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baduk

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Everything posted by baduk

  1. You are obviously having this problem because you moved your game folder. You might have heard that its bad to install the game into Program files folder so you decided to move it. But when someone is talking about moving the installation folder, they mean that they reinstall the game to a different location. You should do the same. move your files back to where they used to be to avoid errors during uninstallation. When you uninstall your game it will get rid of the registry entries that you did not consider when you moved the folder. reinstall to the new location and enjoy your game.
  2. I think that many people are interested in the idea but not interested in using oblivion stuff. I also think that nobody knows how to do it yet. But you can help to find out. With the amount of rigor involved in such a mod project you might as well make sure you end up with something that can be distributed freely. It would be cool to have armored combat brahmin wearing a mounted minigun for you to operate or something. Here is a thread on the rideable creature mod. It doesnt have 3rd person animation for the rider yet tho. http://www.bethsoft.com/bgsforums/index.ph...959429&st=0 Here is a thread that talks about making rideable vehicles. http://niftools.sourceforge.net/forum/view...f=31&t=2126
  3. Unfortunately I dont think blender is going to help you much with this. The havok in fallout 3 is different than in oblivion and the export script messes up constraints. I found this out when i was trying to mod the teddybear :wallbash: Nifskope support for fo3 constraints is still under development but The current release version with nif.xml 0.7.0.0 has been updated with new findings. Nifskope version 1.0.21 is also currently in the testing stage. It may fix a bug with hinge constraints. I didnt happen to see anything for bhkragdollconstraint tho. http://niftools.sourceforge.net/forum/view...?f=4&t=2324 You should visit niftools forums and have a look at the threads on fo3 constraints. There is alot of helpful information and a collection of various types of constraints is available to examine. http://niftools.sourceforge.net/forum/view...f=10&t=2067 http://niftools.sourceforge.net/forum/view...f=31&t=2396 Oh yeah, if I were you I would download and play around with the ragdoll constraint provided by saiden in nifskope. Its just a simple nif that you can mess around with and test it in game. That should give you an idea of what you want before you start working on skeleton.nif
  4. Yeah. I just had a look at vgeardoorr01.nif It is a pretty confusing file cause of all the cool animations and effects it has when it closes and opens. You have been searching in the wrong block nicontrollermanager Click on the next one down, in my nif its VgearDoorR01 NonAccum and expand. Look in the list for a ninode that is named something like vgeardoor01b expand that and look for the nitristrips blocks called vgeardoor01b, there are 2 of them. One is for the front and one is for the back. bsshaderpplightingproperty and bsshadertextureset are found under each of those. This will let you change the texture for the door.
  5. Go to view menu on nifskope and put a checkmark by Block List and Block Details. Also I prefer a treeview because it is easier to read when you are changing lots of stuff and adding properties. Go down to block list submenu and put a checkmark by Show Blocks in Tree. Select blocks in your block list tree view on the left and make your edits to the nif in block details panel that appears across the bottom.
  6. I thought you could have up to 250 mods. not that it matters much. you can always merge your mods to lower the number you are using while keeping the same amount of added content.
  7. You need nifskope and open nitristrips block of the clothing object you want to fix and look for the nistencilproperty doubleclick the flags field of block details and change to 19840 If there is no nistencilproperty then right click nitristrips > node > insert property > nistencilproperty, It will automatically set the flags to 19840 when added. be using nifskope 1.0.20 and have block list and block details checked in view menu
  8. Its not the instructions. When you change the name of the files to headhuman it makes it so the game uses them. when you change them to something else, the game will use the vanilla textures instead. I didnt download the mod to look but i guess from the description that the uv map is the same as vanilla so the head texture is entirely optional. you might as well notify geonox about your problem though.
  9. You will want to read tutorials on modding. There are some threads with links to tutorials to get you started on the top of this forum section. good luck!
  10. I have had this happen to me. I fixed it by lowering my graphics settings. You have to exit the game and restart it to get aa working again.
  11. Hi! Have a look at this thread: http://thenexusforums.com/index.php?showtopic=153648 It contains a possible solution and go ahead and bump it so that others with the problem will read. The problem seems to be related to hdr and shinyness of a texture. I think that it is better to consolidate discussion in one thread rather than many.
  12. I have a couple of advices for you to help. BWC in blender is great but you would have to do manual rigging anyway if you wanted to do skirts or other such difficult items. It may be harder to get a minimum acceptable result with weight painting than it is to get the same in other areas of 3d creation, but i think getting an excellent texture or mesh is no less and often more difficult than getting an excellent rigging. You must use skeleton.nif to pose with or you are going to be working blind. Look for an x mirroring button so that weight changes are applied the same across body symmetry. Its good to maintain tension on each vertex between the bones. If you have a vertex jumping an abnormally long distance when you change a value then raise the weighting on all the bones affecting that vertex. I think that it is generally good to go for a smooth gradient of weightings. I do not recommend exporting with skeleton.nif. It may cause gaps to appear at the neck and wrists. extract a vanilla body model from the bsa and import the armature instead.
  13. Yeah I gotta agree. The generally accepted method to becoming a modder is to learn enough on your own to produce something. By then you will be able to formulate very specific and somewhat interesting questions and others will be more willing to answer.
  14. It sounds like you have become very busy. I hope you find some people to help you with your projects. I advise you to contact for permissions early so that you can better decide what to work on. But of course only a very small percentage of modders will deny permission to use resources and in those cases for some specific reason out of their control. ITs not hard to do. just make a checklist of resources and modders and send a pm to each of them here on nexus.
