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Fumofumo

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Everything posted by Fumofumo

  1. Don't take bones from pre-existing models.. They won't work as they aren't in the right format. Import a fresh skeleton and parent that. When exporting, you might want to export the skeleton and it should take the backpack with it. You can get one by using a BSA extractor on the Meshes.bsa. Also, you need might need to weight the backpack so it bends properly = Rigging and all that.
  2. I think it was either head or hair, but when used on a full set armor, arms won't display in first person for some reason.
  3. Interesting, you are right. You do need an EGM to enable the Hat portion of Hair Nifs. Don't particularly know what I was thinking but kudos to you. I guess having an empty EGM is a good work around though to get the job done. Still odd, I swear what I suggested worked before. Oh well.
  4. Is it either a neck gap or a wrist gap or both? If you are using the Smaller Type 3 hands for your body, they don't actually line up. I noticed that a long time ago. The only body I've found where the hands actually lined up properly with was the HDX Body that Exeter packed in with his/her Type 3 conversions. What I tend to do if I'm converting some armor and they don't line up is simply join the hands to the body, then merge the wrist vertices of the hand to the corresponding vertices on the forearm. I then split where I merged and get two hands that line up. It would probably be simpler to just use those hands afterward as the actual hand mesh, but apparently I never seem to. As for a neck gap, I'm not really sure what could be the problem. Did you translate the body in object mode or anything? Or is the body's position off when imported back into Blender? I dunno. Also, the transform features of NifSkope don't work particularly well with things that have skinning like all the clothing and bodies of Fallout and some weapon nodes and such, really mucks things up.
  5. Typically when I do my own hair conversions, I do not use a BSA nor egms for morphs... NoHat and Hat versions all work fine. For some reason, Lings and Mikoto's BSA's had a BSA related issue where the hair meshes would be a bit too low due to something having to do nif files not interacting with egms properly when extracted, didn't really look into it in detail because it was a non-issue for me. So, my only suggestion would be to simply not use the BSA for it. You would have to remove any Nifs similar naming scheme and folder designation as well inside those BSA's if you were to use them, etc. Try it out and if that doesn't work, I'll think of something else.
  6. The original meshes did not have an EGM mainly because they did not conform well. You should be able to copy the NiTriShapeData of whatever Hat mesh you want then paste that over the NiTriShapeData of the Hat part of the actual hair. Make sure that the NiTriShapeData has Vertex Colors checked to Yes and then update the Vertex Colors Array. You will also have to change the textures of the BSShaderPPLightingProperty to match that of whatever mesh you copied the Data from. I'm probably not being particularly clear about this.. Also, the EGM's are not necessary for the NoHat mesh to show up. It depends on how the actual hat is setup in GECK. If it set to take up the hair space then NoHat is used or if it is a helmet, etc.
  7. I doubt you've done anything wrong in your process, its just that these hair meshes aren't particularly friendly since they never were intended to be used in a Fallout or Oblivion setting. Might try changing the settings of Conformulator though until you get something you like. Mainly the Quality settings and the Conform range...
  8. The way that hair is built is in strips of overlapping layers. If you attempt to move any of them, the texture will inevitably stretch or lower layers will pop through. The part about moving vertices causing a texture stretch can be applied to any model. Anyway, when flattening out the hair, make sure that you are also flattening out the lower layers or they will pop through like in your picture.
  9. Sounds like you are experiencing a driver issue. What OS do you have? If it is XP, you might want to download the newest ATI Drivers for your graphics card, and then Guru3D's Driver Sweeper. Uninstall your old drivers, run Driver Sweeper to clean up the extra ATI files and install the new ATI Driver. If you have Windows 7, that thing uninstalls, cleans up, and updates pretty much through Window's Updates. If you don't want to download Driver Sweeper, you don't really have to. It's just what a lot of people do when they frequently replace GPU's so that there are no issues with incompatible drivers. If you do use it, remember to only sweep ATI Drivers using the Checkboxes.
  10. Hehe, well, hopefully someone else with a different insight on this can help you out. This thread may or may not help either, but good luck?
  11. http://i.imgur.com/pBZ8b.jpg Odd, you changed the NiAlphaProperty of the label and not the bottle right? Not as shiny but it seems to work on my end.
  12. Well, you think they would have fixed those bugs left from Fallout 3? Try making it into an esm or something.
  13. Overwrite what? If it is the ini, then yes, as long as you have already made a copy. If it is something else, then I don't know, you are sort of vague on what you are referring to.
  14. Okay. Go to My Documents\My Games\Fallout New Vegas\ or whatever variant it is depending on your OS and copy the Fallout.ini. Then Edit the Fallout.ini and change that bLoadFaceGenHeadEGTFiles=0 to bLoadFaceGenHeadEGTFiles=1. Next your going to have to go to your SteamApps directory and then Common and then Fallout New Vegas etc etc. Duplicate Fallout_default.ini then edit the original in the same way so it doesn't get overwritten etc. Ctrl+F for Searchin if you are lazy, etc. Now, if all that doesn't work, open FOMM and find your esp. Right click it then click open in Tesnip. Then spells and make esm. Load the esm instead of the esp and see if that works?
