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Bromancelot

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Everything posted by Bromancelot

  1. Are they using two comabtstyles? One long range, and one close? Or.. just one combat style stating to bash if only 1 round is in the chamber?
  2. I looked into this the other day. I did some backtracking on how the author of "More Smarter Companions" got it to work. He made 2 separate combatstyles for each companion. One for long range, one for close. I tried that method he used out so that the NPC used both combatstyles and used the same weapon (a sniper rifle). Works. I just duplicated one of his companion scripts, targeted it to a different NPC and had it use one weapon.
  3. What? No. You mean like if the power armor had an AI or a Jarvis kinda thing? That's gotta be a mod you've seen somewhere. (Sounds interesting though). The armor just beeps at you. But yeah, its either the player or an NPC talking int he power armor with the helmet's voice effect over it.
  4. Not sure if I follow what you mean by the "Power Armor voice," then. Do you mean an NPC's dialogue describing some event? That would just be separate dialogue lines with the Power Armor's audio effect over top of it. Can you give me an example of what you mean?
  5. I've been looking for this myself as well (if I'm assuming what you're asking is how to use the helmet's voice changer). In CK there is a listing for AudioEffectChainPowerArnorHelmet, and PowerArnorHelmetEffect_DO. I've been trying to get it to work with varies things with no luck as of yet. The effect is a DFOB type and the audio effect is an AECH type So far I can't find out how it links to a piece of armor or an item. Regardless, start looking there. Anything I find out, I'll post. Hope this helps
  6. Open the way file in audacity and take a look at how what bit size the .wav file was saved. That was always an issue when I made dialogue for a bit. I think it's supposed to be 16bit?
  7. Hey everyone! I was hoping someone with experience could help me out. I'm trying to understand the method/source code of the .lip files a little bit better. Heres my project idea: I'm making a new android/robot follower that has no real facial expressions/emotions. Instead I'm trying to have his mouth and eyes get brighter and dimmer as he speaks. Much like everyone's favorite, HK-47. I believe it was SWToR where his mouth/speaker also illuminated as he spoke? Haven't found the video to back that up. I've seen it though. This just seemed to be a more aesthetically interactive way when engaged in conversation with him. Anyway, I know how to generate the .lip files for humanoid characters that have facebones and such, but have no idea where to start with this. Originally my plan was to make a glow map with standard brightness to it for the illuminated areas, and then a more intense glow map to layer over top of it. Then have a "slider" of sorts migrate between the two glow maps as his pitch changed. I have (kind of) found a way to do this in UE4, and as well as making a small python script to make it happen outside of game engines. This all being said, I have no idea how to integrate this into CreationKit. Since .lip files have their own section and function in the dialogue section, on top of being a .lip file (which I have no idea how it's even generated), I'm not sure how to add them to the mod. The last thing I tried was making separate head animations using the two glow maps, and just matched intensity based on a phonics guide. All well and good, right? No. I'm not even entirely sure if different facial expressions of speech(the HKX, NIFs, etc) reside somewhere in the character animations. Most recently I was looking in the Meshes>>Actors>>Character>>FaceGenData>>FaceGeom directory for a solution. If that was the case, the lip files would be calling those separate animations and combining them to generate .lip files in the 32-bit version. Then I could just tell the .lip generator to call/use my "face" animations specifically for my android. Problem is, I have zero idea how it does that, or if that is even how it works. Thus, I was hoping someone had source code/Papryus info or a guide to help me out with this. and before anyone posts the link to the Creation Kit Papyrus Reference, I have already seen and reluctantly read through the majority of it. Many thanks! EDIT: I thought I would link something fairly useful I found. Material and Texture Animations in NifSkope. I'm not entirely sure if this would help me or not. This is definitely something worth while, but it doesn't point me in the right direction in regards to the lip files. Still open to any suggestions or advice. EDIT 2: I have posted this help request on a few more modding forums I use regularly, and someone posted a response that made me realize I needed to clarify some things I said. So I double checked the light animations for the Robobrains and the Protectrons, no luck. Went ahead and checked the other robots as well. All of them just use a looping blink animation that isn't linked to their speech, sadly. I researched the Securitrons from FNV as well revealing the same result more or less. Theirs were alittle more in depth adding flicker and distortion to their animation. He continues: Lol i should have been more descriptive; I know HOW to make(generate) standard .lip files in the CK-32bit version, make a batch, and all that good stuff to skip having to go into CK. The part I'm lost on is how the Creation kit takes audio files, then calls on the appropriate facial animations., and then compresses that animation montage into a .lip file. (The shape of their mouths and expressions when they speak.) If I knew this, I could just tell the CK's engine to call on my custom animations instead of the human's face animations. (This was my theory until recently.) Upon further experimentation, I realized that if I just renamed my animations to match those in the /Data/ folder and then replace them, it would break the rest of the game's .lip files for every other NPC. Keeping the originals (obviously) and copying them back and forth doesn't work. The .lip files still use the face fbxs continuously to be referenced for those specific .lip files. Since I couldn't find them originally, that's when I tried making scripts and whatnot. The NifSkope tutorial from the Nexus I mentioned above was incredibly helpful, but that still didn't help with the .lip files. The search continues.
