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Posts posted by baduk
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Hi!
I havent ever made weapons but i looked at em in nifskope before.
Its not the havok stuff on a weapon. weapons have lotsa transform controlers tho on em for the reloading animation. It would be real cool to learn how to make those work right so u could make cool stuf like jack in the boxes lavalamps or turning on deskfans or whatever. but that is not the problem for you.
There is one ninode on the weapon that is called ProjectileNode and if u right click on it > transform > edit on it a window popsup where u can fiddle with its translation rotation and scale.
I dont know for sure but it could be that this ninode not being named "ProjectileNode" may be an alternative cause for your problem.
I think that the translation one specifies where the projectile originates and the rotation one is going to determine what direction it travels in.
Problem is tho u dont get to see any visual feedback from the rotation settings and u need to calibrate that to your crosshairs and ironsights or whatever.
I think u can use different nifs for first person and third person if u want to.
Anyway hope u solve your problem. Look at other nif files and see if u can find out how yours is supposed to be.
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Wow that sounds waaay too technical for my common mortal mind.
By the way, I tried a clean install of the game and all the mods. Didn't work :( This is ridiculous! Everything worked like a charm. Textures can't have vanished by themselves...
Its not technical at all. if you open the nif file with nifskope you can see the little plus sign that says ninode. expand those and look at the different thingys in there. then u will find the part i mentioned and see the paths and its just like using any other regular computer program. They made changing texture paths very user friendly. just look for the flower icon.
I encourage you to fix your problems without reinstalling cause u never learn anything if u just reinstall. and u waste time in the long run.
Anyway the time i had a problem. Well i did have 2 texture files with the same name in the folder and then deleted the old one. it was probably cause i had a hidden character in my filename and that can happen sometimes. lately i have had a couple issues with my keyboard localization settings and stuff. its anoying. But. i remember hearing about texture paths getting mesed up in the nif before from somewher so i think its possible to have such an issue without hidden characters or anything.
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Yeah. I think u need to go int o the object browser of geck and get the audio seciotn.
probably just edit default death music type record in there . select your sound file. save and activate your plugin. see if that works.
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Well. u can always use nifskope and set the texture paths by cliking on the flower icon in the bsshaderpplightingproperty bsshadertextureset
If you are sure everything else is in proper order.
I have had a weird issue before where my textures were properly set but they werent showing up . Had to keep setting that in nifskopy until i finaly decided to go ahead and import nif int bledner again.
Maybe its a bug on my computer.
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Hi !
Have a look at the recent thread here see if it helps you.
http://www.thenexusforums.com/index.php?/topic/277428-nifskope-scene-root-problem/
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Ok. I have Fallout 3 Game of The Year and the 1.7 Update, I have put nearly 600 hours gametime into the game, and just started playing again after upgrading my computer over the last several months, and decided to start all over for the fun of it. I also have the LIVE Disabler, ArchiveInvalidation Invalidated, Fallout Script Extender, and Fallout Mod Manager.
The mods I originally tried to do was a messy combination of CALIBR and Apocalypse Armory mods, that consistently caused me to crash to desktop, no matter how I organized the mods on FOMM. So I decided to go simple again and just do some hideout and simple weapon mods, so I extracted them into Fallout 3 Data, and the game starts, but the "specials" in the hideout and the weapons have the red exclamation marks which tells me I'm having some texture or mesh problem, but I can't figure out where. The files are all extracted properly, and I have reinstalled Fallout 3 and DLC over a dozen times. I have tried it in both Program Files and out, because ArchiveInvalidation has been known to have issues in Vista, and I run Win 7 Ultimate.
Hi!
I hope that you get things straightened out and enjoying your game with whatever mods u might want.
the problems with crashing using calibr and apocalypse armory and the exclamation marks that youget when you are missing meshes ( missing textures causes the textre for the object to change like a chameleon)
is all caused by (sorry): the files are not installed properly.
Anyway. as long as you have it installed OUTSIDE of program files you wont have to reinstall your game.
since you have fallout mod manager, you should take advantage of the fomod feature. that is the main function of fomm.
fomods can be packed from a folder. extract your mod to a neutral location folder named as the mod is. then iniside that folder it is the same as data directory for your game.
meshes folder and texture folder and esp files located at this level.
it is good to arrange things the way they need to be inside this folder before packing the fomod but usually they will be.
exeption is if fomod conversion data is included in the archive.
you should definitely use calibr and apocalypse armory. there is nothing messy about it. make sure that you have the compatibility patch and as you can imagine it must load after the mods in question.
