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Posts
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Joined
Everything posted by Pixelhate
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Loot shouldn't be used on FO3 - FNV as the list of mods it relies on is not maintained for these games. It will make a mess of your load order.
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Need help with sorting mods
Pixelhate replied to idergachev's topic in Fallout New Vegas's Mod Troubleshooting
Loot shouldn't be used on FO3 - FNV as the list of mods it relies on is not maintained for these games. It will make a mess of your load order. -
How you validate a mod?
Pixelhate replied to mckinleyfleminglll's topic in Fallout New Vegas's GECK and Modders
What do you mean by "validate"? -
How to remove parts of a static mesh?
Pixelhate replied to Radioactivelad's topic in Fallout New Vegas's GECK and Modders
To be selectable in Geck, your static nif must have a BSFadeNode as a root node. There is a Blender setting on export to choose that. If you are customizing static and you're not super comfortable with the nif structure, I suggest to read these guides: https://www.nexusmods.com/newvegas/mods/76374 -
MOD Scholar needed! (Nuka-Cola Clock)
Pixelhate replied to lowbred's topic in Fallout 3's GECK and Modders
For an overview of the nif structure, I suggest https://www.nexusmods.com/fallout3/mods/25252 -
About 10% of the humans don't care about others or will even enjoy to see their pears suffering. Another 10% will go an extra mile to help other or will even sacrifice themselves to do so. The remaining 80% are in the middle of these extremes, balancing and can be dragged into one or the other with propaganda or proper education.
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MOD Scholar needed! (Nuka-Cola Clock)
Pixelhate replied to lowbred's topic in Fallout 3's GECK and Modders
Hi, There's 2 things going on with the lighting inside the NukaClock: - There's a flickering animation going in loop every 11,6 seconds, day & night. - the clock is set with External Emittance flags which makes it brighter when ambient lighting goes dark (night time). The flags are located in the BSX Flags and in the BSShaderPPLightingProperty of the NiTriStrips. If you remove these flags, the clock won't light up at night any more and will be forever unlit. To have the clock constantly lit, one has to remove the External Emittance flags and to remove the flickering animation, leaving only the Emissive Color with a pumped up Emissive Mult. Here's a version, that's always lit, with the changes mentioned above. https://www.mediafire.com/file/k1h75amkjtv8i4i/nukaclock01Lit.nif/file -
How can I edit kf file?
Pixelhate replied to ShiningNickel's topic in Fallout New Vegas's Discussion
With 3D app like Blender or Max. -
https://forums.nexusmods.com/index.php?/topic/319060-mods-and-assets-from-stalker/
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Question about The Sink in OWB
Pixelhate replied to ReapTheChaos's topic in Fallout New Vegas's GECK and Modders
Load up GeckCustom.ini located in your documents/my games/FalloutNV Find the line "bUseMultibounds=1" Change that "1" to a "0" Save and fire up the geck... -
Different texture formats
Pixelhate replied to LoneWanderer1987's topic in Fallout New Vegas's GECK and Modders
Everything you want to know about Normal Map, Specularity and Glossiness is in part 03B of this tutorial: https://www.nexusmods.com/newvegas/mods/76374?tab=files -
Upscaling explosion visual effects?
Pixelhate replied to jondaniels61's topic in Fallout New Vegas's GECK and Modders
Explosions are mainly made with Particles Systems (one of the most complex nif structure), a bunch of tweaked settings inside combined with larger textures can make them look bigger but can also make a PC choke. I don't know about blast radius but info about that should be easier to find. -
Problem With Converting Models To Static
Pixelhate replied to GeneralGred's topic in Fallout New Vegas's GECK and Modders
For Static: The bhkRigidBody(T) Layer & Layer_Copy are set to FOL_STATIC. Motion System is set to MO_SYS_FIXED. Deactivator Type is set to DEACTIVATIOR_NEVER. Solver Deactivation is set to SOLVER_DEACTIVATION_OFF. Quality Type is set to MO_QUAL_FIXED. Bit 1 of the BSXFlags need to be checked. The bhkCollisionObject flag is set to ACTIVE. Mass and Inertia Values are set to 0. More about collision in Bits of NifSkopery -
texture\dlc04\interface\worldmap
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Try: - Select a NiTriShapes => R click => Mesh => Face Normals. - Same NiTriShapes => R click => Mesh => Smooth Normals => accept without changing options. - Repeat with other NiTriShapes. - Lastly, R click anywhere in the render window but not on the mesh => Update All Tangent Spaces.
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Plane Collision Isn't Working
Pixelhate replied to Nuke4Duke's topic in Fallout New Vegas's GECK and Modders
Solved in Discord. -
If you scale down the object in Geck, the collision will be resized as well. If you want to resize it in NifSkope, remove the collision and generate a new convex one (after applying the change on the NiTriStrips). If you absolutely want to resize both object & collision at once, you will likely need to go the old way or through a convoluted one, Unfortunately nobody has made an efficient exporter for newer Blender for a 12 years old game.
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Far from an expert myself but if I read from wiki: "Code placed inside (GameMode) will be executed every frame during normal gameplay, i.e. whenever the player is not in any sort of menu." Which means you're adding these items every frame! Could this be helpful to you ? http://www.cipscis.com/fallout/tutorials/beginners.aspx