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kungfubellydancer

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Everything posted by kungfubellydancer

  1. Okay, I figured out how to attach NiMaterialProperty to NiTriShape using this tutorial but there is still a Red Exclamation in the CK. Maybe NiMaterialproperty is not compatible with Skyrim? If so, what is used to replace it?
  2. It's the same issue. The node simply refuses to attach to the part it's supposed to, and remains unparented. Maybe it's a problem with the new version of Nifskope that is made compatible with Skyrim?
  3. I right clicked on "5 NiTriShape" and went to Node>Attach Property> NiMaterialProperty. "6 NiMaterialProperty" shows up, but listed on its own, after "0 BSFadeNode". The 6 would indicate that it is listed after NiTriShape, but when I click Save As, "6 NiMaterialProperty" becomes "22 NiMaterialProperty" and remains unparented. This is what causes the Red Exclamation point in the CK. I don't know how to put this node underneath or beside NiTriShape where it's supposed to go.
  4. No, this is the default game Glass Bow model. I did not do anything except add custom textures.
  5. I created a custom textured glass bow which is meant to have glowing celestial bodies on it, but it doesn't seem to work. I read somewhere that there is supposed to be an emissive property on the mesh but I don't know how to set it. I tried attaching a node NiMaterialProperty (or something of the like) but it does not work, presumably because it doesn't attach to the BSFadeNode, and causes a Red Exclamation in the CK. Please help; without the glow, the stars won't look good. http://i268.photobucket.com/albums/jj27/kungfubellydancer/11111111111111111.png In the CK, no glow is apparent despite my proper glow map. http://i268.photobucket.com/albums/jj27/kungfubellydancer/11111111111111111-1.png
  6. I already have those settings set. I found out that the problem is not in this mod but in my game, and that no waterfalls or fog is working anywhere. Thanks for your help though!
  7. I made some custom weapon racks for a mod, but in the game, the weapon rack positions the swords/etc in impossible ways. The shield portion seems to work fine. The "linked refs" in the CK seem to be fine, it's just the positioning that's the problem. http://i268.photobucket.com/albums/jj27/kungfubellydancer/ScreenShot5.jpg
  8. I haven't played in a few months, but I noticed now that the game is not loading any of the special FX, including waterfalls, mist, fog, magical swirls, etc. The sounds are there, and so are the streams, but the waterfalls themselves that feed these streams are gone! I'm not sure if this helps, but here is my rendererinfo: Renderer Device Information: ATI Radeon HD 3200 Graphics atiumdag.dll RenderPath : BSSM_SV_3_0 PSversion : 300 VSversion : 300 VStarget : vs_3_0 PStarget : ps_3_0 PS2xtarget : ps_3_0 maxPS20inst : 512 3.0 Support : yes 3.0 Lighting : yes Nonpowerof2textures : yes FP16ARGB blending : yes FP16ARGB filtering : no Bloom lighting : no Refraction : yes 2.0 hairw : yes SLI mode : no NVapi enabled : no Multisample Type : 0 Transparency MS : no HW Thread Count : 4 Plugin list: http://i268.photobucket.com/albums/jj27/kungfubellydancer/modlist.png
  9. You probably installed one or more mods that is dependent on a Master File that you don't have. This would cause a crash right after the logo video.
  10. Thanks, though I fixed the horse on my own. However I still have the problem of waterfalls, fog, and other ambient special effects not working in any of my cells. How do I solve this? I can't find information anywhere regarding this issue.
  11. I have tried, but I don't see any immediate difference between my special FX and those used in other places, that I could see. I should also add that the ore I placed around the level are not usable; they appear without any ore veins as if they were already spent. How do I make them usable? [solved]
  12. I am making a mod with both interior and exterior cells, and I used a lot of waterfalls, fountains, and fog/magic effects as ambience. They work fine in the creation kit and animate as intended, but when I enter the cells in-game, all of the effects are gone! They simply don't appear at all, either in the interior and exterior cells. (Screenshot in the Creation Kit) http://i268.photobucket.com/albums/jj27/kungfubellydancer/moderror2.png In addition, I made a horse that is supposed to utilize the same "defaultghostscript" that other ghost creatures in the game use, to give it that ethereal blue ghost effect, but it isn't working, and the horse looks like a normal horse in-game. I even went to Reference > Scripts > "defaultghostscript" Properties > pGhostFXShader > Pick Object "GhostFXShader". Nothing is happening to the horse. [solved]
  13. I've been away from the Bethesda modding world since...at least 1 year ago, but since I just got FRAPS and Sony Vegas 11 I decided to open up the GECK for a bit and ended up creating some music videos. The quality of these videos are so-so as I try to adjust settings in these programs, but please enjoy. I consider these to be artwork, as I am also an artist and have featured plenty of stuff on this site. Does the forum no longer allow Youtube embedding? Instead I have included screenshots from the videos beneath the links. http://i268.photobucket.com/albums/jj27/kungfubellydancer/1-1.png http://i268.photobucket.com/albums/jj27/kungfubellydancer/2-1.png http://i268.photobucket.com/albums/jj27/kungfubellydancer/3-1.png
  14. Yes, true. But the hair let loose we thought appealed more to the heart and kept the gas-masked subject human, than tied-back hair. But you did overlook a more important "error", and that was that the shooter isn't wearing gloves. Again, though, the same concept; seeing the feminine hands and the wedding ring kept the subject human.
