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SandMouseAnarchy

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Everything posted by SandMouseAnarchy

  1. I'm working on a mod and I need a good vanilla location to put a little enclave easter egg. I have a couple ideas but nothing that jumps off the page. Is there any enclave related location in game? I don't remember anywhere significant from my playthroughs but it's been a while. Is there an enclave or ex-enclave npc in the commonwealth? I don't remember any :/ Any ideas guys?
  2. Do you have the dds plugin? (if there even is one for paint(?)) Try photoshop student/trial version mate :) and get the dds plugin for it :) I think the dds plugin can be found on the nexus, if not it's free on Google somewhere :) But I would definitely recommend using photoshop.
  3. No problem mate :) glad to help if I can :) So let me get this right... You want all outfits to be cbbe and the Base naked body to be jane mod, but both overwrite the same body texture? So, I think the problem is that in CK in the human race record - the body mesh and texture are set for whichever mod is last in the load order, if you change the mesh and texture path in the race record you should be able to have your body use a different texture to the body meshes in the outfits :) and it should work just like you want :) Note - cbbe and jane body might use a script to 'inject' the new mesh and texture into the human race record. That way those mods would be compatible with other mods that edit the human race record. So if you're going to release the mod or atleast make it more compatible - I would definitely recommend checking out how to do that by script, I've seen a couple good script examples online, but the best and easiest way would probably be to open up cbbe or jane body in CK and look at their script (if they use one) :) Edit** also, if you didn't know already - an .esp Loads data into the game from a .Ba2, and esp's are toggled on/off by whatever mod manager you are using, so if you turn off the mod in mod manager there's no 'real' need to delete the esp and ba2 :)
  4. Hi guys, i have a small test quest script that looks for when the player enters the power armor workbench and makes a list of all worn items... I thought this would be simple, but im getting a compile error saying that "(4,1): argument aseventname is not specified and has no default value"... this is what i have so far... Scriptname Modular_PA_Re extends Quest Event OnQuestInit() RegisterForTutorialEvent() EndEvent Event OnTutorialEvent(String asEventName, Message aMessage) if asEventName == PowerArmorWorkbenchEntered Actor Player = Game.GetPlayer() int index = 0 int end = 43 const while (index < end) Actor:WornItem wornItem = Player.GetWornItem(index) Debug.Trace("Slot Index: " + index + ", " + wornItem) index += 1 EndWhile EndIf EndEvent As you can see, line 4 says "RegisterForTutorialEvent()" not "aseventname"... "aseventname" is on line 8, and is defined with -> "if asEventName == PowerArmorWorkbenchEntered". if i remove line 4 ("RegisterForTutorialEvent()") then i get the compile error "(8,19): variable PowerArmorWorkbenchEntered is undefined" Its got me wondering if "PowerArmorWorkbenchEntered" is even a valid thing? And im not sure how else to define PowerArmorWorkbenchEntered in my script? - if thats even necisary... Does anyone know how to use OnTutorialEvent(PowerArmorWorkbenchEntered)? - Or know whats going wrong on this one?
  5. Ah I see mate, well, try deactivating the original mod and leave just your custom files and see if that helps :) the body mod is probably low in the load order and might be overwriting your custom edits. It's just a guess though.