Some other utilities that can help a lot is
fo3edit: this is handy for checking your load order cause conflicting records are hilighted in red, make sure the conflicting record that you want to have active is loading last in your load order.
fo3edit is also useful for creating a merged patch and examining and editing plugins.
wryeflash: this program can also create a bashed patch. it is basically like a merged patch but has some better features so use this one instead. this is also imho handier for changing your load order. i usually just use fomm for the fomods and bsa browser. It also has handy tab for managing your savegames.
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ok well u gotta download the conformulator.
http://www.tesnexus.com/downloads/file.php?id=9360
This great program is gona make it so your helmet mesh changes shape to fit your characters head cause they can change shape with facegen morphing.
Need to export the helmet mesh as obj. can use nifskope to do that from your exported helmet nif.
then select that obj and the tri file for the headmesh and then it will generate the egm file that you just put it in the folder along with your nif.
Oh yeah and in geck you gotta use update facegen availability command to set the flag that your nif is using an egm file.
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Hi!
I never did any helmets before. but i did edit my headmesh before but anyway. I think that you need to position your object onto the global xyz000 before exporting it.
goto edit mod and select the vertices and hit shift s to snap your 3d cursor to the selection. then go into object mode and click the center cursor button on the mesh panel of the editing tab. (buttons window)
Then hit n to bring up the transform properties window. there you can set the location to xyz000.
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i guess you can make sure that you have the bsshaderflags set right in bsshaderpplightingproperty of your nitrishape/
should be sf_zbuffer_test, sf_shadow_map, sf_empty, sf_unknown_31
Edit:
Well seems like i jumped the gun a bit. didnt realise most of the protectrons on the creature list are from fo3.
I found one type. helios statis protectron that moves properly.
So the modified nif with everything but the legs weighted 50-50 to the pelvis and spine works just fine. escept that theres some kinda glowy dome thingy on its head that moves back and forth.
so anyway if u want to make something like a power droid like in star wars or whatever it should work fine.
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I thought it would be interesting to try that out, so I just went in and modified my protectorn nif. then i noticed something weird.
I had wondered earlier while playing, why primm slim just stands there next to the rollercoaster in primm.
well the altered protectrons i used seemed to work normally as far as vats and dismemberment went, but they never would shoot at me or walk around. they didnt have any animation for combat.
I thought that it must have something to do with the change i made to it although i didnt expect it not to work.
Then i started wondering about it cause when i attacked primm slim who has a completely separate vanilla nif file, he behaved the same way and never moved.
So i guess in my vanilla game, protectrons cant walk or attack anything. thats pretty weird.
Maybe in NV they are lacking some animation files. I would prefer if my protectrons can walk.
I guess if i can fix the problem by importing files from fo3 or something i will let u know about it.
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Hi!
It sounds like your making a cool thing. I hope you make it work right.
cant you just weight everything 50-50 to the pelvis and spine bone or something? excetp for the leg parts so it will walk like the protectron does but not have moving arms or anything.
you would have some collision meshes moving around tho , as long as you dont mind that.
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Hi!
I am not aware of any changes in dismemberment in NV.
But I havent tested anything yet, you should go in the game and blow some people away then you will see.
But. I wonder how it is that your body models were so messed up to begin with?
any fo3 bodys i have used in NV have all looked just fine and no issues.
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Yay!!
WOOOWOOO!!!
Ok. anyway i just made a basic subsurfed pointy ear version of the tedybear.
It moves just like a regular teddybear tho so this can be used for making any stuffed animal or similar doll!
extract teddybear01.nif from bsa
open up the ninode "bone01", a child of scene root
This ninode has 5 other children, for each other bone.
Delete the bhkcollisionobject for each of the ninodes
save your modified nif as teddybearStripped.nif or something
import the teddybearStripped in blender skeleton only.
Then select the skeleton and import the geometry.
You can then make a mesh and copy weights from the bear geometry or whatever.
export the new stuffed animal with fallout 3 defaults except for
turn off export dismember body parts
turn on use bsfadenode root
shader options of shadow map empty and unknown 31
Oh yeah you can turn of strippify geometries so u get trishape but i dont know if that matters.
Then i opened up the original teddybear01.nif and the animal1.nif that i just exported with nifskope.
remove branch on the nitrishape data and niskininstance from original teddybear01.nif
copybranch on the blocs from the animal1.nif
into the data and skin instance links on the nitrishape for teddybear01.nif
Saved in meshes]clutter]teddybear] for testing. heres a pic!
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You will want to experiment with some stuff. import the skeleton.nif
I use blender and i dont know 3dsmax or any of that stuff, but if you want a part to be rigid then weight all the vertices the same. 100% to a bone or 50-50 to 2 bones or whatever.
Then you have bendy parts inbetween the rigid parts.