  8. Nightsay does get in depth when it comes to animation, and using the character asset skeleton, yes. However he doesn't explain how to make a custom skeleton... Like for say.... An arachnid from starship troopers. I.E. making a quadruped, with half it's body as a top and bottom jawbone, and mantis type arms. FOR THAT you have to make a skeleton from scratch, then make all of it's custom animations, get NifSkope, and FO4E/CAR to recognize it as a skeleton, and custom race. This is where true frustration and perseverance come in The real obstacle is getting CR or what have you, to recognize a custom race, and skeleton in game.
  9. I just used a male body and skeleton, in 3ds Max. Didn't use outfit studio because the bone weights were not what I needed to happen to the mesh. I've tried clicked on bone and and bounding spheres. When selected, nothing appears or changes when altered. It's as if they're not even there. EDIT: Correction, I can NOW see the bone references in YOUR edit. Not my own. They are floating way above the mesh and bone nodes. *sigh*, back to the drawing board lol
  10. Just gave it a shot. Doesn't crash CK anymore, but it does still show up invisible. Even after the edits and NifSkope Edited: Mesh now completely shows up in CK without it crashing. Now the head is jammed down into the shoulders though. Not sure what went wrong.
  11. Ooooh. Well I'm sad I missed that on the normal map. Wasn't able to do much with the bounding spheres. I can't see them at all when I adjust them. NifSkope hates everything about my project so far lol. I'm gonna try and tweek the .DDS files and see if it works.
  12. Well the bones are floating above the mesh, because the mesh is sitting slightly below the grid. That's what I meant by, I couldn't move it at all even after transforming it. https://www.transfernow.net/478i52n6edg8 here are the textures too. I changed the num primitives. Still Had the same issue of crashing though. How could it be the textures? They're all 1024px and such. IS there something else that they're based off of?
  13. Rather I just want know if anyone else can load it in their CK, and if not tell me what's wrong :/
  14. Hello again guys. So After various trial and errors, I finally got everything working. Bones, animations, UV maps, meshes, textures, the works. Yay me. I know. Anyway, even after all of that, my mesh crashes CK. Every time. I've looked over various forums, videos, tutorials, etc, with this same issue or similar. I'm not sure what I'm doing wrong at this point, and I'm amazed that I have made as much progress as I did on my own lol If anyone is willing to take a look, I'd greatly appreciate it. I've attached the necessary files. NOTE: Only thing I've been having trouble with is when my mesh is in NifSkope, it sits about just slightly below the grid map. Yes, I have done translation>--- Edit>---X 0, Y 0, Z 0. Everything is where it should be, but the mesh won't move. Not sure why, but, eh. Let me know if you have ideas
  15. I've spent 3 weeks on this now and am pulling my hair out. 50 something tutorials. Each one, the modder has a different technique. I've used NifSkope, outfit studio, 3ds max. I'm beyond frustrated. If anyone is willing to help I'd greatly appreciate it. I have the mesh/model. 3dsMax file,nif fie, and obj file. All the textures and maps I have the bgsm but I think I messed it up with the glow effect. Tried using a Synth skeleton/body for the bones and animations. Tried using my mesh as a Synth outfit. Can't get it to CK. Not sure what else to do. If anyone is willing to help I'd greatly appreciate it. PM me and I'll send you all the necessary files. Once I have it in CK I can do the rest. Already made my lip and sound files along with the dungeon/map quests. (I still gotta finish the weapon... But I'll worry about it later.) **You will be given full credit for the work you do.** If at all possible, filming your process of completion would be infinitely helpful so I can figure what to do from now on. Not necessary to make a video though.
