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ReaverLord

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Everything posted by ReaverLord

  1. Okay, so the string itself being differing is all that matters to the game--NOT the Base Object ID? In other words, the game is expecting a specific string txt value for that specific ctrl'd F4'd mesh part, and anything unique botches the NPC? Thank you very much for helping me to understand how it all works. I will apply this technique & see if I can get the full body nif I made to work with any NPC. :cool: EDIT: It worked! Yes, the screenshot shows a messed up NPC with the wrong textures and original full body bleeding in with the default body the CK commands it to show. But those are the mesh parts for Kaylee on Rochelle's NPC personality!! Yee Ha Baby... Thank you Rigmor! You helped me learn something new today.
  2. I think there may be some confusion. When I refer to base object id, I mean the unique facegendata id generated by the Creation Kit after pressing Ctrl+F4. (For the file I screenshot, the base object id, as given by the CK when you open the NPC as a Reference is 025B6576. The filename given by the CK is 005B6576.nif) Could you be referring to the unique text value which each mesh part(block?) has? I learned this is also alterable by right-clicking the Name's value (txt) on the lower "Block Details" window and choosing "Edit String index". Unfortunately, altering this string data does not appear to allow the game to use the modified facegendata nif for a different NPC. I originally thought it might be done by changing the nif's filename to the target NPC's facegendata nif filename--and the game will simply accept whatever it reads as that file to be the correct mesh within the nif to display. But in-game, the NPC appears corrupted when you do this. Thus, I must assume a data mismatch is occurring between the nif's filename and the original(differing) base object id data inside the nif file. Is there a way to manually alter this data so the nif's basic name change will point to another(target) NPC in-game? Thanks for your help Rigmor!
  3. Hi guys, I am trying to understand how the Creation Kit applies base object ids to the facegendata nifs output after you create a custom NPC(pressing Ctrl+F4). Is it possible to change the base object id of a custom NPC's facegendata nif using Nifscope? If so, where is the NPC's base object id located in the generated nif file? Thanks for any help! RL
  4. I have noticed there to be some confusion between ID and the NPCs "base" ID. The base ID is what you use to spawn the NPC. The ID, usually beginning with an ff000, is what you use for the setrelationshiprank command, and get the "Follow Me..." dialogue. This crap ID also can change depending on how many NPC are visible in a cell--I have noticed. Just FYI!
  5. Do you have a credible source for this information? If DOA5LR is in fact based on the arcade version with a few extras thrown in, then that is using the last gen engine. The Soft Engine code was probably added between the release of the arcade version and the console versions. In which case there is no SE code in the PC version. I wouldn't doubt it. Team Ninja is arguably the most ridiculous excuse for a game developer that has EVER been. One of the primary aspects of my general slap to the face here is they are LAZY. Like Shigeru Miyamoto with Zelda(and those idiots who keep Mario alive), regurgitating the same ever-more tiring game content & subject matter every time they put out a so called "new" game, is just shameful. All Team Ninja does is put slightly new window dressing on their original DOA2 Hardcore programming, give it a new number and expect people to buy it!!! No, I'd bet my last game token the Soft Engine code for PS3/4/XBOX1 is somewhere in those "nicely" encrypted PC game files. No way, they would make an effort to create more than ONE actual game. And what hipocrites?? Good and moral gameplay? Isn't this the same weirdos who made DOA Volleyball? Oh my god! That creep who directs these games may well be Japan's version of Larry Flynt!! What they SHOULD have done, instead of threaten game modders, is take us by the hand and kiss our rosy cheeks with amourous extent! Bethesda provided actual apps which let gamers to make Skyrim our own---allowing easily made mods for not only as many skin mods we could handle, but the priceless ability to finish their own poor excuse of a game release! Can you imagine how much LESS money Skyrim would have made had Bethesda said NO to us modders fixing their game when it first crashed our PCs 11/11/11? Man, I still cringe at the sight of those Skyrim girls' "socky" feet!! Thank goodness for Phygee(high-res Skyrim feet modder) and thank goodness for the modders who will actually, FINALLY make DOA the best it can be.
  6. Am I on a blacklist or something? :confused: No matter, I figured out my own problem and hopefully this will help someone else. DO NOT install the EXE version of Nifscope when you are setting up your system to mod using 3DS Max 2012. Only unpack the latest version from its 7zip, place in a folder, and run. That should provide you with the good BSDismembermentModifier body part list in your MAX installation. PS: Maybe it's my handle? I mean, reavers? From Firefly? Uhhh... gross, dude. :down: I could have meant the characters IN SKYRIM, you know. :geek:
  7. Hi guys and gals, I am trying to understand why some versions of NIFscope/tools causes my 3ds max installs to show me the BSDismembermentModifier Body Parts List differently. On an earlier installation, it would show me this beautiful site: http://reaverlord.mzzhost.com/images/bodypartsadded.jpg Now, I see this s***: http://reaverlord.mzzhost.com/images/bodypartsadded2.jpg I had my main system set up to show the Body Parts list like the first image before but now it is different! Can anyone explain how to get things back to normal for me? I really like how the first Body Parts list is set up and soooo want it back. Is there some special INI file I can modify or just replace with the correct one to get back my beloved Body Parts list?
  8. I do. The NIF Import/Export plugin is supposed to have all this in there and show it in MAX specifically so you don't have to fiddle with creating custom BSDMs like you have suggested. There are some configurations/versions out there however that don't.
  9. Very cool! I think maybe a dry to sweaty skin texture might be cool!
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