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AusAllerWelt

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Posts posted by AusAllerWelt

  1. The issue seems to be that Blender merges the UV because they belong to the same object and lie so close together, you can fix this by simply moving the small UV island of that strip far away and put it back in the original place afterwards so the UV isn't merged on export. I don't know if there is any other way to fix this, but I also don't understand why the mesh was created this way in the first place.

  2. Yeah, Fallout 4 meshes have a completely different nif structure, of course they won't work when you just copy paste them. You need basic knowledge in 3d programs, textures and skinning/rigging.

  3. Looks like messed up/missing weights. Are you sure you're using the skeleton that comes with the mod? I don't know why else this would happen if the original mod seems to work fine.
    Did you do any work in a 3d program? If so something might have messed up on export.

  4. Yeah Fallout 4âs version of âPBRâ is awful, I wouldnât really call it that either. If youâve seen these normals for New Vegas mods though then the author didnât properly convert them, they usually look off in the Gamebryo engine.
  5. Fallout 4 uses a 2 channel tangent space normal map for better performance while storing additional information in the red and green channel akin to BPR information. If you simply invert the blue channel you get a standard tangent space map.

     

    I havenât worked a lot with them other than converting them for use in Gamebryo. I think the Unreal engine uses them aswell.

     

    You can read more about normal maps here https://www.artstation.com/typhen/blog/GZdL/this-is-normal-3-types-of-normal-maps

  6. Vortex is completely fine and works well with New Vegas.

     

    As for NVSR, use the Tick Fix instead, it is still updated and even does a few things better than NVSR.

     

    As for other tips, thereâs always going to be contradicting information youâll find, the state of how to mod the game constantly changes and old information is still floating around the web.

     

    I recommend reading the description of mods you want to install, sometimes reading the comments can help too.

     

    But the crashing issue you had definitely is an issue caused by the Stutter Remover.

     

    Cleaning plugins in xEdit is fine, especially for small mods. There is a few exceptions however. do not ever clean the official plugins/ master files, it will only cause issues. Mods that are well madeshould not require you to clean them anyway, with the exception of some very specific cases, which the mod author will mention in the description.

  7. First off Dragbody didn't create any of this, he just ripped assets from other games. Not to diminish his mods, but he does not make the models from scratch, I want that to be clear.

     

    Making these assets from scratch does require some knowledge in 3d modeling and texturing. There's a lot of tutorials you can find for blender, if you don't want to pay money for a 3d program. I'd say it's almost required to know your way around blender or 3dsmax before you start working on anything mesh related, beyond mashups and minor mesh alterations. If you want to use blender, this is the best version and it already includes everything you need for working with nif files.

     

    I frequently convert free models from sketchfab to New Vegas. The way I do it is preferably get an obj file of the mesh and import it into blender, get a mesh from the game that is about the dimension for the object I'm converting, set up materials/ fixing smooth groups and then export. Outfits require skinning, which is a whole other subject. As for faces/ making faces into a playable race, it requires an egm and tri file and optionally an egt file so it is colorable, although I really don't know if custom egt files can even be created at this point. To create a tri file you basically have to recreate every face morph that is available in the game on your head mesh, this is very tiresome and lots of stuff can get messed up during that process, that's why very few people even bother touching tri files.

     

    That's all I can think of right know.

     

    Basically, I reccommend starting with some easy mashups, simple mesh and texture tweaks and get a feeling for the 3d program of your choice (not many out there that support exporting/importing of nifs). Don't jump head first into the difficult stuff, it'll only frustrate youand make you stop altogether. Good luck!

  8. You don't technically need to rename the pieces. NiTriShapes can be named Scene Root, there's not going to be an issue. It's only a problem when you have more than one NiNode called Scene Root. I still recommend renaming the parts to ensure that the outfit works correctly in 1st person. Generally you need to name parts that are supposed to appear in 1st person Arms (or if you have more than one arm part, you continue with Arms:0, Arms:1). Parts that should not appear in 1st person (mainly to avoid clipping) need to have Upperbody in the name (the naming convention is the same here. Upperbody:0, Upperbody:1). You can compare your mesh to a vanilla mesh to get an idea of the pattern being used, because I'm not 100% sure I'm remembering this all right.

    Now to adress the issue you had in the first place. The pieces are missing a material property, that's why they appear invisible. This likely happened because you copied those parts from a mesh that had a combined material property which is often done for optimization.

     

    Right-Click on the affected part of your mesh, go to Node/ Attach Property and select NiMaterialProperty.

     

    U5yZKGO.png

     

    Now your block should have a material property and appear in game. No Need to change any values, unless you want to make that part of the mesh super glossy or something.

     

    Let me know if you still have any questions or don't understand something. I honestly suck at explaining and there's always a chance that I forgot to mention something :blush:

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