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Posts posted by Nightfox3
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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
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: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
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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
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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?
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Someone? :ermm:
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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
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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
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Thanks, I will try it out
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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
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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
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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
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Still having this problem...
Has anyone a idea what the problem could be?
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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.
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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
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Yep, this fixed the problem :laugh:
Thank you.
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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 MyTimerint timerint temp123Begin OnActivate playerset temp123 to 1EndBegin GameModeif(temp123 == 1)if (timer < 10)set timer to timer + GetSecondsPassedelseplayer.additem 000340b5 1set temp123 to 0endifendifEndAny kind of help is appriciated. -
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 -
Ohhhhh.... the navmesh
Yep, that was the problem
Thank's for the help :laugh:
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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
Stop Corpses from disappearing?
in Discussion
Posted
Thank you
Nightfox3