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Everything posted by kungfubellydancer
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I'm working on several mods that change the White Glove Society in FNV, and hope that I might be able to make them wear white gloves. But...I don't understand how the gloves work in this game. In the past games, they were their own clothing slot and put into the game as separates; now it seems that the GECK doesn't have any actual individual armor data of the gloves, because there are no ID's but somehow, the NPC wearing a certain armor (such as Merc armor) will be wearing the appropriate gloves. How do I change, remove, or assign new gloves to armor/clothing?
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What I did was I deleted the file and started from scratch, carefully exporting after every change. The new model works fine now....But I still don't understand what happened to the old one, because I did change all the skeleton and node parts like you said, but it still came out partially invisible in the GECK. Thanks for all your patience, anyhow!
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Crash upon starting New Game
kungfubellydancer replied to mukumukuu's topic in Oblivion's Mod troubleshooting
I'm not a master at this fixing this situation, but my first suggestion would be to make sure that no .esp's are dependent on .esm's that you do not have. -
I re-exported a mesh I retextured, a flawless mesh, from blender, and the result was also distorted. If you see in the image, the arms can be seen through the dress. In the Mesh Data window, the ground could also be seen through the dress. http://i268.photobucket.com/albums/jj27/kungfubellydancer/saaaass.png?t=1294617370 I think it's time I just re-installed Blender maybe?
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I changed the settings and the re-imported a skeleton from an existing mesh. I also pressed on the Shader Map button. Now this is the result. http://i268.photobucket.com/albums/jj27/kungfubellydancer/asfasfas.png?t=1294616333 I'm pretty sure I might have pressed some option somewhere without realizing it, because this problem only started happening yesterday. All other exports worked fine before, with the exception of faulty skeletons. I'm going to try to open the mesh up in nifskope and copy+paste it over onto an existing, functioning mesh, and see what happens.
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I've had that pip-boy problem even on my Xbox360. I doubt it was caused by the texture issue; it could be something else. So was it that the gun's texture was incorrect dimensions?
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Sigh...I don't mean to sound like an idiot, but I'm rather confused about this shader issue. I followed the instructions in the other thread to fix a dress mesh that had a faulty skeleton by re-parenting a new skeleton, the one I found under the \_male folder. This was done in blender. Then I loaded in it in nifskope; looked fine. But then I put in GECK, and I got the same visual error. This time, the entire mesh in the Mesh Data window was missing, except for a a single strange flying object, and in the Cell window, the npc was missing her entire body except the gloves and head (the gloves are a different mesh, not part of the faulty mesh). The skirt of the dress appeared floating over the NPC's head, and the texture was some warped grey texture not even related to the mesh's texture. So, let's talk about the images below. Below are the export settings I used for this mesh. Also attached is the nifskope render, which appears fine, with the texture properly loaded where it's supposed to. Then there's the GECK images, which shows the visual errors. Is there something that doesn't look right in the export settings, and if so, how do I fix it? (I'll attach all the images in separate posts, just bear with me here)
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You have an awful lot of mods. I had about 15 when I started having crashes. What you need to do is disable all of them, then load them one at a time to figure out which one is causing the errors. This is assuming the crashes aren't being caused by conflicting mods. Also, if it's crashing after the loading screen, it could be related to the fact that one of your mods is dependent on a missing .esm file. FOMM has a conflict detector feature, but it didn't help me personally when I had crashing problems. It might help you, because crashes can be caused by so many different errors.
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Problem with type 3 BOG textures
kungfubellydancer replied to billyischris's topic in Fallout New Vegas's Mod Troubleshooting
Well, I couldn't find it, but I found this mod http://www.newvegasnexus.com/downloads/file.php?id=35935 that might help. I don't use it, so I don't know how it works. Like I said, I just edited the .ini's and got the mod to work fine without the weird black panties, but...give this mod a go and see how it works. -
Problem with type 3 BOG textures
kungfubellydancer replied to billyischris's topic in Fallout New Vegas's Mod Troubleshooting
Okay, I had that problem, but I found the fix. It involves editing the .ini's. Hold on, let me try and search for that fix for you. -
It could be that the custom texture is the incorrect dimensions. For example, a mesh that uses a 1024x1024 texture will have this visual error if the texture was resized to 1024x1025. I use GIMP, and it's notorious for resizing a texture to include invisible layers AFTER save+exit+reload of the texture. Check your texture's dimensions.
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As you can see in the screenshot, the mesh (composed of both Vanilla and Type 3 pieces) seems okay, but when I carry it over to the GECK, I start seeing visual glitches both in the mesh preview window and the cell window. In the mesh preview, the boots and shorts fly around in the body mesh, and in the cell preview, the boots and bra and NOT the shorts are completely invisible. What's going on, and how can I fix this? I'm not receiving any error meshes in either nifskope or GECK.
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I'm not sure what I'm doing wrong, as I'm still new to custom meshes, but I like to take parts from armor .nif's and combine them in blender and/or nifskope. However, I often get a few errors. 1. Exporting from blender, I get a message telling me that there are multiple armatures. This happens even when I have only one .nif loaded; I fix this and export. 2. If or if not the above errors occurs, loading the custom .nif in nifskope will either reveal that the mesh has no errors, or that if there is an error with the limbs, particularly when trying to copy branches from that mesh on to another mesh. I believe it thinks the armatures are incompatible or something. 3. If these errors did or did not occur, loading into the GECK will reveal a seemingly normal mesh in the mesh preview window when attaching it to an armor piece. However, when I try to see it in the cell preview window of the GECK or load the cell in-game where the NPC is wearing the said mesh, the GECK/Game crashes without warning. Does anyone know what I'm doing wrong? I've spent hours creating lovely armors and clothing with hand-changed customizations, but it's heartbreaking and frustrating when it turns out they are not playable, for whatever reason. I suspect it has something to do with the armature, but I could be wrong.
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New Vegas show girls
kungfubellydancer replied to havefunwilltravel's topic in Fallout New Vegas's Mod Ideas
This is a good idea! Unless someone already made it, I'll add it to my list of mods-to-be-made.