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McPaddington

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  1. After a LOT of bugs, here is the final TARS mod: http://www.nexusmods.com/newvegas/mods/59315/?
  2. I worked out what the problem was. It turns out I didnt have the ProjectileNode bone included in my firing animation. I added it in, and now his weapon is working completely perfectly! Thanks again for your help! Now I just need to finalize some of his companion functionality and then he will be complete and uploaded to NexusMods. I will update this forum when his download page is active.
  3. Hey, that got it working! But for some reason, the lasers seem to originate from above the top of him, not where the ProjectileNode is placed. Any thoughts on why that might be?
  4. I have got the Attach / Detach keys working in the animation files, and I have removed the meshes from TARS' weapon (since I extended the Gatling Lazer weapon form), but still TARS does not shoot. I do not entirely know what you mean when you say "attach the (non-existent / invisible) weapon to the bone that the projectile node is attached to in the skeleton (parent bone)." Is that the same as just adding the text keys? Is it done in Nifskope or my 3D program?
  5. I have already done this, naming the bone ProjectileNode, and set it in the weapon form too. I have also added the weapon and ammo to his inventory, created a weaponlist and set TARS to use the weapon list, but all that happens when he tries to fight is that the weapon appears at his root bone, and does not fire.
  6. Okay, thanks for your advice. I have got most of it working now, but can you please elaborate on what you mean by "you need to set the node to have the same name as your weapon bone in your skeleton"? How do I do this exactly?
  7. Hello again. I haven't been working on my TARS mod for some time as I have been busy with my final exams, but I have finished them now and would like to finish this mod. I have, however, encountered another problem, so close to the mod being finished. When entering combat, TARS' AI acts strange. When I'm fighting certain NPCs, TARS will start running to random locations and do nothing, but other times when I'm fighting other NPCs he will stop moving entirely, and not follow me even after combat has ended. I don't know if this is a problem with his script or his animations. I have given him some attack/aim/holster/reload etc animations, and weapons and ammo in his inventory, but he still won't attack properly. Do I need a weapon bone in the skeleton .nif? The weapon animations I have been making start with "1hp", so "1hpaim" and such. I don't know if this is the right set to be using, I just used those names as I saw them in the Securitron Creature form's animations section, and assumed they were the ones I should use. Does anyone know anything about this or have any suggestions? I can provide the files and ESP if needed. Thanks for any help.
  8. Well, thank you ever so much for your help, you've been a godsend! Good luck to you and your projects, I'd like to see them too. When TARS is finished, I will post an update with a link to the final uploaded mod. See ya round, and thanks again.
  9. It appears the problem was a buggy blender animations file. I had to remake my animation file and remake my animations which was annoying, but at least now it works.
  10. UPDATE: Nope, the animation problem is back. Basically, I made my mtidle.fk animation in the skeleton Blender file, and exported it, it worked fine. But, since I needed to make more animations, I saved as a new Blender file, and imported my mesh and parented it to the skeleton, as I needed to see my mesh for the more complex animations. After, I made an animation and exported it from this new Blender Animations file, however, the newly created animations are rotated 90 degrees roll. The only reason I could see why this is happening is that parenting my mesh to the skeleton has somehow thrown the rotations off. I reset the transformations on all objects and all bones, but the problem still persists. Even worse is that, in the buggy animation files, setting all the rotations back to zero manually in nifskope does not make any difference. Also, I managed to figure out how forward movement works, but this random rotation error is annoying me, because I don't want to have to restart my animations, or have to make them without being able to see my mesh being animated.
  11. Actually, no... Silly ME. I went into Blender and imported a Fallout 3 skeleton, and found that, in fact, all my bones in my skeleton were not set to zero, for some reason they were all at really weird roll angles. I can't believe I missed that... Anyway, I reset the bone rotations (properly this time) in my mesh and skeleton files in Blender, and redid my mtidle animation... and as if by magic, no weird rotations! TARS stands up the right way rather than lays on the ground! I've started work on the rest of the animations, but I'm a bit confused about how you key forward movement into the forward animations, could you please explain that in a bit more depth? But thank you so much for your help, I couldn't have solved all these problems without your help! :)
  12. All of my bones definitely have their rotation to zero. I double checked, but the problem still persists. I was wondering, for the Bip01 and / or the Bip01 NonAccum bones, should they be pointing in a particular direction? For example should the head of the bones be pointing up or to the side, relative to the base of the bones? Would that affect the rotation of the bones at all?
  13. UPDATE: The problem has returned. The fix I made earlier no longer works. I have absolutely no idea what's happening.
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