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Everything posted by yojeff
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Need help with standing DEAD NPC in-game?
yojeff replied to JaytheCub's topic in Fallout New Vegas's GECK and Modders
I don't think the dead body will fall by itself ingame. In the GECK, select the dead body, raise it (by "6 feet"), then click on the Havok button. It will fall to the ground and keep that position in game. -
So I made a big warehouse with the Warehouse kit, but I can't seem to connect stairs to the doorway? With the wood building, I put the fondation block, then the wall with the doorway, and the wood stairs connects to the doorway. I used the warehouse floor with the warehouse doorway, and I'm trying to connect the warehouse stairs. Thanks!
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So it was the vertex colors. I has some help at Lover Lab, and they modified the nif to get the different objects (let's say the three bands) with the correct color. I had trouble understanding at first, because the list of vertices was similar, but then I realized that there are more vertices in the nif than in the blender file. The old triangles had vertices with color, the triangles I added had vertices without colors. I have not added vertices in blender. So the exporting process create vertices, and I don't know where the color comes from. So it's a bit frustating. I'll work on the structure a bit, like adding a bump in the middle part instead of having it flat. Thanks for the help!
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I like this tutorial on geometry. When I look at the shaded view, the new triangles don't have the same color as the neighbors, but there are no new vertices, so it's difficult to understand what is happening. Link to the piece. (Hope it works.) CastleWall01 is the original, CastleWall01R is the one I modified. When you say getting a good UV map, do you mean unwrapping? Have a nice day!
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Thanks @chambcra for the reference to the mr_siika tutorials, they are quite interesting, and I think there is something going on with the paint, since my faces don't have the exact same color. The UV map is fine, and my unwraping, is "sloppy", but it shouldn't matter. When it's an armor or clothing, it's important, but for bricks or wood, the pattern will just repeat.
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I'm asking here, hoping there is more trafic... I'm modifying a castle piece in Oblivion. I deleted some triangles, and added some. I selected the desired texture for the new triangles. The model looks good, but in Nifskope, I see that the new triangles (The band in the middle) do not seem to "reflect" light. What could be the problem? View from the side and view from the bottom. The new triangles are part of the initial existing objects in the model, so I don't "get" how they don't have the same "info". Thanks!
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Wasn't there a way to search the Posts page when you were on a mod page? Well, I guess that's not really a bug report, more a question... Thanks!
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SSE Ck shortcut - Hide object and children of objects
yojeff replied to yojeff's topic in Skyrim's Creation Kit and Modders
Thanks for the answer dafydd99! - Find the parent - Ctrl + 1 twice to hide the children - 1 twice to hide the parent The problem I have is that if I click on the view parent button of the edit dialog of a children, it seems that the view change to the parent, but the children is still selected, so the process is not "easy". So yes, the homes are a mess, and they'll stay a mess! Thanks again! -
SSE Ck shortcut - Hide object and children of objects
yojeff replied to yojeff's topic in Skyrim's Creation Kit and Modders
Yes, that's how it works for an object. What I want to do is hide an object and its children (By children, I mean "objects that have the first object as the enabling parent"). In Fallout 3, I open the player home in Megaton, and it's filled with the objects of the different themes. By clicking on the parent Xmarker of each theme, and typing shift 1, all the children objects will disappear. Is there an equivalent in the Ck? -
How does the collision works for fondation pieces in building mode? For a floor decoration, I understand that the decoration "drops" to the ground (of the world map). If you build it, and try to put a new one, the new one "collides" with the first, so it goes on top. (Well, I guess it's not really the collision? If it was, we could put a chair under a table. So it's more a bounding box, a min max of x, y and z?) How does it works for a fondation piece? It can go through the ground. Are there two collisions in the nif (one for the top, one for the sides), and the second is deactivated during building, or is it a different node in the nif? Thanks!
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Thanks for the help. I ended up recoloring the white texture in yellow in order to have a really clean version. That was the first step for what I really wanted to do : having the first aid box and chem box as floor and wall decorations in my camp. The floor decorations work, but as wall decoration, I would need to flip the nif around the z-axis, but Nifskope 2.0 Dev 8 doesn't allow saving nif files. Now I'm wondering if this is why the Nifskope development seems kind of dead, that Betheseda said : You can look, but no modification...
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Thanks for the answer! When you talked about lighting, I thought about the alpha channel. I opened the _d.dds file in Paint.net, and the alpha was at 255. I lowered it to 0. The whiteness has disappeared in Nifskope. I have not tried it in game yet!
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I am trying to modify the Chem box in 76 using this mod from F4 : Cleaner Chem box The resulting nif file is whiter. What am I missing? Thanks
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Nifskope 2.0 - Windows Install?
yojeff replied to yojeff's topic in Fallout 4's Creation Kit and Modders
I was interested in the preview tool, instead of extracting and opening the file. I also want to keep Nifskope 1.0, since I still do mods in Oblivion. Thanks! -
Nifskope 2.0 - Windows Install?
yojeff replied to yojeff's topic in Fallout 4's Creation Kit and Modders
Even if I had forgotten the "always open", it still fails (silently) the first time I do it. The Settings Dialog only allows to change between "registered" apps. The Contextual Menu allows to add a new app. BSA Browser does use the default app, which is the 1.0 version. -
I'm trying to use BSA Browser. When I use Preview on a nif file, it launches Nifskope 1.0.19, which cannot read the nif file. Is there a Windows installer version of Nifskope 2.0 that I could install over the 1.0 version ? Now, I have and use Nifskope 2.0. I tried changing the version launched with the "Open with" command from the contextual menu. There is no "error" during the process, but at the end, the 1.0 version is still launched. Thanks!
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I am editing a existing static piece with Blender 2.49b (It's a piece for Oblivion). I made the modifications on the mesh, but since I extended some pieces, the texture is streched (The stones on the ramp are not horizontal anymore). I don't know how to "re-texture" with the original texture. I did a bed (modified the mesh, then uv-unwrap smart), and that worked (The mesh was simple, and the texture was the complete bed), but I don't know how to do that sort of "tiling" (a small texture is repeated over the faces). If somebody could give me terms to google, I would help me a lot. Thanks! (I understand seams, I unwrapped Susan a couple of times, but the wall object on the screen shot is not a "loop", it is open)
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I'm playing Morroblivion. Some beds are too big. NPCs going to sleep are walking to the bed, but can't lie down. If I scale the bed to 90 %, they lie down, but it looks weird. I open the nif file in Nifskope to try to edit it, but I want to see the markers that we see in green in the CS, the access to the furniture. How can I make them appear? Thanks! Edit : All right, there is a Show Marker on the toolbar. Sorry, I was looking for a right click action...
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I have a big mod, and I want to copy a part of it (Disabled trees from Oblivion.esm , added chairs, modified path grid) into a new mod. So I open xEdit, copied the new things with "Copy as new records into...". That works. But when I copy the modified things, the big mod becomes a master of the new plugin, which I don't want. What am I doing wrong?