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clanky4

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Everything posted by clanky4

  1. http://geck.bethsoft.com/index.php?title=GetQuestCompleted
  2. You could make this with a workbench recipe.
  3. Do you have your archive invalidated? Are your textures saved WITH mipmaps? Are your texture paths correct?
  4. It looks like the script is only going to fire when the player walks into the trigger area. I assume you would need the script to "listen" for the playerfake to be dead. Try using begin GameMode for that part. begin GameMode If player fake.getdead ==1 Enableplayercontrols End if End It fires far more often so you might want to add a doonce requirement to it. I'd also suggest adding a check for the playerfake being dead to your ontriggered function so its not called when you enter the trigger again.
  5. Sure thing. You just need them present in their proper location in the game files. So for example the femur bone I was using would require the file humanskeleton01.dds to be present in textures\clutter folder. So you would just use a BSA browser to extract the appropriate texture file to its proper place in the game files. Its a bit annoying to set up but it is helpful to able to see the actual texture in blender.
  6. Alright I'm going to assume you have your mesh set up in blender as well as your armor with its armature/skeleton imported as well. It important that you import whatever nif has your skeleton in it LAST. In this example I'm going to use the scribe robes as the armor base and the femur from one of the random skeleton clutter objects as the bone to add to the armor. The first thing you need to do is hold shift and right click first on the mesh (the femur) and then the armature/skeleton (named Scene Root). IN THAT ORDER. http://image.prntscr.com/image/6bd05f5fe83e43c58da0e2f3e9a94e18.jpg Click the Object button, Parent submenu, and the make parent button. In the following popups make the armature the parent and name groups. http://image.prntscr.com/image/5b2f00a14aff4829afe4620214763ba7.jpg Your mesh (the femur) is now parented to the skeleton. Switch over to edit mode. http://image.prntscr.com/image/ccab06d7d0d44f04a5d989d0431817e0.jpg Now you need to assign the vertices of the mesh to a specific bone of the skeleton/armature so they will move with it. In this case lets have the entire mesh move with the upper body. Under the vertex group group select the bone Bip01 Spine2. Press A to select/deselect all vertices and then select the vertices you want to assign to this bone, in this case all of them. Then press the assign button. http://image.prntscr.com/image/e3b7d2b7921a4b5db29bb564c7a91b06.jpg Now the vertices in the mesh are assigned to move with the upper body, so you are free to move them into a more appropriate position. Maybe rotate them or something. I don't know why'd you even want bones on a scribe robe. http://image.prntscr.com/image/02f7913aee004c1a8e39e490f1d8bb12.jpg So the mesh is more less set and scaled and set up as good as I care to make it so we are going to export it. Click the file menu, the export button, and finally thenetemmerse/gamebyro (nif, kf, kfm) button. http://image.prntscr.com/image/3211d50e4c6048418be29fc0fd11e4e5.jpg Choose where you want the file exported to. Then on the file export screen select the game you are exporting it for, in this case fallout 3. Press the Restore default setting for selected game button. Since we are exporting a an armor under Collision options click the Creature button and shader options click Cloth. I've also heard you are supposed to have Shadow Frustum selected. I haven't noted that selecting it causes issues. http://image.prntscr.com/image/afc0e8550561410f8549f6aca99e5b81.jpg After that you might need some minor cleanup in the nifskope. Which boils down to taking the part you editted in blender and pasting it onto a "fresh" nif that wasn't exported from blender. With that done it should work in game. http://image.prntscr.com/image/eda2c18faab342bf80e513492d19c04f.jpg This doesn't go too heavily into textures or getting the armor to work in VATs since that is something that is still alien to me.
