-
Posts
600 -
Joined
-
Last visited
Everything posted by mindboggles
-
There's a chance you might have items outside the havok bounds which can cause problems. Good practice to keep your dungeon close to 0,0,0 of the cell. The havok boundary is huge but there's always a chance you could have items outside it. Maybe you have an item in the cell with no collision under it preventing it from falling when the cell loads which might also cause havok problems.
-
GECK CTD when loading EXTERIOR
mindboggles replied to shanon611's topic in Fallout New Vegas's GECK and Modders
I've found I can get crashing from time to time loading up exterior cells directly. If I load up an interior cell first then use door teleport marker to load up the exterior it doesn't crash. -
The combat animations for characters work in groups like 1hp, 2hr, 2hl, 2hh, etc. for example 1hp is one hand pistol animation group and covers the playable pistol weapons. All these animations are specific to the human skeleton and will not work properly on anything else. The vast majority of creatures don't use playable weapons and have embedded weapons usually with no nif. They do however use the same attack group animation system but each set is again specific to each creatures skeleton and designed to work with the embedded weapons only. So you can't make use of the Lakelurk animations, copying them into the character _male folder will replace an existing playable weapon animation and break that whole group badly possibly their AI also. You would have to create new special idle animations or find an existing vanilla one that comes close to what you want and via scripting force the NPCs to play it while spawning a dummy weapon activator to fire the projectile from.
-
Height map Editor and world space help
mindboggles replied to CRAZYDEW's topic in Fallout New Vegas's GECK and Modders
I suggest if you're building a WS from scratch then use TESAnnwyn ( http://www.oceanlightwave.com/morrowind/TESAnnwyn.html ) and generate your world using a heightmap image. His readme is a little bit lacking and you can find extra info here ( https://forum.openmw.org/viewtopic.php?t=1055 ). Getting your heightmap right is difficult and often results in tearing, TrickyVein has a tutorial here ( https://forums.nexusmods.com/index.php?/topic/517230-tutorial-converting-a-dem-to-a-heightmap/ ). There are a couple of worldspace creation programs specifically designed for creating hightmaps for games and you could try searching for some, a word of warning but you want greater than 8 bit channel depth in the image or your generated map will look a little minecraft. I myself splurged and have been using the pro version of World Machine (it is expensive) to produce custom worlds exported in 32 bit real raw's that TESAnnwyn accepts. Other programs (cheaper / free) might provide adequate results that you're after. I'm not often on Nexus much any more but you can find me on the TTW or Frontier discord regularly if you need more help.- 7 replies
-
- heightmap
- worldspace
- (and 8 more)
-
SetAV Speedmult and Playgroup
mindboggles replied to uhmattbravo's topic in Fallout New Vegas's GECK and Modders
You might get sudden position jumping when you alter the fequency of a movement animation kf. I've attempted it in the past and found it easier to just re-export from 3DS with the adjustment. @Pixlehate, how's the Rattle snake going? You know you can catch me on Discord if you have creature questions. -
New Vegas Assaultron Mod
mindboggles replied to CrusaderTheFirst's topic in Fallout New Vegas's Mod Ideas
@CrusaderTheFirst, It is completely possible to do in FONV. Custom made creatures can have multiple projectile nodes with various weapons either embedded or playable, they can also engage in hand to hand combat. It requires a good quality mesh and texture for starters then a custom skeleton / ragdoll and a lot of animations to be created. I can do all of this but it's very unlikely with all the Frontier work I'm doing ATM, when that's done I have a lot of my own creatures and mods to work on as well as other projects so I really can't see myself getting the time. -
Creating new creatures
mindboggles replied to SimplyOhSo's topic in Fallout New Vegas's Mod Troubleshooting
If you want to make completely new custom creatures for FO3 and FONV forget about Havok animation there is no mechanic there in the game for it, you have Havok physics but NO Havok animation. Also you wouldn't want Havok animation in NV anyway it adds a lot more complexity to creature animation creation and implemenation. NV uses Gamebryo and even though I really need to update this cause somethings aren't right and other parts need updating you can look through my tutorial if you're really interested. http://www.nexusmods.com/newvegas/mods/60497/ I'd take the time update it but I'm busy making a crap tonne of new creatures for The Frontier.- 10 replies
-
If you still want to modify a mesh that's a whole piece then you will have to head into a 3D editor like Blender or 3DS Max instead.
