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Deleted53139156User

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Everything posted by Deleted53139156User

  1. 2.0.0 pre alpha 5 still has the same flag value numbers IIRC though it's probably named a bit different. I think this version has it https://github.com/jonwd7/nifskope/releases/tag/v2.0.dev5 if not might try the nifskope version on moddb google, bing, duckduckgo it etc etc. Not sure where else to find such an old version if not on the GitHub.
  2. Sounds like UAC issue. I assume you have NV installed in the default steam path in program files which is not recommended.
  3. Do you have duplicate scene roots? I think you can delete the duplicate bones/whole root from the outliner window. Not sure if you need to actually reparent them or not.
  4. Not enough info. Need a load order for anyone to help.
  5. Eh I missed a space anyway https://www.nexusmods.com/newvegas/mods/65960
  6. Use Gearlist MCM. Should be able to do the same I haven't checked it out myself yet however,
  7. Ok so I'm pretty sure the issue is the _n .dds texture... looks freaking inverted to what I am used to seeing. No idea how the base recolor doesn't have streaks but it definitely has the hard edges in the same places. There are two ways I know of to fix this without trying to fix the _n.dds file. 1.) Open the original hair color 2.) recolor it how you wish, then add a new layer under it make it a solid color similar to your hair recolor example wine is 722F37 hex. 3.) Merge it down to a single layer. 4.) Export as BC2/DXT3 and tell it to generate mip maps. This won't look as good in places though where the strands are trying to be emulated through alpha. Or the likely better way apply a slight guassian blur after you recolor it. Filters > Blur > Guassian Blur > 1.5 Size X and Y values. (You could try others if you wanted) Then export as BC2/DXT3 and tell it to generate mip maps. Those are both hatchet fixes as I am not texture artist but the second one had no streaks in nifskope when I tested and still had strands somewhat.
  8. You can just double click the texture path in nifskope and remove everything in front of \textures You don't need anything in the path after the \data should start as \textures or \meshes or \sound etc etc. I can't recall but I heard .bsa files will load the resources faster, I can't remember how true that is and never use them myself so grain of salt. Your end user won't have to deal with loose files is probably the biggest draw for if you have a lot of files. You can have multiple .bsa files too if you wish.
  9. The steps should be: 1.) be load the .dds in gimp not the _n or _hl.dds just the one with the hair's color. 2.) recolor the top most layer don't touch the mipmaps, no need to. 3.) Export as .dds with compression settings for BC2/DXT3 and generate mip maps default settings (so the recolor will be updated in the mipmaps.) As long as your exported recolored .dds can be opened in gimp and a you can add new colored layer behind it for an eye check test and it doesn't show evidence of flattening like in the example screenshot I posted you shouldn't be getting streaks. I am using 2.10.6 version of gimp with the .dds plugin. If you still get streaks for some reason, send me the mesh and all the hairs original 3 .dds files and the exact steps to get your recolor and I'll either see what is wrong or send you back a recolored .dds sans the streaks when I get a chance.
  10. That texture you uploaded looks like it has had the alpha layer properties already flattened out of it. The left has side has an alpha layer the right side has had it flattened out. You can tell by adding separate colored layer behind the hair like I did here. To do your recolor you need the .dds which has still has the alpha layer saved into it. Then export it in gimp as BC2/Dxt3 and tell it generate mipmaps (update the color when zooming out). If the .dds doesn't have the alpha layer properties in and looks like the image on the right that is likely why you have streaks.
  11. Upload the reclored versions somewhere in a .xcf format don't resave,export it as a .dds (I can't do anything with it if it has the streaks already) and I'll look at them/export them.
  12. Don't export as DXT 1 try exporting as DXT 3 and select generate mipmaps. Pretty sure DXT 1 compression is causing the flattening don't think it supports alpha channel (transparency).
  13. It sounds like one of someguy's mods maybe Checkpoint Gary.
  14. The texture changing when scrolling out is most likely a mipmap issue if the texture is fine up close. Tell gimp to generate mipmaps on the export settings to update them. Default mipmap settings should be fine.
  15. You need to check your export settings. Gimp doesn't natively support .dds so you need a plugin also you have to check the compression & format export settings and update mipmaps if it has them. Something is probably getting flattened when it shouldn't.
  16. Missing mesh = ! purple eyes = Missing textures. Geck isn't reading the files only the .esp. Archive invalidation likely isn't working assuming your not using a mod manager to launch GECK. Or you don't have the file assets properly installed path wise.
  17. I think you need to remove any duplicate vertices along the seam where you are trying to join the meshes together, merge the vertices so there are seamless connections between the faces where you are joining and you'll also need to delete one or more of the UV maps so there is only one and not multiple. That is the only way I can think of two avoid a texture seam which I assume is what your trying to avoid?
  18. There are some transparency settings in enb.local under [FIX] FixTransparencyBugs=true/false you try toggling.
  19. Running GECK through MO is meant for editing esp/esm files that are stored in MO mods folder on the FNV profile not in the default FNV file directory. Create a new mod in MO put the esp/esm in there and then load up GECK through MO.
  20. Can you replicate the double save problem on a new test mod .esp (same location and start through MO)? If not there is an error somewhere preventing the save using GECK extender. Alternately I think you can test this with the regular GECK as well as it tends to ignore a lot of the errors that prevent saving using the extender namely anything script related. if there is a file/permission error this should show it. Also I and everyone else really recommend not having your game in your program files folder regardless. I have also not tried to use GECK through MO on an .esp/esm in the base NV directory. I'd create a new mod in mod organizer and place the .esp there or launch GECK without going through MO. Whenever I corrupt an .esp It won't load, never had a corrupted .esp not save after loading. If you can post log that the extender makes after attempting to save that might help too.
  21. The default textures for the game are stored in .bsa files. You likely have a mod that is supposed to have custom female raider skins and are missing those textures.
  22. There are different meshes for any weapon. The main model mesh, a world model mesh for the dropped object usually a (go.nif), different meshes for each weapon mod where applicable, and the 1st person meshes listed as STAT for statics. You have too look at weapon in fnvedit to find out which mesh has the issue. One of them has a messed a UV map so it's clearly not fine.
  23. You very likely broke some branch dependencies. You have to compare them to a working nif preferably from the outfit's you used to see what is out of place. And make sure you don't have duplicate Scene Roots.
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