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redsquirrel666

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  1. Hi, I am trying to mod the fire gecko from MMM so that it breathes fireballs like the heavy incinerator. I made the embedded weapon and it does work when I attach it to a fireant but not on the gecko. I have played around with the nodes and tried attaching the embedded weapon to the existing "Bip01 Head" node and a few others (Weapon, Bip01 Ponytail3, to name a couple), and also making a new node on the gecko and naming it ProjectileNode_Fire such as the ant uses. It works for the ant, but never for the gecko... he just stands there and lets NPCs shoot him. I tried changing the gecko's combat style and also setting it to the ant's.. no go. So I guess my question is... Why does the weapon work on one creature and not on another? Is there something that needs to be set in GECK for a creature to use an embedded weapon, beyond having it in its weapon list, and the weapon and ammo in its inventory, the embeddedweapon pointing to a valid node, and its combat style allowing it? Is there more to a "projectile node" than just the name? Setting, flag, properties..? If so, is it something I can configure in nifskope? I don't see anything obvious. Thanks :)
  2. For me the model was just solid white.. but I'm a noob so I dunno if it's that way for every object..
  3. OK, shorter version questions.. Does anyone know any 'gotchas' when using NipSysMeshEmitter that could cause GECK to crash? Are there any tools to use to debug NIFs? It looks OK in Nifskope, just crashes in GECK and only when Run Havok Sim is checked. Am I correct in assuming that NipSysMeshEmitter node is causing the issue, or is there something else I need to add if I change from a NipSysCylinderEmitter to NipSysMeshEmitter? Should a correct NipSysMeshEmitter look like a mini version of the model itself, or be a little yellow ball in the middle?
  4. Thanks but I wanna get it fully working to create a mesh/texture with sparkles.. I ended up sort of starting from scratch and copying a smoke effect onto the model instead of sparkles and it worked- now I'm trying to turn the smoke into sparkles. I'm pretty sure the issue is with NiPSysMeshEmitter because it was working until I changed the particle effect shape from NipSysCylinderEmitter (I think it was) to NiPSysMeshEmitter, and now it looks fine in GECK until I turn on Havok, then it crashes GECK. So.. I want the sparkles to happen on the face of the main mesh.. should I try to clone the data from the main mesh into a NiTriShape to point NipSysCylinderEmitter to? I'm probably getting the terms wrong, but when I tried pointing it to the main mesh itself it caused all kinds of GECK anger (ie crash). I'm so dang close to this.. maybe lol.
  5. Correction: If I remove the NiZBufferProperty, GECK crashes. If I leave it in, I get the red exclamation point. Can I assume that the red exclamation is actually better than the crash? OR is having the NiZBufferProperty in there actually masking a bigger issue (ie maybe GECK doesn't try to fully load the model or something because it runs into some issue with NiZBufferProperty) and removing that property allows the bigger issue to surface and crash GECK? I went under the NiParticleSystem node and removed each child node one by one with and without the NiZBufferProperty in there. The issues existed even with just the NiParticleSystem parent node. Once I removed the children plus the NiParticleSystem parent node the model worked fine, but without the sparkle effect of course. These nodes are all under a NiBillboardNode btw... dunno if that's bad in Fallout or not. Any ideas? :( Or does anyone know a good tutorial for adding fx in nifskope and I'll try to start from scratch? :laugh:
  6. Hello :) I am trying to add sparkles to a model that previously worked fine. These sparkles are from a mod for Oblivion. Since it's for a different version in Nifskope, I just went and manually duplicated about 50 properties to create the sparkles. When I try to view it in GECK, it's the infamous red diamond and I get "MASTERFILE: BSStream Error NiZBufferProperty: cannot find create function" Is NiZBufferProperty not something I should copy the data from the Oblivion data from? If I remove that property the model doesn't show up at all but there's no errors (lol). Does anyone have an idea what that error could mean before I drive myself crazy trying to figure it out? Thanks :)
  7. Thanks!! The UV map wasn't there.. still a n00b at this :(
  8. Hmm.. sorry, but I am trying to recolor one of the hallways, and can't figure out how to make just the floor shiny. When I turn up the glossiness under the floor's NiNode, it affects the walls and ceiling too. Is it possible to make just the floor shiny? Thanks :)
  9. THANKS Neunen, I followed the Elder scrolls tutorial and was able to make it :D Time to play with making some textures!!
  10. I'm trying to figure out this **** before I lose interest in yet another project because I'm too stupid to use the tools :( I'm trying to retexture the Fallout hotel walls. Everytime I re-tex something it looks OK in Nifskope but in the game it is all shiny and bumpy. In GECK I get Null Null is missing a diffuse map and normal map. The nif points to the newhall_n.dds which I thought was the normal map... it does exist in that folder too. I have no idea where to set a diffuse map. I open the dds in Gimp with the dds plugin and normalmap.exe plugin but I can't see any place to create maps. I don't even know where the normal map is. When I open a _n file I see a transparent and blue image that I can't edit. If anyone knows of an idiot's guide to retexture things (walls) I'd really appreciate it. :unsure: :thanks:
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