  15. Try setting bLoadFaceGenHeadEGTFiles=1 in your Fallout.ini. If that doesn't work, try making your mod an .esm.
  16. If you only edited Boone's hat, simply delete the all other references using FNVEdit. No point in wasting all that time for one object.
  17. Eh.. Alphas are such a fickle beast in this crappy Gamebryo Engine. The thing doesn't like overlapping and renders them like crap.. Anyway, I'm looking into your mesh more or less as an experiment for myself and to help you out though. I'm pretty sure I tried 4846 but I'll test it out again. Edit: Hmm, apparently that rendering issue is only in GECK. Looks fine with 4845 no threshold on both the bottle and label in-game. 4846 seems to work too.
  18. The thing is, those "unrealistic" hairs weren't made for Fallout. They were converted Sims 2 Hairs that people brought over with permissions mainly starting with Ren bringing her/his/it's hairs over. The only hairs that were made specifically for Fallout if I'm right were those Final Fantasy hairs and even then, they weren't made to fit the theme.
  19. http://www.thenexusforums.com/index.php?/topic/250193-converting-fo3-hats-to-nv/ Scroll down to where Vagrant0 posted. Might help you out. ;D?
  20. Its a bug relating to the Cazador poison. Apparently the poison effect doesn't wear off after combat lasting the entire 30 seconds.. Applying any stimpacks basically does instant damage over what would have occured in 30 seconds, keep applying them and they die. You can either wait the duration and hope they have enough health to live it, or the battle ended and they were healed which then they can probably survive, or dismiss and rehire them.
  21. Your normal map isn't particularly normal. What program are you using for editing your textures? Also, the Specular map and Normal map are contained in the same file for Fallout. How brightly reflective/shiny, etc, is controlled by the Specular map which is simply an Alpha 1 Layer on the normal map. Darker equating less shiny, vice versa for exceedingly shiny. You might be able to simply get by using the pre-existing normal map that was included with the pants too.
  22. Some simple steps so you can do it yourself with Blender regardless of thread title! 1. Open Blender! 2. Import the Legs and then Import the Torso with Import Animation and Nodes unchecked! 3. Select Dumbbell Shaped Items in your Window then Delete! These are bones that aren't functional! 4. Edit meshes, delete odd chunks, etc, or don't. 5. Hopefully you have the Fallout New Vegas Skeleton unpacked! If not, open FOMM, use it's BSAUnpacker and simply just grab the skeleton. 6. Return to Blender, hit A, all meshes will be selected thereby turning pink! 7. Import the Fallout New Vegas Skeleton with Import Skeleton Only+Parent to Selected! 8. Select Skeleton only, Export using Default Settings and check Shadow Maps in the Top Right Corner. 9. Open Nif. 10. Select whatever NiTriStrips is the skin/body/etc and open it in the Block List. 11. Select BSShaderPPLightingProperty and look at the bottom header. 12. Scroll down and change Shader Type from Default to Skin then Select the BSShaderFlags and add WindowEnvironmentMapping. 13. Right click into the blackness around the mesh in the window, then batch Update All Tangent Spaces. 14. Save and Test for Win? What I am assuming occurred in your attempt to combine two meshes is that the Nodes for individual bones got screwed over after you deleted the blocks that represented the legs in the original mesh. Might possibly be due to having optimized and removed bogus nodes, etc, I wouldn't know since I don't know the procedure you took to do this. Simply adding a new Skeleton and exporting from Blender solves the problem. Also, always after having imported an armor, delete the old bones and import a new skeleton unless you do actually get that NifSkope thing working the way you would like it to work. I think TG had a tutorial with his armor set or something, too lazy to look ATM. In other news, here is fixed file for your usage and it includes a picture of what it looks like. http://www.mediafire.com/?sgplo4b1ejice1e
  23. You can always try uploading it to Mediafire or 4Shared. Or pack it into a bitesize Rar. Anyway, I'm not entirely sure how tedious it will be to put this together until I actually see the meshes. I can probably write up a step by step too. Gonna do some homework so I'll check back later. Oh and if that doesn't work, I'll PM you my email later or something. P.S. You really shouldn't have to pay anyone to do something like this because it generally goes against some sort of EULA or something complicated and lawfully technical, etc. Sort of the equivalent to charging someone for mods, which is illegal, and reminds me too much of the SIMS series...
  24. Pretty sure I can do this for you for free in like 5 minutes... Just send me a link to the file as it looks simple enough. Dismemberment probably won't work though.
  25. Type 3 is simply just another body replacer for women. It has higher details and what not. Sort of like HGEC for Oblivion. The male variant would be like Robert's Male Body replacer. There are a lot of Variants of the Type 3 body, like SKINNY or Type V, etc. Just pick one you like or don't pick one at all. The only real problem you'll get without them when using equipment that requires them are really oddly displaced textures.
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