  15. Yeah, you can do that. but you cant distribute the resources with your mod. People who download it will have to buy the dlc to use it.
  16. Hi! Well since you mentioned turning off hdr I decided I wanted to find a different way to solve the problem. Hdr is really nice to have on And I would rather have hdr and no blood decals than no hdr As i said earlier, i dont really get this problem much so its not a big issue for me. I want to encourage you and others to experiment with the blood decals and find the best solution. It takes some testing and i have lotsa other things i need to test. lol. So I just used fomm bsa unpacker to find the 2 blood decal normal maps in textures\decals\ folder I dont know if you need to do just one of em or both of them. as i said you should do some testing. fxbloodsplatterdecals01_n.dds impactdecalflesh01_n.dds I used gimp with dds plugin to open the file. select all and go to color>curves. select alpha channel in the dropdown and reduced that all the way until the blue became invisible. saved the file in data\textures\decals with dxt5 compression. I used a certain armor I have with a very shiny metal button on it and put it on a npc. before it caused the square to appear. but after this there was no bright square even when the button was covered in blood decals. If you test and maybe improve this fix then you might consider uploading it for others.
  17. I have the same thing also! I dont get it very often though, i am sure to get it tho if i have a blood decal on a shiny surface. No clue what causes it. it could be specific to hardware for all I know. I got a hd4850 with cat 9.7 Since it doesnt happen all that often i just ignored it and never really looked for a way to fix it. But, if someone posts a fix then im all ears :D
  18. Kudos to you gsmanners! Your patience and uhm.. manners are an example to us all. :D
  19. I dont really mess with gecking much but i can offer an advice. To get an idea of how to make something you want into your mod, examine an example of something similar. Sorry but i cant think of any light switches in the vanilla game tho off the top of my head. I can remember some other kindsa switches tho, like the door switch you have to hit to get under the floor of the smith casey garage to get into vault 112.
  20. Hi! There is nothing to worry about regarding my patience :D If it wasnt for people like you asking specific questions and giving feedback on your reults I would have had much more difficulty learning how to do modding. Hope you find those files you need.
  21. You dont have to extract the entire bsa, you can extract just what you need when you need it. The fomm bsa browser has a handy keyword search function that you can take advantage of. If you have all your files extracted from the bsa make sure they are not in your data folder cause that potentially reduces performance.
  22. Hi!!! Download fomm and use the bsa browser/unpacker to search for and extract the files from fallout-textures.bsa
  23. Hi, I havent had any of the problems with exporting or importing obj files. I believe that my obj scripts came with blender 2.49b I suggest that you change the settings for your obj exporting to include your uv map and stuff. I did not check export animation though but when I pasted over the nitrishapedata, I checked the skin partition and all the vertexes had decent bone weighting, or so I thought. Come to think of it this may be the reason I had a small neck gap. I might look into that more later. I dont think you can get away without using morphing in fallout 3. The head will not be able to move its mouth or anything, so no lip synching. Even worse, you will have all these weird bumps all over your head because of the facegen settings. If you really want to port a completely new head mesh to fallout 3, i got the impression that its really hard to do. On beth forum Malefic has a thread about his experience with this. http://www.bethsoft.com/bgsforums/index.ph...;#entry14942655 You will want to read this tute for oblivion: http://tesnexus.com/downloads/file.php?id=18566 I havent read it tho :D Well I did skim some of the stuff but when throttlekitty starts talking about going throuh thousands of vertexes with a hex editor i sorta lost interest. Maybe you dont have to do all that tho, maybe you only have to conformulate the head. Cause the tutorial is actually about adding eye morphs.
  24. well.. I have never seen that before, but I have modified a head and had it working fine in my game. The head was originally a fallout3 head though so I did not have to go through conformulation and hex editing or whatever you have to do. The head is supposed to be weighted to the head, clavicles, neck and spine2. But it also needs to have a compatible tri and egm files. when you export the head as a nif, it changes the vertex order and that breaks facegen morphing. and you need to have the head positioned at xyz000 or your eyelids will goo to the floor everytime you blink. in blender, when editing a head mesh that has tri and egm files, after you make your changes you need to drop the head to xyz000 by selecting the head bone in pose mode, cursor to selection, select head mesh, center cursor, select the skeleton in object mode, cursor to selection, and then select head mesh, selection to cursor. Then you gotta export the head mesh as an obj file without x90 rotation And keep vertex ordering. Mine got smallened tho but it was ok. Then i opened a head nif and import obj. select the nitrishapedata of the obj and paste it into the data field of the block details on the original head. then you delete both the imported nitrishape block and the extra nitrishapedata that appeared on the bottom of the list when you pasted the new nitrishapedata finally you go into nitrishape>right click>transform>scale vertices and scale it by 10 and uncheck scale normals. update all tangent spaces and save the nif. This process caused my head to have a tiny gap at the neck, i only ever did it once so i dont know if it can be avoided. the gap is pretty darn small tho. otherwise it functioned perfectly normally with facegen morphing and all. As for what head mesh to use, Malefic at eyecandy forum is porting throttlekittys high poly head to fallout 3, i dont know if it is released yet, but i think the morphing works fine at this point. http://teseyecandy.co.uk/forum/index.php?topic=20413.0
  25. Blender is FREEEEEE!!!! you dont have to buy anything extra to mod. You can even use gimp with dds and normalmap plugin to make textures and thats also free. only thing that its going to cost you is time and effort.
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