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Nightfox3

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Everything posted by Nightfox3

  1. Hello As far as I know, dead bodies despawn after a certain amount of time. Is it possible to change that, so that the corpses won't dissapear? Any kind of help is appriciated Nightfox3
  2. :pinch: ... Ok, now I feel stupid Yep, that was it. Now the head and the hands are visible I had Upper Body and Head activated at the same time... somehow. Thanks again Nightfox3
  3. Oh God, Finally :laugh: Thank you so much madmongo Even though I parented the body and the TShirt, the shirt wasn't getting assigned, because it had no bone weights on it. Now it finaally shows up in game. But I still got a little problem... Somehow my head isn't showing in-game. The hands, however, do... although i didn't even export those (neither the head) with the other parts. Got an idea? Thanks again for the great advices. Wouldn't have made it without them. EDIT: Oh, Nvm, the hands are invisible too. They are only visible in first-person
  4. Ah ok, In the tutorial it says that I have to delete the armature at the beginning, and add an other one at the end. Should I skip this part and use the armature from the beginning?
  5. Ok, now I'm confused :huh: 1. Before exporting the mesh with blender, i select the body and the t-shirt, -> import the skeleton with the option: Import Skeleton only + parent selected. So, how I understand that, is that the skeleton is the parent and the body and t-shirt are the children? I also tried to manually set the two children to the skeleton with: Strg + p -> Make Parent to: Amature -> Create Vertex-Groups?: Don't create groups Still, the shirt is invisible 2. An other thing I don't understand is, that in the tutorial (http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout._Part_2), where it says "Copy the Armor shape", I should Copy ONLY the Armor of my exported .nif file to an other already existing file. But why do I even have to export the body, and the skeleton? 3. When I compare my piece of cloth and another existing one, I often see that the existing files have the flag: SV_Skinned under Shader Flags, but no SV_Shadow_Map. In the tutorial, there is sayed that you have to add SV_Shadow_Map to work. Nothing said about SV_Skinned. Whenever I try to add SV_Skinned to my shirt, It isn't even visible in GECK anymore. Thanks again, Nightfox3
  6. Thanks for your tips @sullyvanj93 Yes, Im using the T6m body-replacer. But how could a shirt not be campatible with it? When I copy clothing-nodes from other, working armor-mods found on the nexus, to mine, those parts are working. Just my own made T-Shirt is invisible. @devinpatterson Right, this is probably the best idea. Here is the .nif file: http://www.mediafire.com/download/2fac6vl8266yryx/outfitf_work1.nif Here are my GECK armor properties: http://www.mediafire.com/view/jaz821d45l2qk62/Unbenannt.PNG The pants, which are on the body too, were not made by me. The own made T-shirt is the problem. I appriciate any kind of help Nightfox3
  7. Thank you for the answers For the last two days I tryied to solve the problem. Today, I did the same thing again... Unfortunately no success. I followed the tutorial twice step-by-step and did a LOT of testing and comparing. I just ran out completey out of ideas, what the problem could be. Today I'm just too frustrated to go on... :confused: I will probably stop trying to solve this problem for a little while now. However, your answers were really helpful. Things definetly got clearer for me. Thanks for all your answers, if I ever find out what went wrong, I will let you know. Nightfox3
  8. Hello Community, First of all, please excuse my bad english.... I'm trying :pinch: Whenever I make clothing, and want to bring it into the game, the piece of cloth is invisible. The textur-paths should be right, and the Shader Type, and the Shader Flags should be fine too. I think I figured out where the problem lies. My NiTriShape Node is not having a BSDismemberSkinInstance Node. I know that in the Blender, .nif export settings there is a ooption, called export Dismember Body Parts. Even though I have checked this option, I won't get a BSDismemberSkinInstance-Node in my NiTriShape. When I try to copy it from an other .nif file, it gives me an error message: Unknown property:"BSDismemberSkinInstance". I appreciate any kind of help Nightfox3
  9. Thanks for your response first, the path of the mesh was like steam\steamapps\common\new vegas\data\etc... Now I tried it with an texture path of an other enabled, working armor-mod, like textures\armor\etc... But it's still not working. Another interesting thing is, that many other clothing-meshes have the flag SV_Skinned in the Shader-Flags under: NiTriShape -> BSShaderPPLightningProperty. But when I add the flag to my own made mesh, it is wierdly dissorted, and changes the location in the GECK preview window, and still doesn't show up. Another thing: My NiTriShape isn't containing a BSDismemberSkinInstance Node. When I try to copy it from another .nif File, it gives me an error message: Unknown property: "BSDismemberSkinInstance" If you need any pictures, or the .nif file, let me know Appreciate your help
  10. Still having this problem... Has anyone a idea what the problem could be?
  11. First of all, thanks for your response. First, I had the mesh in this directory: \Data\meshes\armor\wastelandclothing05.nif I changed it to: \Data\meshes\myMods\wastelandclothing05.nif However, the problem is still there... And before, there only was a NiTriShape invisible the body-part of the .nif file was showing up correctly.
  12. I finally finished modelling a T-Shirt for my Character. I Uv-mapped, and textured it properly. I followed the instructions of this tutorial: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout._Part_2 After the export, I changed all the necessary things in Nifskope, like in the tutorial. When I load the piece of cloth into the Geck, everything looks how I want it. But the problem is, that it is invisible in the Game. Only the Body shows. At this point I really just don't know what I'm doing wrong. Any help is appriciated. Mfg
  13. Yep, this fixed the problem :laugh: Thank you.
  14. I am trying to make a script for a vendor machiene. When the activation-Object is activated, I want to receive an item 10 seconds afterwards.(I know, a bit long) But when I activate the object with the script in-game, nothing happens. After hours of looking for a solution on the web, I still don't know what I am doing wrong. So I decided to ask here. Here is my script: ScriptName MyTimer int timerint temp123 Begin OnActivate player set temp123 to 1 End Begin GameMode if(temp123 == 1) if (timer < 10) set timer to timer + GetSecondsPassed else player.additem 000340b5 1 set temp123 to 0 endif endif End Any kind of help is appriciated.
  15. I have placed several idle-markers in my custom home. Some of the game (like FloorSitMarker), and some made by myself (with blender and nifskope). But when I'm in game, and I tell my Companion to go into sandbox mode/relax (Mod: Jip Companions Command and Control), my Companions are using the prefabricated Markers way more often, than my own ones. Is it possibly to change that? Any help is appriciated Nightox3
  16. Ohhhhh.... the navmesh Yep, that was the problem Thank's for the help :laugh:
  17. Whenever I exit my custommade playerhome, my companion gets stuck in the ground about 30m away from the teleportation-marker, because the exit-area is rather narrow. Is there a way to tell the G.E.C.K where the companion should spawn whenever I get out? Any help is appriciated Nightfox3
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