  16. Hey there everyone, Let me start off first by saying I am not one to ever ask for help. I consider myself extremely self sufficient and can research my own problems if I have questions. I started modding very recently and have run into more issues than I care to admit. After diving head first into this world, I can truly say that I somewhat underestimated the difficulty behind it all. So in all honesty, THANK YOU for everything you all do. You all go out of your way to add new experiences to my gaming experience, and have busted your asses working to do so. Now onto the issue at hand. I have been in the process of trying to create my own follower/companion. I thought it would be a simple task to import a nif file from FO4, and add my own custom mesh over it. From the tutorials I have watched, rigging your own mesh to the vanilla FO4 mesh’s bones and animation seemed simple enough. https://www.youtube.com/watch?v=wWwBRB_TtwM&index=32&list=PLKUPgkiBIdAP7K_y8y-vxILZ3yVO7WYRr I plan on making an android companion. So I started with a Gen 1 Synth body. There were several types. I tried both with the “teleportation Gen 1 Synth,” and the basic one. After having a rough time with that, I tried the synth Gen 2, in hopes that my hand models could be matched, and rigged to the Synth hands. Since I guess this counted as a custom “creature,” I started with that basic, instead of using a character asset. (also loading and trying to understand the male body character NIF, I got even more confused as to all the extra parts it had. Like having a camera for a head, and such. The Ghoul characters as well.) I successfully completed my model for the Gen1, and attached it accordingly as I saw in this video: https://www.youtube.com/watch?v=AFuePZYzD4E&list=PLKUPgkiBIdAP7K_y8y-vxILZ3yVO7WYRr&index=33&t=790s On my first attempt to export as a NIF file, I got an error message that prevented me from exporting. So I figured I would do it the old fashioned way, export as an OBJ, and convert it through OutfitStudio. Here was my first problem: http://i2.photobucket.com/albums/y11/Crimson1344/Untitled.jpg~original I have no idea what I did wrong here, and I am horribly confused. I know how to fix the rotation, that’s not an issue. It’s these crazy spikes that came out of nowhere once I exported. My second problem was the UV. I wasn’t sure how to edit the UV maps, or textures in 3DS Max. Every time I try to find the menu for it, it doesn’t seem to exist. I’ve watched several videos where the narrator has the menu already on his screen. Not sure how they did it. As well as applying and editing the textures in 3DS Max itself. https://www.youtube.com/watch?v=ppTXCJ0SZ88&list=PLKUPgkiBIdAP7K_y8y-vxILZ3yVO7WYRr&index=5 https://www.youtube.com/watch?v=IT05gH_UouQ&index=11&list=PLKUPgkiBIdAP7K_y8y-vxILZ3yVO7WYRr (Yes I know this is with NIFSkope, as well.) https://www.youtube.com/watch?v=3UYRag3h23o&list=PLKUPgkiBIdAP7K_y8y-vxILZ3yVO7WYRr&index=30 Next I tried just messing around with a basic mesh in NIF scope with no luck. The “rigs,” and “bones,” confused the living hell out of me and I didn’t know how to alter or remove them. After getting frustrated I returned to 3DS Max, and tried removing the skeleton from my custom mesh, to just tack it onto the FO4 original. When I deleted some of the bones, the parts of the mesh were deleted with it. https://www.youtube.com/watch?v=1u51yDEGzmQ&list=PLKUPgkiBIdAP7K_y8y-vxILZ3yVO7WYRr&index=29 Really what I am asking is, when I am trying to attach a custom model/mesh to a premade F04 one, what am I doing wrong? There are zero tutorials for f04 regarding CHARACTER creation. Only armors and weapons. https://www.youtube.com/watch?v=ZfkhjrY5F40&list=PLKUPgkiBIdAP7K_y8y-vxILZ3yVO7WYRr&index=27 Important notes: My original mesh was created out of two different file types. A NIF file for the body, and an MDL file for the head. This wasn’t too much of a problem, I thought, until it came to the pose, and the MDL’s bones/animations/ etc. I think that's what caused my exporting issue. Not sure how to fix it. I am using: 3DS Max 2017 (I noticed many people said only 2012-14 worked properly because of plugins from bethesda. But, I found several https://www.nexusmods.com/skyrim/mods/79145/? https://www.nexusmods.com/skyrim/mods/84041/? I am currently using: https://github.com/figment/max_nif_plugin/releases/tag/3.8.0 NifSKope 2.0.0 PreAlpha 4 (Also have) Blender. 