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Everything posted by munnibhai
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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
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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
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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.
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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
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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.
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Thanks a lot sir :) I am closing the ticket now. Issue resolved
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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
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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
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Trouble exporting(importing?) mesh with Blender
munnibhai replied to SignedName's topic in Fallout New Vegas's Discussion
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. -
Trouble exporting(importing?) mesh with Blender
munnibhai replied to SignedName's topic in Fallout New Vegas's Discussion
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. -
Custom hair hat egm not working
munnibhai replied to Zeperdy's topic in Fallout New Vegas's Mod Troubleshooting
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? -
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
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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?
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This information is very suitabe. Thanks Using this opportunity, I wanted to ask if there is any for fallout 3 or new vegas?
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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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Does Biped Object Matter?
munnibhai replied to SignedName's topic in Fallout New Vegas's GECK and Modders
I would like to see the script too.. if you could share :) Since I am modeling clothes for FNV, the way it is normally done is that the body and clothes are exported together as 1 after removing any polygons from body which is hidden behind the clothes, this reduces the overall polygon count for better frame rate.. So when the clothes are worn, the nude body --- or any body for that matter-- gets replaced with the clothed body file. So I cannot figure out how you would make a character wear two bodies (clothes) and have one broken upon whatever action you want it to be broken by,,, -
Fallout New Vegas Armor Not Exporting
munnibhai replied to awardedrobinzthebest141999's topic in Blender
it has something to do with the version of python you have installed. Its not compatible with the niftools version you installed -
Does Biped Object Matter?
munnibhai replied to SignedName's topic in Fallout New Vegas's GECK and Modders
I havent seen this happening with any object in FNV world.. so I think you are chasing wild goose here. -
NPC won't keep new package!
munnibhai replied to StealthDick's topic in Fallout New Vegas's GECK and Modders
Thanks. This also gave me great info of why it happened to me too. :) -
In need of help with a Meshe
munnibhai replied to ussoldierarmy13's topic in Fallout New Vegas's Discussion
let me know when u r done. PM me and send me the mesh. I will see what can I do about it -
I dont think you can export presets directly using any GUI application. There isnt any that I know of. I have worked in SFM too and I know quite a bit about it. Though there are ESPs available which you canload to use the presets in FO but I cant think of a way to export it out of FO environment. someone else??
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Murder on the Orient Express - an excellent movie.
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Another update to the project. This is quarters level of the vault. Contains: ClinicCommon RoomAn AtriumDouble and Single roomsOverseer suiteElevator
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I have started reworking the project Here is the map of new vault layout. This is level 1, containing Entry Point from cavesConnection Hub connecting ways to:Lower levelsQuartersCafeteriaGenerator RoomAtriumArmoryOverseer OfficeOverseer Guards BarrackElevator to connect various levels + stairs to allElevator from overseer office to his quarter on lower level Since the vault is supposed to be hidden from the world being the military installation, the entry point is going to be deep within the water cave of B52 bomber sight. If there is any better entry point suggestion, please do let me know.