-
Streamlining Keyframe Animations
mindboggles replied to ElfyPers0n's topic in Fallout New Vegas's GECK and Modders
I'm on a break ATM and won't be back at my computer for a week to check but I'm pretty sure I've used bezier controllers in 3DS without any issues. Bezier controllers are just one form of bone / armature controllers that Blender / 3DS use internally and aren't used by the game at all, they dictate the form and type of keys that get written in the .kf . If you are importing vanilla animations to work from you have to be careful since the 3D editors often have a default controller assigned to bones / armatures that doesn't always match the imported animation and can break it. -
Converting animated Oblivion mesh to FNV
mindboggles replied to Jokerine's topic in Fallout New Vegas's GECK and Modders
The SF_Skinned shader flag is not checked. @uhmattbravo, You script an invisible collision / activator to to move around with the creature. -
Converting animated Oblivion mesh to FNV
mindboggles replied to Jokerine's topic in Fallout New Vegas's GECK and Modders
You can make it so that you can walk under flying creatures, it requires a dummy invisible collision nif and some scripting. -
HELP custom creature model
mindboggles replied to cikada11's topic in Fallout New Vegas's GECK and Modders
You will find the human skeleton.nif under meshes\characters\_male\ -
I had an issue with Nifskope when I installed on a replacement computer running Win 10 and dual monitors, the monitors were different resolutions and moving it from one to the other wrecked it. Re-installing is not enough to fix it and you may need to head into registry and remove the entries for it there. There should be info / readme provided with it on how to do this.
-
Think I was hyped for about 2 days when FO4 was announced, I didn't like the idea of the voiced player, the restrictive back story, the derp dialogue wheel, etc. I'm a very cynical consumer these days (been around a few years) and a product has to earn my money, in my eyes FO4 was not a good purchase at full price. I even turned down gift copies of it from 2 people because I didn't want them supporting Bethesda for a product like that. I may get it in the future when it's dirt cheap on Steam but for the time being I'm happy modding my little black heart out for FONV, maybe modders can save FO4 in a few years, maybe not.
-
GECK topics have vanished!
mindboggles replied to bananakillerBRO's topic in Fallout New Vegas's GECK and Modders
You'll have to do a search for details but I believe that it's one particular update that causes the trouble for Win 8, if you find it and pull it out the issue should go away. Unfortunately that stinker is set into Win 10 from the get go so ATM no fix just a work around. :sad: -
GECK topics have vanished!
mindboggles replied to bananakillerBRO's topic in Fallout New Vegas's GECK and Modders
They haven't vanished, the column is compressed all the way over to the left. Grab in the window just below the check box "Top level only" at the very left edge and move it across. The same most likely has happened to your conditions too. I bet you're on Win 10. -
I've been trying now without success to get creatures (robots mostly) to head track without tilting their heads, whatever I do I can't lock the rotation down to turn only a single axis. So I've come up with a quasi head tracking idea but I need to be able to find out the reference for another actor that would normally be the target of head tracking.
-
Prevent raven from exploding when hit
mindboggles replied to KiCHo666's topic in Fallout New Vegas's GECK and Modders
The Ravens also have destruction data on them, so disable that as well. -
Importing/Exporting collision with 3dsmax?
mindboggles replied to RoyBatterian's topic in Fallout 3's GECK and Modders
You can import and include skeleton which should bring in the nodes preserving the hierachy (which is what I do for weapons). I normally don't for anything other than weapons as I usually just rebuild things like collision later. Depends on what version of 3DS you use but with 2012 I've been using Figments version 373 http://www.nexusmods.com/skyrim/mods/5622/ Apparently there are some Niftool versions out there that won't handle animating properly. I should warn you but it won't export extra normals data like tangents and bi-tangents (generate using Nifskope), it will mess up the shader flags, won't export stencil block settings, or set the controller block data fully for .kf's. Also if you are doing mesh manipulation be sure to use Utilities -> Reset XForm when you've finished to reset the overall geometry or you might get some unwanted results with your exported nifs. -
Importing/Exporting collision with 3dsmax?
mindboggles replied to RoyBatterian's topic in Fallout 3's GECK and Modders
Yes, if you want a mesh to have a particular collision and Havok material then place a bone (NiNode) at the origin with zero rotation and parent your mesh to the bone / node. Set down a bhkRigidBody and a bhkCollProxy, set the proxy helper to use your mesh to generate the collision geometry from (or your own really low poly version just for collision) and assign the material you want. Point the rigid body helper to look at the proxy helper and place them both at the origin also, once you've done this parent the rigid body helper to the bone. This will give you collision for that mesh with it's own Havok material, if you want more then just repeat for the number / different material collisions you want. I recall being able to assing multiple Havok materials to the one rigid body helper (via multiple proxy helpers) but having need for such a collision last night it wouldn't work for me. Not sure if the niftools is a different setup to what I used to have on my old computer. -
Maximum internal cell size?
mindboggles replied to mindboggles's topic in Fallout New Vegas's GECK and Modders
I had a bit of a play in the Geck and it appears 32,000 is the limit in terms of bounds. But according to Geck PU any Havok objects outside 22747.158203 is outside of Havok world. I would be very cautious about getting to close to that size.