's causing it to stop responding.. Is that something that's normal? I'm only using a diffuse, normal, and specular map but every time I try to load the model in any part of the CK it will just sit there, then eventually give me (not responding) and just sit there until I have to force quit it. Any ideas on this at all perhaps?
  8. I thought I had posted this already but apparently not... So far there is nothing that I can find as far as null data, I could be missing someting though, but everything seems to be in it's place. I'll play around with it some more and see if maybe I can get it to work somehow
  9. No skin data or anything, checking to see about any null information in those items
  10. Yeah I did, and I checked for any skin information. I'm not seeing any now at this point. I just cleaned up some more unused strings and reordered the blocks on it again, testing it now
  11. Actually managed to fix the first one, still trying to fix the second one now.
  12. http://i64.tinypic.com/1zpodph.jpghttp://i68.tinypic.com/fdw0id.jpghttp://i67.tinypic.com/2v0hdao.jpg So far these have been crashing the CK when I use them for anything, the others don't load in game. Not sure what I'm doing wrong but I know there's something I'm doing wrong haha The first one worked fine before I re-worked the mesh some, but it shouldn't really be any different than it was when it sort of worked previously.
  13. Could be the shared strings issue. I'll get some screenshots together in a moment (at work right now but about to leave)
  14. Hey everyone If there are any experienced weapon modders out there who might be willing to help with some .nif issues, I am pretty much stumped at this point. One model crashes CK every time I load it to anything, I cant find a single thing in nifskope that looks wrong, so I really don't even know what else to do at this point. Another one could have something wrong too, CK won't attach 3D to it's grip or magazine models, but again they look fine in nifskope to me, so I'm not sure what I am doing wrong at this point. If you have questions about it let me know, I can also post screenshots or whatever else I need to help
  15. Yeah of course What you need to do first is go into the Sound Descriptor section under Audio in CK, that's where you create the sounds you want for your weapon Then you create keywords for them (ex for Deliverer the sound keyword is s_40_PistolCovert) so yours would be s_40_moddedgunname for the standard firing sound. After that you'll create what's called a keyword link using the sound keyword mapping section. Here you add the keyword you created plus you'll also add the s_10_player keyword for the sound keyword map for your gun. Example (PistolCovertPlayer is the Deliverer's keyword map for it's sound when the player fires it. There are also keywords for NPC PistolCovertNPC and for suppresor fire too PistolCovertSilencedPlayer) - for suppressed weapons you'd actually use the keyword s_20_moddedgunnamesuppressed or something similar. One good way to get an idea of the road map, load up a custom weapon in the ck, check out all of it's associated keywords, etc. this really helps to figure out what's going on there I hope this was clear but if anyone has any questions you can always PM me and I'll do my best to explain it better.
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