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Fumofumo

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Everything posted by Fumofumo

  1. The different "Types" are actually the various Female bodies that you can employ although you can really only use one, unless you plan on creating custom races to use each one. Type 3 is the most supported female body though, being that it has the most modifications using it as a basis. Mods that don't use esp or esm are generally replacers as in they replace pre-existing meshes and textures. FOMM isn't necessary to install such things, however, you do require archiveinvalidation which FOMM can do.
  2. Meh, I had the same problem. If you set the textures directly to the folder directory and all that from within NifSkope on the mesh then it seems to show up properly, but you can't have that set that way if you want others to use it. I think it might have to do with having New Vegas installed not on C: Drive, but then again, NVGECK is really effin buggy.
  3. Find one of those Vanilla weapon meshes. In the Block List, you'll find a SightingNode. Copy that, paste it into your mesh. You might want to hit F7 and F10 or Render/Side as well as Render/Perspective to, well, view the mesh from the side. Then right click the SightingNode and select transform changing most likely only the Y axis. Now, align the dot with the sights and everything should go properly, probably, well... At least if my understanding of Dreadwolf's information about this is right. Good luck..?
  4. Your KF code is fine. I'll have to remake the pose because I deleted it after I tested and finished. I'll up it to a filesharing site after I make another one. So, just to make sure, you are selecting the skeleton and then applying the LocRot keyframe right? That is the only I can think of that you might have erred on... I'll edit when I have it done. Edit: Well here you go. Interestingly enough, I didn't need to apply the LocRot keyframe so that was done properly. I'm guessing you didn't select the entire skeleton upon exporting? You have to hit A so it highlights all the bones then you export. Might save you a bit of time to delete the body too then select the skeleton on export. Oh and the naming scheme is different because I replaced it with one of my poses to test. http://www.mediafire.com/?nyre7ad5w0p7qc1
  5. Well, you missed a couple steps... On Step 5, you didn't insert the keyframe by hitting the I key then choosing LocRot. Next, I can't be entirely sure of this one, but did you use tazpn's kfupdater on Step 7? Lastly, you missed Step 8 where you had to click on the NiControllerSequence, hit the Txt button next to the name of the KF in the block details, then rename that to SpecialIdle or SpecialIdle_XXX, lastly changing the Cycle Type from CycleClamp to CycleLoop and saving. After having done that from your Blend File, everything worked perfectly and your handshake idle worked.
  6. Yes. Since you are only exporting the skeleton, the body is entirely unimportant. You can actually delete the body in the end just to save time exporting. It is mainly there for show so you can determine how the pose will look. Both men and women of the world of Fallout use the same skeleton which is why pose mods are gender-friendly, usually. Simply follow their guides by the letter disregarding the female body, and you should expel your own custom pose in no time.
  7. Well, you use the TFC command while in 3rd Person, otherwise you will only see arms. Also, you do have Oblivion Mod Manager installed? It would make things a hell of a lot less tedious, and you have OBSE installed right? OBSE allows new scripting options that some mods employ and require it to function.
  8. Question: You are attempting to employ the animations in 3rd person mode right? It would also help to use the console command "TFC". Lastly, usually animation mods that use some sort of menu based system will not function properly if there are more like them installed.
  9. I guess it also requires some Blender knowledge too? My base was Backsteppo's tutorial and his FO3-ready skeleton in .blend-format. - c2552 The skeleton was listed under the Main header as a hotlink. It is a blend file that you open which already has a preset skeleton rigged to a body allowing easier determination of the range of motions it can perform without creating horrific oddities. However, you would only export the animation and not the mesh having finished and followed the steps correctly...
  10. Well, the tutorial did require some Nifskope skill... Simply second click/right click that box where SpecialIdle or SpecialIdle_XXX is supposed to go and hit edit string index. There are no options for this as it only contains preset strings that are already used so you simply type SpecialIdle into the box and hit enter thereby creating a new one or otherwise it won't work. Save it and set everything up in GECK so it functions when you type in playidle "XXX" in the console..
  11. You are talking about c2552's Create and Add Custom poses based on Backsteppo's guide right? That is functioning guide to the creation of static poses... Poses are animations themselves and there isn't some super program or utility that will automate this for you, if it is a custom pose in a screenshot, then it was probably custom made for that screenshot or part of a pose mod that includes a plethora of animations such as the Groovatron. Other than that, you can use c2552's Guide in order to create your own poses and it really isn't that complicated; it is more or less time consuming however. Seems as if you are referring to the Groovatron mod though, so you can simply ignore everything else and search for it on the Nexus...
  12. Your export settings are off. Check Export Animation Only, not Export Geometry+Animation and you'll probably be good to go. Probably.
