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Posts posted by nognow
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Install & version seems OK.
In more than 10 years of use I can count NifSkope crashes on one hand, mostly due to my mistakes.
There are several ways to delete or remove a Node or an Array in a nif. (I guess that's what you mean with "assets")
The correct (and long one) is:
1. Unlink the Node from its parent.
2. Select the Root Node -> Rclick -> Crop to Branch
3. In menu select Spells, -> Sanitize
A.-> Collapse link Arrays
B.-> Reorder link Arrays
C.-> Reorder Blocks
4. Save
This should ensure a safe result (if the nif is originally healthy).
The nifs you linked are indeed bad with NiTriStrips and NiTriShapes mixed. I can't pinpoint other error at first sight but the fact that it can't be proceeded in Sniff with "not a valid nif" message says it all. Troubleshooting deeper might be uncertain.
I could remove parts without crashing, with NifSkope giving an error message one time on closing.
I would stay away from such meshes unless you are able to import/export from a 3D app with the correct settings.
If the issue you've described persist with other know clean nif then you might need to reinstall NifSkope.
I remade those nifs:
They seen fine now https://filebin.net/my7ubm6q623y7jnk
Is it better to use tristrips or shapes?
Regardless, the issue persists with all nif and obj files.
by "deleting assets" I mostly meant NiTexturingProperty and NiMaterielProperty from imported OBJ files and NiNodes.
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Separate spec map don't work in FO3-FNV, they are useless.
I'm porting FO4 meshes/textures which, after using the separate spec files in the normal's alpha channel, work great in NV (georgem1010 told me about this trick.
but I almost always see an _m.dds in slot 5 of NV meshes.
Those files don't exist I'm FO4 content.
What are those and how do I generate them?
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This is not normal behaviour for NifSkope.
- Where and how did you install it?
- Describe exactly each step you are performing till crash.
- If it happens with one nif in particular, please share it so I can have a look.
1. Downloaded the latest version from here https://github.com/niftools/nifskope/releases and unpacked it into a non-system folder.
2. Removing an asset, any asset, crashes 50% of the time within a few seconds. Adding assets, batch processing, converting etc. work flawlessly. It also crashes occationally when adding resource paths.
3. It started when I was tinkering with these meshes: https://www.nexusmods.com/newvegas/mods/67667
they were poorly generated and despite working well in-game, Sniff can't process them (returns "Not a valid NIF file"). So I remade them. It was a while ago though and the aforementioned meshes are no longer used or opened.
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The latest release I can find is NifSkope 2.0 Dev 7. Are you sure about the version number? Or, did you mistakenly post the Blender version?
I was referring to 2.0 dev 7
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ÂYou should always start troubleshooting from any error messages you can see. (They are your best "clue"; and why they exist at all.)àààWe don't expect you to be able to interpret those messages, but reporting such accurately and in detail (i.e. screenshots) is an essential first step.Anytime the game "Crashes to the Desktop" (CTD) it's typically going to generate an error message in the Windows Eventlog because both the game engine and Windows itself was not able to predictably handle the error.àPlease see the "Windows Error Messages" section of the wiki "How to read most Bethesda game error logs" article.àThese errors need to be dealt with first.Logs generated by the game itself (not Windows) are found in the game folder, where the "FalloutNV.EXE" file is located.àThey generally have the ".log" file extension, or a filename with "_log" in the name and a ".txt" extension.àDon't know if NifSkope generates any logs, and the first place to look is where it is installed as it is an "independent tool" separate from the game.à-Dubious-
There are no error messages. It just freezes for a second and closes. There are no log files (that I can find)
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The latest 2.7Since there are so many, which version of NikSkope are you using?
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Please see "TIP Model Lighting" under the "NifSkope Mesh Editor", and "TIP Improving Texture Normal Maps" under the "Texturing" sections of the wiki "Getting started creating mods using GECK" article. Also, read the Working with DDS/DXT Files article by Gary "Buckaroo" Neely to understand the choices in DXT codec to choose among. Blender and the NIF tools don't export a lot of things properly, so then you have to go into NifSkope (which comes with the NIF tools) and fix it. Bethesda games use primarily DXT3 & 5 codecs.
There are also specialist "normal map" tools listed under the "Image Tools" section of the same article.
-Dubious-
The Normal Maps in FO3 -FNV use an Alpha channel for Specularity.
Add an alpha channel to your Normal map where white = bright/shiny, black = dull and grey for nuances. Save in DXT5.