  6. I'll do some amateur plumbing in exchange for some grinding work hahaha
  7. Thanks Reneer ^.^ that was my thinking too ^.^ I'm just not able to put in as much time to the mod as I once did, hell I've rebuilt the thing twice now since loosing my backups - but at the same time I wouldn't want anyone to see the mod as being only half done. Maybe releasing in beta would be good to avoid all that ^.^
  8. Oh that's a strange one, hmm, it sounds like there is a texture/material swap on the outfit in CK that is overwriting the bgsm and texture sources in the nif (not sure though but it might be worth checking). So, is it just the outfits that go back to the old textures or is it happening with your custom body mesh too? Another idea might be to try and "check texture sources" (or update texture links, i forget what it's called) from the right click menu in nifscope. :)
  9. Hi everyone, I have a few mods that I'm working on, and one big one in particular that is very almost playable but not all the features are up and running yet, my mod will definitely need play testing and bug reporting before any 1.0 release, so is it worth it to upload an alpha/beta to the nexus, or would it be better to wait until the mod is more polished? There's also a LOT more that I want to add to the mod - would it be better to periodically update the mod page or to just save it and release it all as one? - And in the same vein, would it be best to leave new content that I'm working on in the mod, or to completely strip the mod down to just the fully implemented features for release? Does the nexus allow you to put up a beta and then put up the 1.0 version as a new mod or would you have to put the 1.0 version on the beta page? Thanks for any advice guys ^.^
  10. Hey again mate :) the bssubindex modifier isn't 'strictly necessary' and isn't necessarily for a smooth model :) (note, if a mesh has a bssubindex modifier then it should be a bssubindextrishape in nifscope, if a mesh doesn't have a bssubindex modifier then it will need to be converted into a bstrishape in nifscope in order to be visible in game) I delete any bssubindex info in my models straight away because editing things under it in the stack can ctd. If I need it, I add it back using outfit studio. The mesh smoothness issue can be solved in two main ways - the first is to add (and then CollapseTo) a smooth modifier, I like using the "smooth" modifier, checking the auto smooth option and setting the number to 180. I read somewhere that if you use specific smoothing groups they have to match up with vanilla smoothing groups or parts of the mesh get screwed up, but auto smooth works great :) The next way (and these should probably be done together) is to edit the mesh normals, try adding a "edit normals" modifier in, select all the normals and hit "unify" (then CollapseTo). The dark shading around smoothed areas you see in your "smooth" picture are due to normals telling light which way to bounce, and the only reason it's dark is because the normal lines don't match you camera fov. :)
  11. Nice one, does that mean problem solved? - Well by remove the male reference I mean - there is two major dropdown boxes in AA record, male and female, the female drop down box has your custom outfit but the male box has vault111suit in it, so if you press the import sclp data button, it will bring back data for the male vault suit, so get rid of the male outfit version so the box is empty and then import sclp :) the sclp button is at the bottom of the AA record next to the OK button :)
  12. Ah that's a shame :/ Well, I think i see that you're using the Vault111Suit record as a base for your outfit - when I messed with the vault suit I noticed weird things happened when I changed the bided slots, the vault suit definitely has sclp data, if you deleted the reference to the vault suit from the male version of the AA and then hit Import SCLP and see what happens, I bet that'll do the trick mate :)
  13. That's interesting! I've never heard of that 0.0 is File>Create Archive in CK? I have an annoying piece of armor that refuses to show, I'll have to try that one :)
  14. ooops, quite right ArmorAddon is the record i meant :) haha ah, ok, i think the issue is under armor scaling mate:) try ticking the underarmor scalling box and see what happens :) the only other thing i think it could be is - there could be an extra cbbe body mesh in the outfit nif, but like i say, usually that kind of problem (the body getting chubbier) is solved by ticking underarmor scalling :)
  15. Unfortunately (a lot of us have been trying) we can't add new havoc bones to the skeleton, so we can't make new "physics" for hair, the only work around is to use physics from another hair/outfit. To do that just skin your hair to an existing hair or outfit that moves as close to how your hair should move as possible in max or OS. ^.^ Note that a poly can only have a maximum of 4 bones influencing it so skinning between multiple hairs/outfits can get pretty tricky.
  16. I can't speak for everyone mate, but the "easiest" way to make a realistic skin texture is to use actual stock photos of skin/an actual model ^.^
  17. Well, underarmor scaling is a little tick box at the top of your (AA_) Armor record - if ticked the outfit will scale as if it is fitting over another outfit/underarmor, it's usually responsible for the wrists of the outfit being way too big for the hand, neck gaps etc... Sclp data, I'm not exactly sure what this even is myself, but for example on the vanilla BoS uniform, the sleeves scale up to fit the gloves under them nicely, removing the Sclp data keeps the wrists at the same scale. Sclp data is a little box at the bottom in your (Armo) Armor record, it says something like "update Sclp data" pressing that button will look for a Sclp data file in the same directory as the outfit nif, with the same name as the armor nif. If no Sclp data file is found it resets the Sclp data to 0. From re-reading your post, it sounds like you just edited an armor nif and somehow the skinning got messed up, well, a picture would help narrow down what exactly is happening. - it sounds like either A, no sliders were confirmed in OS (sliders can be confirmed by going to Sliders->confirm all. Slider data is responsible for making your mesh scale to the shape of your body in bodyslide - if you change the body from the vanilla shape in bodyslide, then any outfit that uses that body will need slider data. The easiest way to get slider data into an outfit is to go File->load reference->cube body, and tick the little box at the bottom that says "merge sliders with existing ones", after that go Sliders->confirm all, or B, the armor has Sclp or underarms scaling options checked when it's not necessarily, or C, the mesh was edited or moved after it was skinned, meaning that it moves as it would have done if it were back in its originally skinned position :) they're usually the main issues when it come to skinning things :)