  7. As Kicho has stated you will need a specific version of Blender, 2.49, the niftools, and nifskope. With all that in mind I'm just going to assume that you blender properly set up and have a mesh prepped and ready to go. In this example I'm going to use E-5 blaster mesh using the laser rifle as a base. So the mesh is more less set and scaled as good as I care to make it so we are going to export it. Click the file menu, the export button, and finally the netemmerse/gamebyro (nif, kf, kfm) button. http://image.prntscr.com/image/9837aa73a78040718426345f6c2a393f.jpg Choose where you want the file exported to. Then on the file export screen select the game you are exporting it for, in this case fallout 3. Press the Restore default setting for selected game button. Since we are exporting a weapon under Collision options click the Weapon button and shader options click Default. I've also heard you are supposed to have Shadow Frustum selected. I haven't noted that selecting it causes issues. http://image.prntscr.com/image/66c2c2bd5d8d450989a88da882f74048.jpg Ok so now we have the nif exported, in the example i saved it as mygun.nif. So now lets open mygun.nif in nifskope as well as a "clean" nif of a laser rifle, in the example i used e_5 blaster.nif, and copy our new mesh over to the "clean" nif. In the mygun.nif file Right click on your mesh and click the Block button and the Copy Branch button. http://image.prntscr.com/image/6765423a69e64abd97e20cc37e48d759.jpg Then in the e_5 blaster.nif file Right click on the base node, LaserRifle, and click the Block button and the Paste Branch button. http://image.prntscr.com/image/356af5618c4b45a4b66d4d5344ea0dcb.jpg Then change the numbering of the newly pasted mesh to match the number of the original weapon, in this case 19, by double clicking on the the mesh's value column in the Block List. http://image.prntscr.com/image/819716a05eac42119c627323444c2678.jpg Then delete the original mesh by Right clicking on it and click the Block button and the Remove Branch button. And finally save your nif as mygun.nif, or whatever you want to call it. http://image.prntscr.com/image/84164321f7004ab59132675fefa38e2c.jpg And there we go, it should show up in the geck. http://image.prntscr.com/image/37da09d025424ce0a6d3db2906e59b80.jpg Of course this doesn't really go into any texture related things. Which the best bit of advice i could offer there is to remember to save a dds files WITH mipmaps. Took me oh so long to figure that out.
  8. Static or creature or armor or weapon or animated static or what?
  9. Looking at your esp file you need to tick the "Allow PC Dialogue" option for NCNvylynCompanion. You also seem to have Nvyln's only greeting have a condition of their hireable variable being set to 0. Which means you won't be able to talk to them at all unless that variable is set to 0. Removing the condition or making an alternative greeting should fix the issue.
  10. You need to give the NPC a dialogue package, set the target of the package to a specific reference, and set the ref to the player, set the dialogue type to conversation, and I'd highly suggest adding a condition to the package so the NPC doesn't talk to you over and over again. Some made a pretty informative tutorial about this, among other topics, found here:
  11. I've had the issue before as well. As the textbox implies you'll need reinstall blender. When installing blender it'll say: Please specify where you wish to install Blender's user data files. Select the second option. http://i.imgur.com/EMF0LP8.png
  12. As far as I know you HAVE to export your work in blender 2.49. While you can do the actual work on the mesh in another version of blender it needs to be exported from 2.49. This page contains instructions on exactly what you need to set up blender 2.49 to import/export nif files. The order of installation is important. http://niftools.sourceforge.net/wiki/Blender
  13. You're like some kind of a genius. After doing that and using nifskope to turn off SF_FaceGen, right clicking the mesh, pressing the mesh menu, and clicking Update Tangent Space it works in game! SF_FaceGen is obviously just there if you want your mesh to look really really bad. Thank you very much.
  14. Unsure if this is the proper place for it or not, sorry if its not. After around a week I finally got a creature I was working on to show up in New Vegas. Its just a securitron with a slightly different shape, nothing major, no changes to the texture. The issue though is that it is way too shiny, and then too dark, and then just pure black. Within the GECK it just shows up as pure black. http://oi58.tinypic.com/akfp6p.jpg http://oi60.tinypic.com/2vkf4ic.jpg Here are the export settings I used with Blender: http://oi57.tinypic.com/2ykkeao.jpg I've had the same issue when working with meshes in fallout 3, turning off SF_FaceGen in BSSShaderFlags fixed the issue in that game. However turning off SF_FaceGen crashes New Vegas. How would one go about getting the texture to just, well, display the texture its supposed to, no stupid lighting tricks. Any help would be appreciated.
  15. So after around a week I finally got a creature I was working on to show up in New Vegas. Its just a securitron with a slightly different shape, nothing major, no changes to the texture. The issue though is that it is way too shiny, and then too dark, and then just pure black. Within the GECK it just shows up as pure black. http://oi58.tinypic.com/akfp6p.jpg http://oi60.tinypic.com/2vkf4ic.jpg Here are the export settings I used with Blender: http://oi57.tinypic.com/2ykkeao.jpg I've had the same issue when working with meshes in fallout 3, turning off SF_FaceGen in BSSShaderFlags fixed the issue in that game. However turning off SF_FaceGen crashes New Vegas. Any help would be appreciated. Solution: Uncheck Use BSFaderNodeRoot After doing that use nifskope to turn off SF_FaceGen, right clicking the mesh, pressing the mesh menu, and clicking Update Tangent Space
  16. So basically I'm curious if it is possible for the player to well play as a creature. Lets for example a protectron or brahmin or deathclaw or something. Even a ghoul or super mutant. That is changing the player's mesh ad skeleton to that creature. Is it possible? Has anyone ever attempted or done so? How would one do so? Any help, suggestions, or advice on this subject would be greatly appreciated.
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