Thanks!
I've seen a lot of NV mods that have a separate spec file too (at least they are named _s.dds or _spec.dds)
Is it possible to use both?
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nifskope is driving me insane. It crashes whenever I delete assets (nodes, shapes etc.)
I tried everything: reinstalling, running as admin, adding to antivirus exceptions, trying different versions of nifs (FNV, FO4) etc.
Currently, I have to delete an asset and quickly save with the reflexes of a cat before it crashes. Then I have to reopen and continue. When there are a lot of assets that need to be removed, and without the ability to select multiple items, it's a game of delete, quick-save, crash, reopen.
Has anyone encountered this problem? If they exist, where are the crash reports stored? are there any alternatives to nifskope?
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I've noticed that NV weapons use a type of normal maps that I haven't seen anywhere and can't find any info about. How do I generate them?
The way most normals look:
https://i.ibb.co/bXbGNKr/AKS74u-N.png
The way NV's look (the white/black is supposed to be transparent but imgbb is stupid):
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Anyone knows what's the public server of The Frontier?
or has it been pulled just like the mod itself?
I've been looking all over and can't find it
Thanks!
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edit: figured it out, tnx
GetEquippedWeaponModFlags (https://geckwiki.com/index.php?title=GetEquippedWeaponModFlags) is supposed to return the combined value of bits of the equipped weapon's mods, but it always prints the name of the variable (in the following example, prints "a") Did I make any mistakes in the script below?I'm new to scripting so apologies if I made some dumb mistake
scn WeapModCheckint aBegin OnEquip playerset a to Player.GetEquippedWeaponModFlags
PrintToConsole aEnd -
edit: It's fine if it's some workaround like:
Script activated when weapon A is equipped to check if mod #1 is applied, set damage to 100.
edit 2: accidentally posted new comment; I meant to edit the original post.
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that was it! thanks!
it always adds all 5 DLCs.
why does it work like that? if I don't use any assets from a DLC, why is it added? and why does it crash?
I have the problem happen when I make YUP a master and actually edit something YUP edited, because it is dependent on the DLCs. Then I do a clean-masters, and it removes the DLCs but leaves YUP.
The game is OK, because it just loads all ESM/ESP files according to your load order, and has already loaded the DLCs before YUP and my mod.
The GECK (evidently) only looks at what my mod says are dependencies. It does not check the dependencies of the dependencies, and tries to load YUP without loading the DLCs first. FNVEdit will also crash the next time I load that mod without me manually selecting the DLCs there too.
Does the FNVEdit auto-clean process also do a clean-masters? Apparently this function is broken for FNV? I never clean the masters unless there is one there I really want to get rid of.
I don't understand the question. Please clarify.
Cleaning masters with FNVedit is usually safe.
Auto cleaning with FNVedit or anything else is NOT safe. It WILL break plugins. Nothing good those plugins do cannot be done manually.
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If you did a Clean Masters in FNVEdit, it removes many of the masters, and this causes the GECK to crash.
If you open it (selecting all of the masters the GECK doesn't list) and save it with the GECK, the full list of masters will be restored.
If it isn't what I am talking about, then I don't know.
that was it! thanks!
it always adds all 5 DLCs.
why does it work like that? if I don't use any assets from a DLC, why is it added? and why does it crash?
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I feel like there must be a NVSE script that activates whenever a specific weapon mod is applied.
So I can make a shotgun muzzle break, for example, reduce spread and increase condition.
I imagine that the second effect will be artificial by just setting a weapon stat value directly since the "one mod-one effect" thing is hardcoded into the engine. So when mod #1 is applied, set sound level to "silence" or set min spread to 1.0...
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The GECK usually freezes for a minute when it loads regardless, unless you're saying it literally crashes on you. I'd recommend patch your GECK with the 4GB patcher. The consumer version of the GECK wasn't very well optimized so expect poor performance no matter what you do. I should also recommend IStewie and Roy's Geck Extender which comes with a handy dandy crash save feature along with various crashing issues fixed!
I use all of the above.
I should've noted that
If I select all the masters myself, it loads within seconds. But if I don't, it just freezes.
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I have a super annoying issue where my Geck freezes during loading if I don't select all plugin's masters manually.
Any suggestions?
edit: GECK Extender and 4GB patcher applied
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Any advice on how to write a script that makes NPC weapon mod loot chance also scale based on mod value? It makes sense for more expensive mods to be rarer. For example, set 1000 as base price for a 1.0 multiplier, and then a mod worth 2000 would result in a 0.5 multiplier for the final number...
