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pjz

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Everything posted by pjz

  1. Trying to get a clothing piece rigged and when I run the bone weight copy script I get: "More than 1 mesh has vertex weights, aborting" I don't get it, I imported a Wavefront OBJ from another modeler and the mesh comes in OK (although it doesn't show phong/smooth shading but whatever, one thing at a time) but there's no way there can be weighting information saved into the OBJ, the format doesn't support it. In my scene are: - A reference body NIF (Dimonized UNP, with the version # tweaked and BSLightingShaderProperty nodes removed to allow Blender NIF script to parse it) - My OBJ format mesh ... and that's it. I googled this error but can't find any info on it or why it might be happening. Windows XP 64-bit Blender 2.49b python-2.6.6 blender_nif_scripts-2.5.9.77b0815-windows.exe PyFFI-py3k-2.2.0-beta1.8e36aba.windows.exe Following this tutorial: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1 (except I did the modeling in another app, shouldn't matter) Any advice?
  2. When you say you created the model, do you mean you've gotten it into Skyrim-compatible .NIF format? If you haven't, you need to do that, and as far as I know it can only be done either in 3ds Max or in Blender 2.49b (must be 2.49b, newer versions do not support the required conversion scripts). After that there's a fair amount of manual adjustment that has to be done in NIFSkope, look in the modding tutorials thread for detailed tutorials on that.
  3. I have the same problem, although it seems like some loose texture files load as expected and some are loaded from the HD textures .BSA even though they shouldn't be. That approach does sound like it will work if you uncheck HighResTexturePack01.ESP and *02.ESP in Data Files before starting the game, but it sounds like the "brute force" approach to making loose texture files work. Isn't this another flavor of the old 'ArchiveExpire' crap you had to go through with Oblivion/Fallout 3?
  4. Yeah it does appear that having the Shader Property set to 5 will cause the game to override *any* texture filenames you set in the NIF file and instead read the default skin/flesh texture filenames. I'm trying to modify a garment to just use a Caliente-made body mesh with some tattooing and even though Nifskope shows the diffuse texture I created, the game always loads femalebody_1.dds. Changing it to 1 without changing the flags makes the body show up blue, but with the diffuse texture showing through (I guess some map is missing) but changing all the flags as you described earlier leaves me with black (I guess more maps are missing). e: I can get the tex to show up, if I actually replace the file femalebody_1.dds: http://i.imgur.com/7hjje.jpg
  5. I dunno I guess because I'm a big dummy head maybe.
  6. Okay fine I guess I'll try to figure out how to do this, because I keep running into this dumb hole in the game's design and it's annoying the piss out of me. Any clues on where to set a maximum casting reduction? e: poking around in Skyedit, this does not look like it's possible to implement through a mod; there is a setting for max armor rating (80) and various other things in Globals, but no similar setting (max or min) for casting cost or anything that sounds appropriate. If anyone wants to prove me wrong I'd be very pleased. e2: suggested for patch at bethesda http://forums.bethsoft.com/topic/1336047-patch-14-unoffical-thread-3-with-changelog/page__st__60
  7. Err, that IS the point of the mod - if you want capped casting cost (and I do, I'm sure others do also), install this proposed mod. What's the issue?
  8. It'd be great if there was a simple, independent little mod that places a cap on the maximum casting cost discount, as it's pretty trivial to reach -100% and have free casting. Something like -85% would probably be reasonable. Many magic mods spend a lot of work tinkering with casting cost, but -100% makes all that pointless, and the game is pretty silly with free casting. If there were an independent mod that only does this, then it should be compatible with all the other magic mods out there. Thanks!
  9. Nope, I didn't take that perk, just a weird one-off glitch I guess.
  10. Pretty sure your Charisma stat affects how much fame is granted by doing a particular quest, although yeah the Brotherhood seems to be the only faction that is at all difficult to reach Idolized with if you have an average Charisma. I've never gotten beyond Liked myself on several passes.
  11. When I hit this point yesterday, after the wait period I checked hunger/thirst/sleep and surprisingly they were all set to zero just as if I'd slept, eaten and drank.
  12. Systematizing ethics into roleplaying games cannot ever be realistic, because in the real world, ethics are not objectively scored and tallied. This is another abstraction like weapon wear that some people will be fine with, and some people will not be fine with - personally I hate the karma system in general, and specifically how it just isn't very consistent, but on the other hand it's a game, so :ermm:
  13. Yeah that's what's dumb, it DOES matter from whom you steal. It is bad to steal from the Powder Gangers, but it's fine to steal from other people. I also don't see why you're given good karma for essentially murdering someone from a long way off before you even know what they look like (powder gangers, vipers etc).
  14. Granted that the sniper game is implemented very well and is pretty engaging and fun, if you like sniper games (and I do). I agree with you that the damage threshold system is really the heart of the problem, it's a nice concept but it puts way too much favor on a small number of weapons, at least until your character finds some way of bypassing a lot of DT (not really possible for energy weapons in the vanilla game).
