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uhmattbravo

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Everything posted by uhmattbravo

  1. Does it show the texture on those pieces in geck? Try looking at it in Nifskope as well. Check each object within the problem .nifs for something like BsshaderPPlightingproperty (the name might be slightly different, because I'm not directly looking at one right now). If you UV'd it yourself, it's easy to forget to select the texture in the UV editor window, especially if you kept the texture pinned to make it easier to do the UV mapping.
  2. Maybe you could use getself on the action ref to declare a ref and check it for the baseID?
  3. I'm pretty sure an OnHit block won't work on a trigger because it doesn't have collision. From what I'd read a while back though, I think you might be able to use the projectile or ammo in an onTriggerEnter block. I've never had a reason to actually try any of it, but it could be worth a try at least.
  4. I didn't realize she made a teleporter for it. I always just used this: https://www.nexusmods.com/newvegas/mods/61947/?
  5. https://www.nexusmods.com/newvegas/mods/39309/? https://www.nexusmods.com/newvegas/mods/42835/? And this has a really cool area pretty early in the questline. https://www.nexusmods.com/newvegas/mods/58488/?
  6. The real question is: is the note an actual note from the items category? Or a message from the Miscellaneous category. If it's the former, you should use the AddNote function instead of ShowMessage.
  7. Couldn't you just use the increase carry weight effect right on it, bypassing the need for any scripting? I mean, I've only ever used it on armor and creatures, but is there anything to stop it from being used on a consumable?
  8. If making changes to the actors (adding packages) isn't something you're concerned about, there's also this: https://www.nexusmods.com/fallout3/mods/22142/? That you could use as a sort of road map. The benefit to using this method is that it won't override the L38 option. Just ignore (or don't) the bit that moves the marker and remember that ED-e is 3 different forms/refs.
  9. Try replacing "Begin.OnGameMode" with "Begin GameMode" Edit: I guess you already did.
  10. That hybrid mod Dubious pointed out is pretty cool, I've used it before. If you're set on full alien, there's a costume mod out there somewhere that has zeta aliens too. Then, once you get that sorted out, I've got your ride covered here: https://www.nexusmods.com/newvegas/mods/61947/?
  11. Glad to help. Sorry it took me forever to try to explain it.
  12. If you want them wearing a specific armor (even if specific means random from a leveled list), use the NPC. Otherwise the ferals have more tattered clothing which may look better in some situations, and the NPCs have more variety as far as shape of the face and skin color. Really, I'd choose which one to use on a body by body basis rather than just picking one and using it for all of them.
  13. I assume the ghouls you're referring to are the feral ghouls listed under creatures. What you probably want to use would be the ghoul race that non feral ghouls (the ones that act like normal people) use.
  14. I can't be 100% certain on the human skeleton, but I can confirm that having it set incorrectly on creature attack animations at least has caused things to not work as intended. There's also a (very big) chance that if you were modifying an existing animation, the bone priorities would have already been set. All in all though, I would say that it's better to take a minute to do it and not risk having your animation canceling out (or being canceled out by) another animation that's not meant to work that way.
  15. I'd be pretty confident going with this: You can't properly Import/Export Texture animation in '''Blender'''. Set up for such animations are best done in '''NifSkope'''. See the Material and Texture Animations in NifSkope - Tutorial by '''Pixelhate''', which should pretty much be considered the authority on the subject First be sure to set the "bone priority" in '''Blender'''. To set your bone priorities open up a ''scripts'' window in '''Blender''', select ''scripts | object | set bone priority''. You'll need to have a bone (or all of them in a lot of cases) selected first. (For instance, you'll likely want all the bones in a special idle to be priority 25, but a lot of attack animations (as another example) use different priorities for different bones.) The 90ð rotation happens when you import a skeleton and/or animation into '''Blender'''. One of it's quirks. It's fixable. You can't rotate the rigging bones themselves to make the actor turn in game. The "armature" is all the bones together and is named the ''scene_root''. The armature and collision together are called the "skeleton" and it won't actually rotate in game even though it appears rotated in '''Blender'''. Moving the ''Bip01'' bone in any way except up and down will move all other bones with it, this includes rotation. If you need to jump or move something up or down in an animation, use ''Bip01 Non Accum''. It controls vertical movement like ''Bip01'' controls the horizontal. Carefully check the "start" and "stop" entries for the animation (e.g. "1/Start" and "44/End" instead of "idle_start" and "idle_end") on the "Anim" text are correct before exporting because '''NifSkope''' translates it into text keys. To export an animation from Blender, Basically, click to use the '''Blender''' game defaults, click "animation" only, don't touch the "collision" or "shader" options, and while it may not actually make a difference, use the ''bsfadenode'' for animations. After exporting your animation from '''Blender''' as a ".kf" file, make sure your "animation text string" in '''NifSkope''' is set correctly (e.g. change the ''Cycle_Type'' default "Clamp" to "Loop" for repetitive movement (e.g. "mtforward") or combat animation (e.g. "2haaim"), and change the group name (the string at the top). The "group name" is usually exported from '''Blender''' as the filename, e.g. "mtforward" or "2haaim", and needs to be changed to a name the game will recognize, such as "Forward" or "Aim". Apparently you can add on to the end of this "group name" for a special idle (e.g. SpecialIdle_Bark). When saving the file in Nifskope, it defaults to ".nif", so for animations you need to be sure to choose ".kf" from the drop down menu list of choices.