3DS MAx was easier. Fallout Material editor F04 BAE BodySlide & OutfitStudio I don’t know where I am going wrong with any of it. Each modder seems to have their own specific way of doing things. Please if anyone could give me a step by step, or a few pointers to head me in the right direction, it would be greatly appreciated. If this is truly an issue of what version of 3DS Max I have, I will deal with it, and find an older version (even though my plugin seems to work perfectly except for my model), but please lets just start with the basics. I'm also now roped into doing this for a CSC110 final project with a deadline. (don't ask)
  17. This is NOT an armor mod, but a CHARACTER/ACTOR mod. Example: taking the mesh of an argonian, and applying the mesh over a raider skeleton. So here was my idea in detail: Extract and import the new mesh/character model, from a previous game. 2.) Convert the new file so that it can be used in 3dsMax, Blender, NifSkope, Outfitstudio, and creation kit. 3.) Alter what part of the mesh was choppy, low res, and made it look good enough to put in game. 4.) Take a Synth Gen 1 skeleton/actor model from FO4 and import it to 3dsMax/Blenderl. (Because I’m making an Android companion. Figured the animations would be perfect) 5.) Import my premade alteredAndroid mesh from FONV, and place it over the Synth body in 3dsMax. Stretch the NEW android body over the synth Gen 1 nif, so that none of the synth body is showing. A true skeleton frame. 6.) Attach the new mesh to the Synth gen 1 nif, skeleton and rigs(So it would essentially be a synth with a new skin.) 7.) Load NifSkope to attach my texture over the new mesh. I wasn’t having luck with UV mapping in Blender. 8.) Finish fine tuning the rig, weights, etc, so the character moved like it was a synth. 9.) Import to CreationKit=Profit. Ok, So here’s what happened. I extracted an old character NIF from FONV. Model was complete with it’s own mesh, pose, and skeleton. That’s only one of my issues so far. First Idea was to complete import the nif file into 3dsMax/Blender (yes I used both), edit the file so that the nif was lined up where it needed to be, or so I thought. Tried Blender first and found it almost impossible to do what I wanted. MY new mesh was somehow 4000% larger than than the synth mesh. Couldn’t figure out why, and continually had to scale my mesh down to size. Then delete the rigs that came with my android body’s mesh and just pasting the new mesh over it. Didn’t work so well. At all in fact, bones were deleted with the along with the mesh. I then saw a tutorial that seemed simple, and downloaded 3dsMax. I repeated the previous steps of importing the synth body first, than importing my mesh over top. After this I tried fixing my pose issue. Getting all the body parts to line up was far more annoying than I thought. There was a seemingly good solution or quick fix for this, I saw a tutorial online about using something called KGTool, but the link and file to that program seem to no longer exist. The website doesn’t work, and any file that used to be on a media share has been taken down. Tried to delete my mesh’s rigs, so that I could just attach it to the Synth rig.. Deleted my mesh(3dsMax), or I wasn’t allowed to delete them(Blender). I’m lost, confused, and have no idea where to go from here. I’m just stuck with two overlapping characters that don’t function. Has anyone else tried attaching new meshes to existing meshes, character wise? Note: I have every plugin for NIF, MDL, etc for Blender 2.7.8, and 3dsMax 2017. I have BAE, NifSkope, CreationKit, Crazy Bump, GIMP, Material Editor. Note: I have every plugin for NIF, MDL, etc for Blender 2.7.8, and 3dsMax 2017. I have BAE, NifSkope, CreationKit, Crazy Bump, GIMP, Material Editor.
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