  13. Odd. You are using Transform+Edit, then Transform+Apply? It shouldn't position the piece a meter above your characters head if you had already positioned it beforehand.
  14. Yes, you do actually have to right click, transform, apply. Otherwise, it isn't going to show your translation properly in GECK. If you don't want to do that, just make a copy of your file and do it anyway.
  15. You don't need a modification to do this one. Open up your console, type in player.placeatme "baseid here" "Aamount". For example player.placeatme 00167eb0 15 will spawn 15 Cazadors at your position. Base IDs can be found using NVGECK and opening an .esp or the Fallout Wiki. Also, if attempting to spawn a creature from another mod, the load order is the first two digits. So, if the load position of the mod was 05, then XX167eb0 would be 05167eb0 hypothetically.
  16. Looks like the mesh was badly weight painted. If you really wanted to take the time to fix it, you would have to import it into Blender, then re weight the posterior end of the mesh so that it moves more smoothly with the body, although it may not solve the problem entirely. The higher the polys, the more maneuverability you have in weight painting but then that increases the demands of a system. Anyway, many meshes do this if they are badly weight painted or bending in a specific manner which is why poses aren't always friendly with your various equipment. Also, if you notice in the fingers of your character while posing, they won't actually bend properly due to the way they are rigged and what not creating deformation and such.. Information post is informational! Sort of.
  17. Josefgray's face texture is simply that, a face texture that must overwrite old facial textures. I'm hoping you are using FOMM and have set ArchiveInvalidation so that older textures are invalidated? Otherwise, it isn't going to work properly although even then, it shouldn't be crashing. You did download Lings from Fallout 3 Nexus and the esp from New Vegas Nexus right? Well anyway, here is FOMM. Install that then open it up and select New Vegas as the game to be managed. Under Tools, set ArchiveInvalidation, then look at your load order. FalloutNV.esm should be the first one loaded, Lings most likely next or whatever else you have that are .esm files. If it doesn't work, just post back and I'll try to assist you in a timely manner.
  18. Here ya go. http://www.newvegasnexus.com/downloads/file.php?id=36317. LoremIpsum already made a fix for it although it isn't foolproof in that it doesn't always work unless you are using the animation switch.
  19. You would have to load it up in Blender, then re-weight paint the legs so they function a little better. There are probably a couple guides somewhere on weight painting somewhere. It is a bit hard though.
  20. Well, you go into your data folder then you delete it like you would any other file. Simple as that. Should be labeled something like d3d9.dll. Next you reload the Fallout launcher, should show your GTX. Also, the game would most likely use the full power of your 470 regardless of having the fix or not, although you don't entirely seem to need it anymore due to the updates. It's more or less a point of view sort of thing. You may get better performance with it, or without.
  21. I'm pretty sure if you have updated to the latest patch, the D3D9 Fix isn't required anymore. Also, the D3D9 Fix makes all Nvidia Cards display as a 7900gs, if I remember correctly, for it to work properly, but like I said, it isn't as necessary now with the latest updates.
  22. If you want the old NV animations, just delete the replacer's data. All the old NV animations are stored in a .bsa, so, when you installed that replacer, you didn't actually replace anything, it was just being loaded instead of the old animations.
  23. I got FOMM up and working, thicked the Archive invalidation button. Nothing got edited. Allthough i do have a "AII-FNV!" file there. I guess i could copy/paste yours and see how it goes.. Hmm, well. I originally didn't use FOMM to do this so my file is named differently, but, you could probably replace it so it looks something like this... [Archive] SInvalidationFile= iRetainFilenameOffsetTable=1 iRetainFilenameStringTable=1 iRetainDirectoryStringTable=1 bCheckRuntimeCollisions=0 bInvalidateOlderFiles=1 bUseArchives=1 SArchiveList=Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa, AII-FNV!.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa
  24. It is indeed a Fallout New Vegas program as well as a Fallout program; upon installing it, you will find that you can venture between the two whenever you want. Here is a link to FOMM and here is another link for the actual New Vegas Archive Invalidation program thing that Mouse0270 made, although I personally prefer FOMM because I can adjust load orders and such.
  25. Well, I'm assuming your using FOMM right? Open that boy up and on the top bar, there is a drop down list called Tools. There should be Archive Invalidation at the bottom, just hit that, then check your Data folder. Hopefully you find an ArchiveInvalidationInvalidated!.bsa. You also shouldn't find an ArchiveInvalidation.txt. Check your Fallout.Ini and see if it matches up with what I have or something of that variant. If it doesn't you can copy and paste mine. ;0. However, being the dumb deluded person that I am, it may or may help your situation. No guarantees!
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