  16. "You have to rotate it via the armature/skeleton ''scene_root'' or it won't actually rotate even though it appears rotated in '''Blender'''. " You need to rotate Bip01. The armature is all the bones together and is named scene root. The skeleton is the armature and the collision together. Moving Bip01 in any way except up and down (which again, is handled by Bip01 Non Accum) will move all other bones with it. " You can't properly Import/Export Texture animation in '''Blender'''. Set up for such animations are best done in '''NifSkope'''. " This is true, but almost a different topic altogether. I would move it to the beginning or end or as another topic and make sure to link to Pixelhate's Material and Texture Animation Tutorial which should pretty much be considered the authority on that topic. "and change the group name (the string at the top where you do so to match (e.g. from "clamp" to "loop"). " The group name usually is exported from Blender as the file name (eg mtforward or 2haaim) and needs to be changed to a name the game will recognize (eg Forward or Aim). As far as I can tell, you can add on to the end of this for a special idle (eg SpecialIdle_Bark)
  17. @Dubious Most of what I said comes from my experience working with creature animation learned mostly from trial and error, so it's probably not the most definitive information on even that. Some of it though, could be applied to animating on the human skeleton. I can clarify some of your summary. "you want 25 bones selected for a special idle." You want to set the bone priority to 25 most of the time for a special idle. TBH, I doubt that most of the skeletons I've worked with even have 25 bones. In a lot of cases, you'll want to set all the bones in a special idle to 25, but a lot of attack animations, for example use different priorities for different bones. "You can't rotate the mesh/skeleton itself. You have to rotate it via the scene_root bone" scene root is the name of the armature, Bip01 is the name of the 'main' bone that MadMongo was likely referring to. "After exporting your animation from Blender as a ".kf" file, make sure your "animation text string" in NifSkope is set correctly (e.g. change default Clamp to Cycle_Loop for repetitive movement)," It's listed as Cycle Type in Nifskope. I can verify that setting it to loop will repeat a movement (eg: mtforward) or combat animation (eg: 2haaim), but I can't verify it'll work for a special idle (like one from the idle menu in GECK) in fact, I haven't gotten one of those to loop at all. I'm pretty convinced that it's possible, but the cycle type is likely not the only factor. " Check the start and stop entries in the text file are correct." It's probably easier to just check this on the "Anim" text in Blender before exporting because Nifskope translates it into text keys. MadMongo's format is correct eg: 1/Start 44/End "Select ".kf" as the only file type when exporting from NifSkope. Do not include saving as ".nif" at the same time. Basically, click use the NifSkope game defaults, click "animation" only, don't touch the "collision" or "shader" options, and while it may not actually make a difference, use the bsfadenode for animations." This is for exporting from Blender, not nifskope. What you want to watch out for in Nifskope is that when saving, it defaults to .nif. For animations, you need to make sure to choose .kf from the drop down menu. Let me know if I missed anything or wasn't clear enough. While I respect and appreciate what you're doing in making that guide, I'm not the best at explaining stuff like that.
  18. where? i know only kfupdater_2_2-496http://i.imgur.com/43O3zEd.jpg
  19. I do that all the time. I know to expect it, but still do it anyway. Yeah, Bip01 handles horizontal movement. I didn't realize you couldn't rotate by using the actual rigging bones though, but I haven't really tried either. For future reference though, if you need to jump or something in an animation, use Bip01 Non Accum. It controls vertical movement like Bip01 controls the horizontal. The 90° rotation happens when you import a skeleton (and/)or animation. One of Blender's quirks. It's fixable, but I don't remember how because most of my experience is with skeletons I made rather than imported.
  20. It sounds like they use the same material, so when you modify one, you modify both. If you separated them in Blender, you could make them both use separate materials, but I wouldn't be surprised if Pix knows an easier way to do it in Nifskope. He's good like that.
  21. To set your bone priorities open up a scripts window in Blender, select scripts-> object -> set bone priority. You'll need to have a bone (or all in alot of cases I've run into) first. IIRC, you want 25 for a special idle which I'm assuming is what you're doing. Yes, you want to export the animation only. What I was saying about saving it as a .nif by mistake was after fixing it in Nifskope. Basically, click use game defaults, click animation only, don't touch the collision or shader options, and even though I don't think it actually makes a difference, I use the bsfadenode for animations.
  22. Did you change the group name (the string at the top of where you changed it from clamp to loop)? Did you have all the bones selected when you exported? Did you set the bone priority? Edit- did you remember to select .kf when saving in nifskope, I've forgotten before and ended up saving animations as .nifs.
  23. You could use a wander package (or sandbox with all but wander checked) with a large radius. It likely won't cover a whole worldspace, but they'd cover a bit of ground.
  24. Â I guess you wouldn't even need to make a script to declare a variable ? Just put a new condition on each of the warnings that you know could never be true? As Dubious said, it needs to be declared somewhere, somehow. What I would do is make a quest with the start enabled or whatever it was flag checked, then add a script to it that just declares the variable, no blocks or anything, just Scn dummy quest script Short neverchange That'd literally be the whole script. Then, since you're not using a preexisting condition, the probability of something else changing the variable is pretty slim.
  25. The only problems I've run into doing similar is sometimes you'll get unwanted (for lack of a better term, I'll call them) creases, but you can usually spot them (in blender, at least) in object mode viewing it as solid. I honestly don't know what causes it, and someone with more modeling experience than me might be able to fix it if it happens. Really, the best advice I could give would be to save the project, try it, and revert to that save if anything goes wrong that can't easily be fixed.
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