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mancika

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Everything posted by mancika

  1. One typical error that causes items to being invisible that 2 or more items occupy the same biped slot on the character. That is set in the mod files and cannot be changed without the CK. Since modders do not use a unified scheme *what goes where* this is an expected thing with many mods installed. This could be the case but I am not 100% sure of it in your case. More on this matter: http://wiki.tesnexus.com/index.php/Skyrim_bodyparts_number Hope I helped:)
  2. Heyho! Have you tried to delete controlmap.txt in your main skyrim folder? Or ControlMap_Custom.txt if you even have one. Please do a backup of it (them) just in case. This file contains set keys so if the game does not find it it creates a new one. Try deletion and boot up the game. On a second thought try to load an autosave too. Hope I helped:)
  3. Dunno if you still follow this topic but: http://developer.amd.com/Resources/archive/ArchivedTools/gpu/compressonator/Pages/default.aspx I use this for viewing dds files and see their properties(!). Also it compresses dds but i do that in photoshop. Very great tool.
  4. I also have sometimes similar problems and as far as I know I did it all okay. My guess it is the light thats wrong, certain areas or lights in skyrim give me what you have but mostly its okay. Also check the normal map's alpha layer where bright means more glossiness (see glossiness in nif also!). this is the layer that sometimes causes odd results. If you do this alpha layer, copy the diffuse map into the alpha layer and paint it with a brush, black, 50% opacity, or 30% multiple times. I hardly use an alpha thats brighter than a middle grey anywhere in it. Hope I helped.
  5. It is all about biped slots in nif and in CK. The root thing is also solved by renaming it simply. Strangely no one answered:)
  6. Hi there! Im trying to get ovet from Fallout 3 to Skyrim but doing armor is much more complicated. At first step before firing up max to make weapons I tried to do edit blocks in nif files to make armor and learn the new nif structure. IUn some mods I saw this working and I did that countless of times in FO3. So I got a cuirass from a working mod and a belt from another working mod. Both have scene root as root node so I copied over the belt onto the armor (from the _0 to the _0 and from the _1 into the _1 ) did the texture paths and logged ingame to test it. The belt does not appear at all not even collapsed or wrong. In nifskope and CK all appear okay. I looked up some topics then I deleted the bsshaderlightingproperty and took one from an original mesh added to the nitrishape. Still no-show. Any ideas? Also, is there a way to copy blocks from nifs with different root node names? Edit: I am totally new to skyrim nifs and many things seem to work differently.
  7. I guess I got it working now. Seems i exported with the wrong settings from 3dsmax. These seem good tho: http://i984.photobucket.com/albums/ae324/mancer55/fallout3nexus%20images%20nodelete/BACKPACKEXPORTseemstowork.jpg Tutorial that helped in this matter: http://www.squidoo.com/nifexport Needs some further testing. I'll do some other parts to see if this is okay.
  8. It works, yes. But what is not correctly exported for you? On the other hand maybe this will help you: http://www.squidoo.com/nifexport
  9. Heyho! I'm new to animated meshes but i try sadly i ran into all the problems one can have. I worked with weapons so far by dozens of pieces but I'd like to know how to do animated parts. Since i try to learn progressively i went on a backpack mod using 2 bones (spine1 and 2) only. Work in 3dsmax went well (;p) so far objects i modified (2 parts) are rigged okay afaik. After export and the finalizations in nifskope the 2 new objects follow the bones as they should but disappear on certain camera movements and distances. These 2 objects are the 3-part satchel and their buckets. Iread some tutorials with solution from 3-4 years ago but these should work already with the new plugins and stuff. Otherwise I have no idea any more how to fix this. If an experienced modder reads this please point to a solution. I guess going over to complex cloth modelling won't be a success until i can manage this. Edit: the other backpack parts are copied from nifs and work completely fine. Edit2: the 2 modified parts are imported from nif into max to fix weighting. Vertexes are welded. http://i984.photobucket.com/albums/ae324/mancer55/fallout3nexus%20images%20nodelete/mesherror1.jpg http://i984.photobucket.com/albums/ae324/mancer55/fallout3nexus%20images%20nodelete/mesherror2.jpg Thx in advance.