  15. This one of my most recent (and most successful) photoshoots with the theme loosely based on New Vegas. The subject in these photos is me, and like most of my shoots I like to keep a rather sexually ambiguous appearance, so that the focus is not on me as a female but on the story being told. Some of these have been manipulated to include things like dirt piles and clouds that were not in the original photo, but otherwise, they are mostly true to their original versions. Note the subtle personal elements like my dainty fingers, home-made bulletshell necklace, home-made iPhone pip-boy, and wedding ring. Enjoy! See more my artwork and photography at my deviantArt. http://th02.deviantart.net/fs70/PRE/i/2011/052/9/2/fallout_new_vegas__high_roller_by_kungfubellydancer-d3a3yh5.jpg http://th04.deviantart.net/fs71/PRE/i/2011/052/4/1/fallout_new_vegas__no_regrets_by_kungfubellydancer-d3a40aq.jpghttp://fc03.deviantart.net/fs71/i/2011/052/e/3/fallout_new_vegas__as_the_rain_by_kungfubellydancer-d3a44l6.jpghttp://th07.deviantart.net/fs70/PRE/i/2011/052/7/b/fallout_new_vegas__our_eyes_by_kungfubellydancer-d3a42qt.jpghttp://fc03.deviantart.net/fs71/i/2011/052/d/0/fallout_new_vegas__aim_true_by_kungfubellydancer-d3a42ke.jpghttp://fc00.deviantart.net/fs70/i/2011/052/7/6/fallout_new_vegas__torn_earth_by_kungfubellydancer-d3a45n1.jpghttp://th04.deviantart.net/fs71/PRE/i/2011/052/b/3/fallout_new_vegas__requiem_by_kungfubellydancer-d3a43jd.jpghttp://th00.deviantart.net/fs71/PRE/i/2011/052/e/4/fallout_new_vegas__exhaustion_by_kungfubellydancer-d3a3gm1.jpghttp://fc06.deviantart.net/fs71/i/2011/052/f/1/fallout_new_vegas__avenger_by_kungfubellydancer-d3a3vix.jpg
  16. I can make jewelry, if people really want it. Most of my mods have jewelry paired with the outfits but I can make them into a stand-alone mod. I mostly make gothic jewelry but do people have any other ideas or requests?
  17. My export settings already have the "Export Dismember Body Parts" button highlighted. Weird that it doesn't actually appear in nifskope. Like I said, I also used conformulator to get the additional files to allow deforming, but none of these are helping the graphical error that's occurring in the GECK. I'll upload the files anyway, and maybe others can see what the problem is.
  18. I loaded into Blender and attached the Vertex Group "BP_Head". The weights were already at %100 so I exported. There is still no BSDismembermentskininstace node, and I don't know how to attach one, as it keeps going outside of Scene Root. I also used Conformulator but I'm not sure what that did besides add an .egm and ,tri files (among others) to my folder. Otherwise, the mesh still works the same in GECK, with floating triangles.
  19. Okay, I'll give it a try. I'm not sure how that will help, as I've made countless headpieces for my mods.
  20. ...Um, conformulator? What's that? >_< Not sure what that is exactly, but the above glitch usually happens when my shader options are set incorrectly. But they appear okay in this situation. I'm at a loss as to what is causing the problem, because all the usual obvious errors seem to be fine. I'm sitting here saying, "Okay, what is it THIS time?"
  21. Actually, it's not invisible. I was panning the camera around the cell with the said NPC, and the gasmask shows up as this strange floating triangle mess. http://i268.photobucket.com/albums/jj27/kungfubellydancer/asfasfasas.png It's not truly invisible, just strangely deformed.
  22. I know, I have a reputation for having many problems with my modding, but I haven't had this problem yet, at least with this set of "symptoms" (excuse me, I've been ill for the last month). I just made a custom gas mask mesh, complete with textures. In Nifskope it looks fine, all the node seem to be in order and named correctly, and the textures appear to be in place. The Shaders are also correct, at least, in comparison to other working headpieces. However, when I load it into GECK, it appears invisible, but does not crash the program. I can even add it the my testing NPC's inventory without a CTD, but it's still invisible on her. Like I said, it's been properly rigged and parented to the armature... http://i268.photobucket.com/albums/jj27/kungfubellydancer/gasmask.png
  23. Yes, yes, I must say that is....As a Blender junkie myself I can say that I can very well create this kind of armor, but it would take a very...very long time. Maybe someone with more talent could create it sooner. Send the picture to me by PM and I'll put it on my ever-expanding list of work to be done.
  24. There's a kabuki mask in my mod, but it's for New Vegas. It's on the far right. Is this what you're looking for? http://www.newvegasnexus.com/downloads/images/39336-1-1294290980.png
  25. I have plans of making a small mod in which a character will show up at various, undisclosed places and perform an action, much like a random event. However, these events are not literally random as they have a 100% chance of occurring. As for the character's actions, they will only initiate under two conditions: 1), that the player is far enough away, so that the character can do his thing and leave before the player can get to him, if even possible, because he might be somewhere such as a building rooftop 2) that the player looks directly at him. Until then, this character will stand idly until the player looks at him, then he will perform his action. Is there a good script out there that can make this work, providing I make the changes appropriate for the mod, and is there some good reading for scripted events?
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