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Everything posted by prensa
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Need Help Saving FO3 weapon .nif's with Nifskope
prensa replied to STE41k's topic in Fallout 3's Mod Troubleshooting
STE41k - Hello! I note you say it's only the 1st person model that is affected. Are you aware that there are two versions set up in game? Most vanilla weapons have 1st Person Model Object set in their Art & Sound Tab in GECK. This points to a 1st Person model under Static. For instance the .32 pistol has one called 1stPerson32CaliberPistol, if you click on that in GECK & select Edit it's model you'll see that it's set to use 1st person (better quality) textures than the dropped versions of the weapon. I mention because many don't realise that there's a 1st person model & wonder why changes are affecting the dropped gun but not the held version. Any changes to the weapon's part names will scramble that 1st Person model settings as the game has been told what parts to chanage as can be seen in GECK. Though since you've not changed it & it still messes up I'm puzzled. Are you using the latest version of Nifskope, 1.1.3? http://sourceforge.net/projects/niftools/files/nifskope/1.1.3/ In Nifskope, have you gone to Render - Settings & clicked on Auto Detect Game Paths? "I'm not even editing the file, because I can't even save it without the edits and have it save." If you're making no changes to the file then the only Auto changes I can think of is due to Nifskope's Auto Sanitize. Try turning it off by going to File & untick Auto Sanitize Before Save. Now save the weapon model & see it's messed up in game. I've never known Auto Sanitize to do anything bad though, normally it's a big help tidying up the mesh & can actually prevent buggy meshes. If it does not help remember to tick it back on otherwise Nifskope will remember to leave it off. Hope this helps! Prensa -
Modified Mesh doesn't have a texture!
prensa replied to scarycave's topic in Fallout 3's Mod Troubleshooting
scarycave - Hello! "It worked perfectly. Thanks." Great! Glad to have helped. :) "I really got to stop trying to do so many things at once." That is a problem with modding, as soon as you learn a new trick you want to add it to your mod. :) Best of luck! Prensa -
Sound and animation sequence in nif
prensa replied to Deleted1205226User's topic in Fallout 3's Mod Troubleshooting
pixelhate - Hello! "To trigger a sound in an animation sequence, I place the value "Sound: WhatEverSoundName" in the NiTextKeyExtraData of the sequence, at a certain time." That's correct, I've used this for fixing the Point Lookout Doors & also for new items. "Is there a known value to stop/interrupt the sound ?" The sound plays for it's length & stops on it's own. For instance a door opening plays it's creak sound & the creak stops when it comes to an end. You can do more things with sound by having a script attached to your object & using the "PlaySound" command to play the sound you want instead of building it into your mesh. http://geck.bethsoft.com/index.php?title=PlaySound Oddly I don't think there's a way to stop a sound playing directly even in scripts, they play out & that's it. The sneaky method is to enable & disable a sound object that's linked to your object. I used that method on some showers I made, you turn them on & the spray & sound of running water are enabled. Turning it off disables the water & sound object. Hope this helps! Prensa -
ilyasw - Hello! I'm not particularly experienced in this area but I know the basics. "I'm trying to get my head around quests and stuff at the moment and I can't quite figure out how to add a weapon to Pronto's quest " That's controlled within Quest - FreeformParadiseFalls, look under the Topics tab. About 2 thirds down you'll see several entries for FFPFProntoTradeChineseAssaultRifles... etc.. These control Pronto asking if the player wants to sell some Chinese Assault rifles & checks to see if the Player has any. There's several questions available depending on how many rifles it detects you have. Look at FFPFProntoTradeChineseAssaultRifles1 & look at the box marked "Conditions". Conditions has an entry called GetItemCount, that's what's looking for Chinese Assault Rifles. Double click on it to open it up & note "Function Parameters" is set to WeapChineseAssaultRifle. You can click on Function Parameters & select whatever you want off the list. The other parts are "Comparison" with the normal greater than, equal symbols etc. & Value determining how many. Under Conditions you'll see a box called Result Script, this handles removing the Chinese Assault Rifles if you agree to sell. player.RemoveItem WeapChineseAssaultRifle 2 set FreeformParadiseFalls.ProntoPlayerChineseRiflesGiven to ( FreeformParadiseFalls.ProntoPlayerChineseRiflesGiven +2 ) So you have 2 Chinese Assault Rifles, sell them to Pronto & the script removes 2 WeapChineseAssaultRifle from the Player's inventory & updates the Quest to know how many have been traded in in total. Again changing the WeapChineseAssaultRifle in there to whatever item you want will change the effect. In your case though you want the game to look for more than one type of item so you'll need to make a Form List of the weapons you want Pronto to accept. Form Lists are under Miscellaneous & are given a single name but contain a list of several items. You drag & drop the items into the list window. You can now point the Quest conditions & script to your Form List of Chinese Rifles instead of the single WeapChineseAssaultRifle. You will need to edit all the FFPFProntoTradeChineseAssaultRifles in that Quest that refer to the WeapChineseAssaultRifle of course. Both the Conditions check for it & the Result Script removal. You can leave everything else alone, you just need to substitute WeapChineseAssautRifle with your new Form List. That should work, as I say I'm not terribly experienced in this particular area so if anyone else has some corrections or tips feel free to chime in. :) Hope this helps! Prensa
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Modified Mesh doesn't have a texture!