  10. 1 idea: load up geck, find text option to find "vertibird". look for mesh links in all occurences. Then in the dropdown where you link to a mesh there you can see if a mesh is actually loaded with texture variations. Its used with clothes too to use 1 mesh and numerous variations of textures in game.
  11. Heyhey! I know its a well known problem and probably explained somewhere. I rarely come across this in weapon nif files. After reloading an object misplaces itself ingame - sometimes only visible from 3rd person camera - like the slide on pistols or magazines or the shotguns barrels. These are animated parts on their own nodes and modifying these give me this result. If you get the weapon from holster they look good but after 1 reload it occurs. What do i do wrong/what to correct? I could not find coords or translations that seem wrong. Tangents and centers are updated, objects on these nodes are nullified (transform-apply) so i really do not know where to look. Shotgun was made based on the original model but the new barrel part was moved forward. Looks good until reload, then this: http://i984.photobucket.com/albums/ae324/mancer55/Errors%20-%20Forum/ScreenShot134error.jpg Thx in advance: regards.
  12. I guess you mess this up. So lets clarify: - diffuse map, base color texture, dxt3 format, alpha layer means transparency (nif model part needs to have the nialphaproperty) where black = transparent. - normal map is the surface map, is dxt5 (and NOT dxt5nm), is generated from the diffuse map (with a normal map plugin or done with compressonator), need to be assigned in the nif file under the diffuse map in the next row, alpha layer controls glossiness where black = not shiny. Thats it. Hope I helped.
  13. You just cannot delete a game content that is coded and used in 1000 places in game. One solution would be to edit cells and delete the encounters using radscorpions OR replace these animals in the encounters with something else. Advice: do not mess with these since you can have serious problems (crash crash crash). Or mess with them but KNOW what you are doing.
  14. "I have been installing mods into New Vegas for months now and they all work." He did Ghogiel, besides: cheers to you mate:) Edit: I hope he did XD
  15. "my game uses the built-in textures and switches constantly" typical for a missing texture in a models mesh part's path. Load up the NIF file in Nifscope. In the models node tree look for BSShaderTextureSet. This is the place to set a texture for a specific mesh part. In block details you will see the path set. Look for it it must be a missing dds file (also look for *_n.dds or *_g.dds). I recommend to read http://cs.elderscrolls.com/constwiki/index.php/Category:Texturing_Tutorials http://cs.elderscrolls.com/constwiki/index.php/Better_Retextures_:_Detailed_Guide_For_NifSkope_and_the_GIMP http://niftools.sourceforge.net/wiki/NifSkope/Documentation_And_Tutorials Using Nifskope is tricky and you need to set it up properly first. Good luck messing with models:) Its a nice thing and a way to learn a lot.
  16. Heyho! Ive been playing F3 for a long time now and modding it too. Sometimes it runs for an hour no matter what sometimes i crash every 2 minutes (especially outdoors). My game modded, use mods from others (carefully picked) and my editings also, i tried to avoid conflicts and so far everything seemes fine. Question: is there a way to dump a debug log to see what causes crashes? Since i run with FOSE everything is way better but sometimes these 1-2 minutes crashes just p*ss me off. My guess its about the leveled items on spawned npcs (inventory) but i double checked everything and cannot find anything that shouldnt work. Thx in advance.
  17. Hey! Id like to know how to define the way how a holstered weapon is attached to the armor mesh. On the hip and on the back. Some1 plz explain me. Thx in advance.
  18. I tried to get some solution. I cant load any savegame now. Switched mods off or loaded another save then the latest. No results. What makes me angry that i didn't edit anything that might cause this only made weapon meshes or tweaked existing working weapons in the last days. I reinstalled the whole os clean even this morning. Fact is i can begin a new game and it works okay but hell if i loose my characters progress including all the stuff collected and and dlcs played to the end. Im pissed utterly. This game hangs and freezes without any sense. Not to mention i have to kill the game on every exit 'cause it cannot close itself properly. Great. Edit: Oh yes i forgot. Patches are up, latest drivers tried and this isn't caused by the mods since after 10 years of modding i know how to run things. Funny this game runs way crappier than oblivion did with more edited content.
  19. Set "Ammo Use" to 0 on the weapon. Make it playable, drop into followers inventory. Note that you need to give him/her a bit of ammo so he/she uses it.
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