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AusAllerWelt

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Everything posted by AusAllerWelt

  1. I combine parts from different nifs in blender all the time. You just have to make sure to remove the armatures in the end and import the skeleton again so you only have one scene root. If the mesh still has two after the export you can just select the NiNode that contains all parts of the mesh and use 'Crop to Brach' and then rename it to 'Scene Root'. @jimmyjam115 The best method to fix this sepcific case is to import the mesh into blender and remove the armature/skeleton and import the skeleton again and then export, it should be fixed then. I suspect that you did not only copy over the blocks but the whole NiNode into the other nif, that's how this things came to be. It's generally better to work on your meshes in blender, because you have more control over what you want to do and can also fix weighting issues that may arise by mashing parts of different outfits together. If you plan on making more mashups, it's best to consider learning how to work with blender.
  2. This is most likely the culprit. Remove everything from your NiTriShapes that isn't Has_UV and Has_Tangents. I suspect it has to do with your export settings. Would you post an image of them?
  3. egm files are used to fit headgear or hairs to the heads of characters. Since facegen allows to manipulate the shape of the head this can otherwise lead to the issues you've been describing. egm files are practically just a file that have morphs in them, which makes for example the hair match to every shape that can be generated with facegen. But I don't understand, did you extract all the files into your data folder? Wouldn't the files be extracted to a different location? I'm certain that you didn't delete all of them. The only way you could 'reboot' it is to delete all loose meshes you have in your data folder, so the game will only read the files from the archive.
  4. Sounds like missing egm files. Why did you even extract the meshes? If you deleted all of the loose files then it should technically work again, though I'm not sure why it even was an issue to begin with unless the game won't read egm files packed into an archive when the hair nif is a loose file.
  5. You need to add a material to the mesh in blender, otherwise it won't have a shader. I've said that in my post. This tutorial should help you with how you do that.
  6. There's two ways to approach this. You can either import the body mesh and and cut that up into parts which you form and transform into your armor. The second way is to still import your body mesh and add a basic mesh from where you start creating your armor. I'd look up some tutorials for general armor/clothing creation in blender. I personally recommend to not use the first method because your topology will be less than ideal, and starting out with a simple mesh and adding onto that gives you more freedom over the topology. My topology always gets pretty messy anyways though, because I'm not aware of a free program that let's you retopo your meshes. Creating your armor from scratch also gives you the opportunity to better think about where you eventually want to have your UV seams. You will have to create a UV from scratch in the end, remember to do this before your split vertices on your mesh to simulate your smooth groups, because when unwrapping your mesh it will affect the way the UV turns out. Split vertices count as UV seams. You also need to add materials to your armor, otherwise they won't show up in game because they will lack a shader. I expect that you know how skinning works? This is another important part for the creation of an armor mesh. This is all I can remember from the top of my head now, but feel free to ask anything, I will probably be able to help out :smile:
  7. You shouldn't have to. I use the version I linked myself and still have 2.79 installed seperately without issues.
  8. You are using a newer version of blender. It is technically possible to use a newer version to work on meshes for New Vegas but it is always recommended to use Blender 2.49. You can download a portable version of 2.49 with all scripts and prerequisites that you need. You can simply save your current mesh you worked on in the new version as a blend file and make it backwards compatible and open it up in 2.49 and export it from there. Whoops, madmongo beat me to it! I still recommend downloading the portable version because it is patched so that vertex normals won't be regenerated when going into edit mode, which is one of the reasons why a neck seam is produced.
  9. Did you not read what I wrote? I use NMM myself, and it does Archive Invalidation the same way Vortex does it. Archive Invalidation is ALWAYS required when you want to use files that are not packed into a BSA. But it is not necessary to deactivate and activate AI every time you install a mod, because the method that is pretty much exlusively used nowadays does not require you to do so.
  10. I'm not using Vortex either, I still use NMM. You need to toggle Archive Invalidation once and then never again unless something changes with your ini files. The way this works is that a blank BSA is created that is loaded before all other BSAs, hence invalidating those files by reading loose textures first. I'm not making this up, this is simply the truth. Yes, toggling AI can resolve issues but it is not necessary to be switched off and on again after every mod that has been installed, that is how it worked way back when AI was done in a different way but it's not being done like that anymore. Basically any Mod Manager that has an option for Archive Invalidation makes this obsolete, that is what I mean with modern.
  11. JIP adds a costum ini which let's you modify your game without touching original inis. You need to add the lines for Archive Invalidation to the costum ini or delete the costum ini It is also not necessary to always toggle Archive Invalidation when making changes to textures, any modern mod manager implements AI in a way that makes this redundant, please stop spreading this information.
  12. It's an issue with how Obsidian painted the terrain, costum texture packs can make it more visible though.
  13. No problem, feel free to use anything I post here on the forums ;) I'm happy if I can help with the little knowledge I have about this stuff!
  14. I suspect you didn't set the correct shaders for skin on the arm. It has to look like this
  15. It's a bit difficult because there is a part to this that I don't exactly understand myself. There is a technique that allows a mesh to call for a bone without being skinned. (Quite a lot of hats and headgear items use this in the game, I never understood how this technique works in detail though) And this was the issue here. For this the object needs to have its scene root in a specific position. I fixed it by skinning the head and leaving the scene root where it is to have it appear correctly. There is a bit of information about it here. But then again, I don't think that bananakillerBRO's mesh had a NiStringExtraData Block, so yeah, I don't know what really the issue was, I only knew how to fix it. I'm sorry that I can't provide more than that.
  16. There you go. It wasn't in the right position. I haven't tested in game but it should work now. Let me know if there are any issues with it.
  17. The link doesn't seem to work :sad: The mesh is definitely skinned though, otherwise you couldn't even see it in the render window. So that isn't the issue.
  18. If you send me the file I can take a look at it, it's always difficult to tell what the issue is when I can't look at the mesh myself.
  19. There is one morph for each eye in the .tri. What .tri file did you open up because I am certain that every vanilla file has these morphs (except the .tri for the male ghoul head mesh if I remember correctly)
  20. This is an issue with ENB. For it to work correctly you need to turn off various graphical settings. Taken from the modpage of Rudy ENB: - do not enable Antialiasing and Anisotropic Filtering in game video options or in video driver control panel. - turn off "Steam Overlay" for FNV - right click on the game name in your library, choose "Properties" then uncheck the "Enable Steam Overlay" checkbox - hdr must be enabled in game video options. In the FalloutPerif.ini made the following changes under [Display]. -iMultiSample=0 -iMaxAnisopotry=0 -WaterMultiSample=0 -TransparencyMultiSample=0
  21. Nope, that image is from the latest version of Nifskope. My guess is that the the mesh is either not skinned (although I'm not sure how it would lose all the weights when it's just a mash up) or the parent NiNode is called something other than Scene Root. Both of these instances would lead to the mesh becoming invisible in game.
  22. Are you on Windows 10? Stutter Remover is known to freeze the game on Windows 10.
  23. Sounds like your mesh isn't properly assigned to the skeleton. Is the parent NiNode of your mesh called Scene Root? Does it have numbers in the name?
  24. It's a result of the weighting of the body and the way the animation moves the bones. Type 4 is probably your best bet to reduce this since it has better weighting than other bodies.
  25. Because this is simply how the engine deals with transparency. You can reduce it by editing the alpha property of the hair mesh but it will never be fully gone.
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