Jump to content

Nightfox3

Members
  • Posts

    20
  • Joined

  • Last visited

Posts posted by Nightfox3

  1. 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

  2. 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

  3. 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

  4. 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

  5. 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

     

  6. 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

  7. 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.

  8. 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

  9. 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 timer
    int 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.
  10. 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

×
×
  • Create New...