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munnibhai

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About munnibhai

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    Fallout 4

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  1. Hello guys, I have decided to reenter FNV modding after a long long time, since I uploaded my last mod. Type3 body by ilyaman98 is highly popular and my mod, which is a slimmer body version is based upon it. I havent finished modding it yet since it requires more fine tuning and weight painting etc. Uploading some initial pictures. Please let me know if there is anything that I may have missed. Thanks
  2. Thanks for a very informative update. From your resources, I have triend everything but all in vain. I even shifted from HDR to Bloom but did not see any changes. The vanilla NIF and my mesh have identical settings. The textures, their normal maps are identical settings. Only the character body is shining like a B*. The face, hands are all good because they werent modded So i guess this is the end of my search. I am ashamed that I could not add any of my experiences to the wiki, so this shoves the last nail in my search coffin. I am going to do all settings without FaceGen and ask users to live with it. Thanks
  3. OK, saving normals file in DXT5-interpolated alpha does seem to resolve the shining sking issue but now it has just too much glare on it. I have checked and cross-checked with almost every resource out there on the internet but nothing resolves the issue. I think Bathesda based its engine on very unorganized framework. I can find a single post about FaceGen issues and troubleshooting.
  4. Thanks for your reply. I read through the mentioned sections. There is one block where it says, I used Photoshop DDS plugin's DXT5 settings which actively turns the whole N-map to grey and the skin does gets fixed in game. Now there is not radiance. I still have to check African skin tone. I will let you know in a bit thanks
  5. Hello I am having this issue with character models where the skin appears too bright and white when I turn on FaceGen property in NifTools. Now I understand that facegen is required for black skin tone and it works when we convert ESP to ESM. Until here, I have it under control but this issue is different. I am modifying vanilla armors to adapt to my new T6P mod https://www.nexusmods.com/newvegas/mods/66839 and there is no ESP or ESM involved with it. It works by simply putting the modded nif files in their proper places to replace with models in FNV's Mesh ESM. I have searched google for this issue but there is no solution. I have also tried to put Emissive Mult. to 0 (In materials) - doesnt work (depicted in picture)Does anyone has any clue about how to resolve this issue? I will be greatful. Thanks.
  6. Thanks a lot sir :) I am closing the ticket now. Issue resolved
  7. Thanks for a quick reply. I have updated the correct address in my account and also mentioned it in support ticket. Again, thanks Regards Muneeb Aslam
  8. Hello About half an hour ago, i withdrew some DPs to the paypal address I had previously added to my profile, which I just came to know that isnt working anymore. Since the transfer are done manually, I was hoping if this could be stopped while I provided new working paypal address to transfer it to? I have also opened a ticked in support but I do no rely on that too much. It is because my previusly opened ticked a year ago, never received any replies from any mods. Can someone please assist me in this regard? Thanks Muneeb aslam
  9. Sometimes in blender, the objects become the child of each other, dont even I know why that happens.. happened to me a couple of times exporting body mods, well, in that case, I tend to export all the meshes separately into NIFs and then copy / paste branch into one NIF. Objects should be "NiTriShape" instead of "NiTriStrips", unde one NiNode or (BSFadeNode) NiTriStrips are used usually where texture animation is intended.
  10. I dont know if you know it already but you can always try deleting the vanilla coliision box/mesh and create your own colission mesh. If you dont know, Create a clone of kinfe (s***+D) Follow as shown in picture The press "A" to select everything and export.I hope it will work. EDIT: I just saw that you have too many "Nodes" below the BHKCollisionObject. Dont know if its the culprit? Also, in export dialog, make sure you have "Stripify Geometry" unselected.
  11. Well, doinng exactly the same procedure, The hair (NoHat) appear just fine equipping the hat in Geck crashes it to desktop. Have anyone found any solutions to that?
  12. Its easy. If it is 2.49b version: Assuming it is already weight painted; First click on skeleton and turn to "Pose Mode" The bones will turn blue. Then click on Object first, then SHIFT+Click on any of the bones of the skeleton and press "Ctrl+P". A menu will pop-up. Select "Armature" Then select "Dont create Groups" If it is latest blender, Click the object and then SHIFT+Click the skeleton bone Press Ctrl+P A menu will pop up, "select the option with "Automatic Weights" and you have it binded to the mesh
  13. If you do not worry about loosing weight paints, just export it as an OBJ, and re-import in Blender 2.79 It has got better tools. But this is just an answer in the dark so it may not be useful to u. Also, if you could give some kind of image of the object, that may give a better idea of what could be done?
  14. This information is very suitabe. Thanks Using this opportunity, I wanted to ask if there is any for fallout 3 or new vegas?
  15. Confirming that doing the above method has resolved the skin issue. Now skin appears black on African models. Also remember to check "faceGen" on body in "BSShaderPPLightingProperty > Shader flags" in NifScope
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