With the skeleton.nif you will be able to use pose mode to manipulate the skeleton and see how it will deform without having to put it in the game.
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Ok.
Thanks for your help! i will try this now.
I wasnt going to try anything like that until an admin told me to cause i just dont want to mess anything up worse than it is.
UPDATE:
Yay! I seem to have no problem logging into any of the sites now.
The problem was indeed because the special characters in passwords worked only on the forum and not in the other sites.
:laugh:
Umm. i dont know how to edit the topic title to (solved).
Maybe i dont have that permission.
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Hey thanks for trying to help me!
The password is supposed to be instantly updated across all the nexus sites and only the fact that i changed my password was updated.
My sentence is not explicit.
In other words. No, my old password does not work :(
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Hi!
So its been about a week since I changed my account password.
I changed my password through the interface here at the forums and I can log in just fine at the forums.
But when I try to log in at any of the other nexus sites the password is incorrect.
The password is supposed to be instantly updated across all the nexus sites and only the fact that i changed my password was updated.
I hope somebody can fix this issue for me or give some advice!
I was thinking it could be noscript or something that caused the issue.
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Hi!
I have one idea of what might be causing you a problem.
So lets say you are using nifscripts 2.5.5, the new one.
U want to export your armor to nif file so u click on fallout 3 for export options and then click on defaults for selected game.
This should work!!!! yea but wait a minute. look over at shader options. yeah u need to have shadowmap selected in there. click that and try exporting.
Now it should be working in geck and not just in nifskope.
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Yeah!
I just uploaded a mod for people like yourself. (me also)
http://www.newvegasnexus.com/downloads/file.php?id=38302
Hope u enjoy this!
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Blender is gonna do what you need to do just fine no reason to pay for commercial program.
You dont need to import or export obj files cause the nifscripts let you importand export nifs.
When you read a tutorial about how to do something make sure to check the date.
The nifscripts have gone through many improvements over the years and old tutes go obsolete.
Read at the niftools forum for up to date information.
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I think your oblivion may be crashing on exit.
u gotta edit the ini file to enable your console
then if you want to set settings from in game you gotta open the console after your done and type saveini.
Just as a reminder you hsould save copies of your ini file as a backup before you alter it.
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HI!
YEa i heard that blender harnesses the power of your gpu for doing all its calculations and stuff.
IT is a real good troubleshooting tip you give to check your gpu settings and change em around with blender~!
Thanks!
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Hi everyone.
I just noticed that there was a modelling section here in the nexus.
Some of you blender people are gonna already be using these, but for everyone else who hasnt found it.
The place to get some useful scripts to help you make stuff.
I never used the mesh copy paste thingy but maybe it could be useful for something.
I always use various functions of the geom tool. It makes it real fast to do lotsa neat stuff and it can help to make your mesh nice and neat as you change it all around !
The UV tool ur gonna want also cause it just has 2 things it does. IT does em good and its useful.
The pattern selector is great also. i use it cause sometimes i want to get a weird selection.
Hope you enjoy it!
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Hi!
I was just playing and got into a situation that i couldnt cast charm cause the npc had been scripted to move to my location before initiating conversation and that caused the npc to become stuck inside of my character.
So. I was forced to try to use console commands to change the disposition. Turns out you need to raise the disposition between your character and the npc both ways.
For example if your character is 00000014 and the npc is 11349c71 you need to do both:
(click on player) moddisposition 11349c71 100
(click on npc) moddisposition 00000014 100
Then it will allow the npc to start the conversation. So I was wrong before about the console command not working.
Anyway, rather than a band-aid fix it would be much more useful to figure out what is causing the problem.
about the sound collection. If its freely available on the web then its probably not worthwhile to post cause anyone can get to it if they need it already.
if you have a recording setup tho it would be really nice. especially for voicing.
Crash with new meshes
in Mod Troubleshooting
Posted
I guess that your nif file still has the head mesh obj in it. what the author meant is that you open up the nif once import the head mesh. then u scale the helmet mesh so its as big as the head. then you DONT SAVE THAT NIF leave nifskope open. open the helmet nif you want to change in another nifskope. now you have 2 nifskope instances with the same nif file opened. only one has a head mesh in it. The head mesh was just for a measuring tool to get the right change to scale. u have to make the same change to scale on the other nif.
Seems easier to just remove the head mesh you imported tho from the nif after your done changing the scale of the helmet. its what I would do instead.
After that tho u need to generate the egm file for your helmet to fit the head. http://www.tesnexus.com/downloads/file.php?id=9360 grab the conformulator and follow the directions.
The egm file goes where the nif file is in your data folders. then u gotta set the egm flag for your helmet on the reference for your item in geck and use update facegen model availability for that.
hoap it helps u!