I imagine that JIP NVSE's bNPCWeaponMods function would need to be used.
or if by any such a mod exists?
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You should never clean the .esm files. You will cause all kinds of problems with the game.Â
Â
Since you have already cleaned the .esm files, you will have to verify your game files with Steam or GOG.
I didn't. I cleaned that plugin esp. how can I clean Fallout.esm's masters if it doesn't have any?
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So Fallout.esm doesn't have ref IDs for ANY of the vendor containers in the game.
If I want to add a plugin's weapon to a container via script, GECK won't let me save without adding a master plugin that adds a refId. But cleaning that plugin's masters via FNVedit removes that master. Is it ok to get rid of that master? does it mess up the script? is it worth editing Fallout.esm directly to add refIDs?
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Why not put your code in the result script of your quest stage that ends the quest?
As I noted, I'm afraid of letting some tiny weapon adder to modify such a critical quest (referenced 205 times) directly.
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But that's only after the quest has been completed. Beforehand, it'll keep running until I complete the in-game quest
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You could make a quest that checks if that quest is done through a quest script. The condition you'd be looking for would be getquestcompleted:
https://geckwiki.com/index.php/GetQuestCompleted
Here is an example of the script:
scn AddWeaponQuestScript short DoOnce ;give WEAPON once begin GameMode if DoOnce == 0 if (getquestcompleted VMS55a == 1);Whatever your quest ID is, this one is Tend to Your Business set DoOnce to 1 player.additem WEAPON 1 ;give one WEAPON endif endif end
You could make a quest that checks if that quest is done through a quest script. The condition you'd be looking for would be getquestcompleted:
https://geckwiki.com/index.php/GetQuestCompleted
Here is an example of the script:
scn AddWeaponQuestScript short DoOnce ;give WEAPON once begin GameMode if DoOnce == 0 if (getquestcompleted VMS55a == 1);Whatever your quest ID is, this one is Tend to Your Business set DoOnce to 1 player.additem WEAPON 1 ;give one WEAPON endif endif end
Haha we both wrote it at the same time.
thanks!
Wouldn't it create bloating? I don't want that thing running constantly to check quest status.
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I'm creating a script to add a weapon to form lists/leveled lists upon a game quest's completion. I've already created the adder script itself, but I can't figure out how to set a condition when quest X is completed.
What's the best way to accomplish that?
Thanks!
Edit: Of course I can just add the condition the game's quest itself, but it's a very critical quest (the final Dead Money quest AKA finishing Dead Money DLC) and I don't want a tiny weapon script to modify it directly.
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Generally, PN should be avoided like the plague.
As Dubious pointed, it hasn't been updated in years and was probably abandoned by the developer.
Here's a helpful list from Viva New Vegas of mods to replace PN's functions and add many others :
"Although it may seem counterproductive to install a bunch of small mods to replace one big mod, these alternatives are all more efficient and performance friendly. They are 100% safe to use, and actually work, unlike Project Nevada:
Core Module:
Dynamic Crosshair, Bullet Time, Sprint, and more: Just Assorted Mods
Grenade Hotkey: B42 Quickthrow or Quick Grenade Hotkey
Variable Zoom and Slower Backpedaling: lStewieAl's Tweaks (enable bAdjustableScopeZoom and bMovementPenalties in the INI)
Immersive Health Visuals: Custom Health and AP Visuals
Enhanced Vision: Enhanced Vision
Explosive Entry: Simple Explosive Entry
Immersive Primary Needs: Immersive Primary Needs
Inventory Sorter: Universal Item SorterCyberware Module:
Complete re-creation - Cyberware 2281
Rebalance Module:
Better character progression and better combat: JSawyer
Item rarity changes: Unfound Loot
Lethal headshots: JIP LN NVSE (enable bLocalizedDTDR in the INI)
Alternate repairing system: Alternative Repairing
Miscellaneous gameplay changes: lStewieAl's Tweaks (enable bMovementPenalties, bNoKarmaMessages, and bRemoveSneakLabel in the INI)Equipment Module:
Fallout 3 Weapons: Fallout 3 Weapons Restoration
Classic Fallout Weapons: WebbProductions2020's Mods (require manual conflict resolution)
nifskope crashes when deleting assets
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Triangulating converts strips to shapes. Should I triangulate and then stripify?