  15. Highly recommend these mods, they don't go overboard but fix some boned things in the vanilla game: http://www.newvegasnexus.com/downloads/file.php?id=36953 (less retarded survival recipes) http://www.newvegasnexus.com/downloads/file.php?id=35101 (a simple mod that allows you to craft throwing knives and spears, and recover them from kills) http://www.newvegasnexus.com/downloads/file.php?id=36638 (fixes the silly Ninja perk formula to do what it says, add 15% crit chance, instead of a multiplicative bonus) Consider the sprint and bullet time mods also, although I haven't tried those myself. Those three above are imo pretty essential things that should have been in the vanilla game.
  16. Survival has the big advantage of poison crafting. Power wise, most melee weapons are really terrible compared to even basic unarmed weapons - Nash in Primm sells a bladed gauntlet, and very shortly afterward you can pick up some brass knuckles, and on to better weapons for sale at Novac (usually a power fist). Your best melee weapon for a long time, unless you metagame and go swipe specific things that are way off the beaten path, is ... a baseball bat, if you're lucky. When you start finding sledgehammers it gets a lot nicer. All the standard knives, straightrazors, switchblades, police batons, cleavers, machetes and all that are garbage, mainly because their base damage is too small to penetrate any DT, although that changes if you take Piercing Strike (imo that's a must have perk for any type of melee). As the others are telling you, you pretty much need both Melee and Unarmed to be exceptionally good at either one. VATS tends to be a lot worse for you if there is more than one enemy, as you can't do anything but eat damage while your attack animations run, but vs. one enemy it's still good. Here's the perk selections I like: 2 Intensive Training 4 Educated (int 4) 6 Toughness /1 (end 5) 8 Stonewall (str 6, end 6) 10 Finesse 12 Silent Running (agi 6, sneak 50) 14 Piercing Strike (unarmed 70) 16 Jury Rigging (repair 90) (for repairing the top shelf weaps with junk replacement parts) 18 Better Criticals (per 6, luck 6) 20 Ninja (melee 80, sneak 80) 22 Toughness /2 (end 5) 24 Slayer 26 onwards, whatever you like
  17. I've discovered that there's a vendor in Hoover Dam that sells gobs of pretty much all kinds of ammo, which pretty much removes any concern of ammo rarity (450 .50 cal for example, and large amounts of everything else except no mini nukes). It makes sense given the context. :confused:
  18. Huh that was an odd glitch - I reloaded and it was in my inventory, although when I turned it in at Camp McCarran the Major said it was mangled, even though the item was just "Driver Nephi's Head". Oh well whatever!
  19. I killed Driver Nephi but he didn't have a head in his inventory - I've done this quest a few times so I'm pretty sure there isn't anything tricky to it, I know I have the right corpse (I can see the name) and he even had his driver, just no head, not even a mangled one. What is the additem code for his head? I've been looking around on google and can't find it. Thanks :)
  20. The thing is, there are many situations where various weapons have weaknesses .... except the sniper rifle. It excels in all situations (in FONV anyhow) due to its tiny weight, cheap and plentiful ammo, immense damage, reasonably quick rate of fire (if you're built for VATS then I'm pretty sure you can get four shots out of it) and vast range. Oh yeah it can be silenced too (not that that really matters too much). Plus if you take Jury Rigging (such a great perk) you can repair it to full pretty much any time, for 750ish caps. Yes the AMR can be repaired for cheaper, but it isn't nearly as flexible, FONV sniper rifles pretty much trump everything in all ways. Melee is inferior by orders of magnitude even using the sniper rifle at point blank range, even when not being stealthy. Energy weaps are terrible at the moment, and while Bethesda has said they're going to give various ammunitions an "armor piercing" feature, it doesn't sound like they're going to change the crazy ammo requirements for the upper tier zappers - seriously the ammo they require in the vanilla game is nuts.
  21. Very odd, I don't see any difference in the mechanism of how radio news is delivered at all. You do quest X, the results of quest X are added to the pool of stuff that can come up on the radio, same in both games.
  22. The artillery shells are explained as having been found at "Area 2".
  23. It does? :) http://fallout.wikia.com/wiki/Jury_Rigging (truly a great perk for almost any character)
  24. It's abstracted down to a very basic level to keep maintenance from being excessively fiddly - I'm sure there are many other ways to try to simulate this that would have been more complex, but keep in mind it's a game in which drinking soda makes your wounds heal. I've owned many guns over the years and you know, stripping and cleaning them isn't all that fun, I don't think a realistic fieldstrip simulator would be a big gameplay feature. ;)
  25. I got the impression that a lot of the restriction on where you could go above-ground in FO3 was due to trying to keep down the amount of geometry and textures that had to be loaded at once, and that more for console platform constraints. NV does feel less restrictive in a lot of places - until you run into the many many many places where there's an invisible wall that keeps you on the train track (surrounding Primm to the east e.g. and dozens of other places). The beginning of FO3 was pretty train tracked, yeah, but on the other hand if you're paying for Liam Neeson to do voiceover for you then you probably want to feature him pretty prominently... Wayne Newton/Mr. New Vegas though, beats the crap out of Three Dog hands down.
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