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About Anton0028

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Cyberpunk 2077
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How to determine current Armor pieces on NPC
Anton0028 replied to Anton0028's topic in Fallout 4's Creation Kit and Modders
Thanks, It seems F4SE is my way. -
Help me please to determine current armor pieces on NPC (and current clothes too). I found for weapon: "GetEquippedItemType()" and "GetEquippedWeapon()". But found nothing similar for armor or cloth. My goal is to get "ObjectReference" for every piece of armor and clothes,then take them away from NPC (to a container) and after that give new ones for him.
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How Normals stores in Fallout 4 ?
Anton0028 replied to Anton0028's topic in Fallout 4's Creation Kit and Modders
Thank you. I posted message to Nifskope developers and got an answer from Jon ! And after that, I found all missing parts in source code of Nifskope :) Now my normals looks the same in OBJ file and Nifskope after I imported my model to NIF. -
My question is: How Nifskope/Fallout4 stores Normals in "byteFloat" format. Help me please to understand: how Nifskope converts Float type (4 bytes) to ByteFloat type (1 byte) ?I made few tries to make this conversion with C but failed. I have tried: S EEE MMMM, S EE MMMMM, S EEEE MMM representations of ByteFloat, where:S - sign bitE - exponent bitsM - mantissa bitsBut my Normals looks weird in Nifskope after import :( I noticed Nifskope understands some byteFloat numbers like this: -1.0 as 0x00, 1.0 as 0xFF , 0.5 as 0xBF , -0.5 as 0x40 - but this must to be wrong because of sign bit ... (according to IEEE 754) So, how they do this trick ?Why Nifskope normals (when I use "Face normals" feature on my imported to NIF model) looks good in Fallout 4 ?
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LE Do you know any unused character animation ?
Anton0028 replied to Anton0028's topic in Skyrim's Creation Kit and Modders
Thank you, 'special_cicerodance' might be the one what I need ! -
[LE] [Info] Behavior by "Havok Animation Tools"
Anton0028 replied to Anton0028's topic in Skyrim's Creation Kit and Modders
No, "Havok Animation Tools" (HAT) is a part of Havok itself, modified by "Project Anarchy" team and released separetly here: "Click" If you know 3Dmax, you have no need in my tools to work with HAT. Yes, "Animated Dragon Wings" and "Animated Fairy Wings" uses different ways of behavior usage. ADW uses my tool "Behavior Creator", AFW - uses "HAT" and few utils for Blender 2.7 (3Dmax users have no need it this). -
[LE] [Info] Behavior by "Havok Animation Tools"
Anton0028 replied to Anton0028's topic in Skyrim's Creation Kit and Modders
No, I didn't make any tools for Blender 2.49, it is too old. But anyway I think any of this tools will not be compatible with FO3. Without proper conversions, they even not compatible with Skyrim. -
[LE] [Info] Behavior by "Havok Animation Tools"
Anton0028 replied to Anton0028's topic in Skyrim's Creation Kit and Modders
If you mean "Animation Tools N4 - Body Animator" then yes, script uploaded on Nexus is not functional. But there are two things. You have no need in this tool to work with "Havok Animation Tools". And the second - @perture already made fully functional script for 3Dmax to work with "Body Animator". But this script uploaded only on Russian site here "MaxScript для "Animation Tools N4 - Body Animator". -
[LE] [Info] Behavior by "Havok Animation Tools"
Anton0028 replied to Anton0028's topic in Skyrim's Creation Kit and Modders
Yes, we have one, but it on Russian language. -
I would like to point your attention on interesting stuff: "Havok Animation Tools". These tools allow you to create custom behavior files for your model. There are a few mods I have made by using "Havok Animation Tools": - Animated Fairy Wings - Wolverine Claws v2.0 Take a look on it, please, and try it out :) Maybe someone will find it useful and worth for learning enough to make something else with its help.
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Thank you a lot for this great explanation! (and for the link to the NifSkope topic about BSLightingShaderProperty) I would like to ask you one thing: may you add to your topic examples in pictures of Alpha flags usage ? (Alpha Src, Alpha Dst ...) and how they influences a texture in game ?
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Help me please to find some examples of animated cloth/armor which determines by game engine like cloth/armor (or something else that can be wear). This object must be skinned to the actors skeleton, but had its own animation either. Maybe game already has it or some modders made something like this. And one more thing. I saw the game's object that allows NPC to detect you when you touch it. It looks like rope with small bones on it. How can I find out NIF file with this object, or how it has been named in CK ? (it is the only one object i can remember that use HAVOK to interact with game's world, if you know more - point me on it please)
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Today i finally have published this mod ! http://www.loverslab.com/public/style_emoticons/default/smile.png You can find it on Nexus by the link: <CLICK>