  18. Did you confirm sliders for each mesh in OS? Is underarmor scaling in the CK armor record causing the issue? You could also try updating the sclp data in the armor record too and see if that is the problem ^.^
  19. In CK you'll need to make (MWSP) material swaps for each new texture, and a new (ap_) attach point keyword for the outfit, along with an (ma_) mod association keyword for the outfit, - then make an (OMod) object mod for each material swap, inside the OMod specify the ap_ and ma_ keywords in your outfit, and on the right side of the OMod window (I forget the name) there is a section where you can add properties to the mod (other keywords, enchantments, armor id etc) choose material swap (or whatever its called) from the drop down box and add your material swap. Then make a (CObj) constructible object for each OMod :) That is it mate :) Note - Make sure you put a name in your (ap_) attach point keyword (this will be the category name that will show in the workbench) and a name in the OMod itself (this will be the name of the mod to build in game) And It's probably also best to stick with the vanilla naming convention when doing this, for example CObjs don't need the workbench specified in the record itself, for armor anyway, instead it is named something like "Co_Mod_Armor_Leather_Torso" the "Co_mod_armor" bit is the bit that tells the game which workbench it appears in (as far as I know anyway) likewise it's probably best to follow that rule with everything else :)
  20. Ahh I think I see what you're doing now, when I first started trying my power armor mod I tried experimenting with the ap_BodyMod and changing the OMod models in there, but there seems to be some bugs with the vanilla attach point, or atleast as far as I tested. A lot of my problems came from a, trying to use vanilla attach points, and b, object templates... Most of the time when I made an edit to a piece of power armor there would be a lining, or other Omod in the object template that had overwritten my custom Omod. For example, if you change the bodymod, but then have lining C then lining C's model will overwrite the bodymod. And all OMods will overwrite the normal apparel model (somehow) Took me ages to figure out that one, to test, you could try stripping the object template down to just your custom OMod and go from there. With my t45, if I leave any vanilla entries in the object template my changes won't show, but the x01 shows my changes whether I edit the object template or not, I think that could have something to do with levelled lists and in the game picking a random version of the armor to give to the player. I've also had a few problems with straight up exporting from archive and then importing straight to ck, some things work, others fail terribly. It might be a good idea then to test an Omod with a model that you know absolutely will show in game - the setdressing teddy bear works great and will always show up for me :) *Edit* wouldn't ya know it, after saying teddies always show for me, I was working on an outfit, threw a teddy in an Omod as a test and it inexplicably didn't show, it turns out that (now, for me anyway) the bslightingshaderproperty has to be named, even if the bstrishape uses a bfx node. No idea what's happened there, but make sure those bsLSP's are named :)
  21. I have all my files under Meshes\Actor\Powerarmor\SMCharacterAssets\ and it's OK, but I think the path has to be in Actor\ for sure :) I'm not too sure about max 2010, I would love a copy but the earliest version have access to is 2014, I think 2010 will be fine though :) So, are you just replacing a vanilla mesh with a custom one or are you making a new entry in CK? And are you skinning/weighing in max or outfit studio? (a test you could do is to remove the skin information from your custom nif - if the mesh is OK and floating under the player then it's a skinning issue, if the mesh still isn't there then it could be a problem with the mesh itself, maybe a problem exporting, maybe corrupt data being left in) Does the armor appear on the frame furniture but just not when worn? - Or is it not there on the furniture or when worn?
  22. Oh man, so much yes... I'm working on a power armor mod at the moment, and at every turn I've had random problems like this popping up and there just isn't all that much info online about power armor specifically. So presuming you have the right version of max and niftools - What do your nif export options look like in 3ds max? Flatten hierarchy should be ticked, tick zero transforms and set transforms to 0.00. A lot of the time, I think info gets kept in the 3d and corrupts things later down the road - I've found that I always have to reset Xform on my meshes, (if the pivot point doesn't match the root node things get really broken) then set to editable mesh, NOT editable poly, and then I export as obj (to try and get rid of extra info) then reimport and re-export as nif. Smoothing groups can be a problem too, so I always use auto smooth (180) and that seems to do the trick. Next in nifscope, make sure the mesh is converted to bstrishape, unless you have added segment data via outfit studio. Converting to bsTriShape seems to get rid of a lot of annoyances, but if you want dismemberment to work properly then definitely add segment data. Let me know if you're still having the issue after checking those things, I might be able to help seeing as I seem to be solving these same problems all the time :)
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