prensa replied to scarycave's topic in Fallout 3's Mod Troubleshooting
scarycave - Hello! Have you checked the mesh's Shader settings? It's in the BSSHaderPPLightingProperty, there's a setting called "Shader Type" that's usually set to: SHADER_DEFAULT There are some special meshes that use other settings there but that's the most common for ordinary items. Also check "Shader Flags" below that, there can be many combinations selected here depending on what you're doing. If in doubt with these, compare the settings to a vanilla model doing something similar. Make sure you've got a NiMaterialProperty, that's where you set things like Alpha & Glossiness. Missing Blocks can be added by right clicking on the NiTrStrip & selecting - Node - Attach Property - NiMaterialProperty. Hope this helps! Prensa -
How do i add new custom hairs to the default hairs in geck?
prensa replied to kevdoggy's topic in Fallout 3's Discussion
kevdoggy - Hello! "but i don't know how to add the new hairs to the hair menu in GECK." Hair that actors can use is determined by Race, in order to choose a style it must be set as useable by the NPC's Race. At the top of GECK is Character - Hair. In there right clicking & selecting NEW you can add a new hair style. There's slots to point to the hair styles meshes & textures. To add the Hair from that box to a Race you must drag the Hair style to the Race of the NPC you want it available for. Leave the Hair window open & open the Race you are adding it to. Within the Race window go to the Face Data tab & locate the Hair Styles list. Back in the hair window, left click & drag the Hair to the Hair Styles list within the Race. Close the windows with OK & you will now be able to select the hair style in the normal way within the NPC's data window. More discussion of this in the thread here: http://forums.nexusmods.com/index.php?/topic/121222-custom-hair/ Hope this helps! Prensa -
Fallout 3 - Freezing, please help!
prensa replied to fantek23's topic in Fallout 3's Mod Troubleshooting
fantek23 - Hello! "but when I'am in game it starts freezing sometimes in 1 minute of playing sometimes in 5 minutes of playing." Sounds like the Fallout 3 multi core bug. Fallout 3 has trouble with multi core computers, mainly with ones that have more than two cores & use hyper-threading. There is a fix, you need to edit your Fallout 3 .ini file. The one you want to change is: For XP: My Documents\My Games\Fallout3\ For Vista & Win7: Documents\My Games\Fallout3 The file you want will be called: FALLOUT.ini Open the .ini with Notepad & change this line: bUseThreadedAI=0 to: bUseThreadedAI=1 & insert this line under it: iNumHWThreads=2 Save & close your ini. Hope this helps! Prensa -
pyrate999 - Hello! Could be the Fallout 3 multi core bug, it's the most common cause of freezing in the game. Fallout 3 has trouble with multi core computers, mainly with ones that have more than two cores & use hyperthreading. There is a fix, you need to edit your Fallout 3 .ini file. The one you want to change is: For XP: My Documents\My Games\Fallout3\ For Vista & Win7: Documents\My Games\Fallout3 The file you want will be called: FALLOUT.ini Open the .ini with Notepad & change this line: bUseThreadedAI=0 to: bUseThreadedAI=1 & insert this line under it: iNumHWThreads=2 Save & close your ini. Hope this helps! Prensa
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Nolanoth - Hello! "Wish there was a fix..." There is Speedloader Glitch Fix: http://www.nexusmods.com/fallout3/mods/18726/? The bug is really two separate things, one is a problem with the vanilla equip animations which that mod fixes with a download. The other, the speedloader appears when the weapon is dropped, is a problem in the model itself. It's probably inherited from modders using the vanilla non scoped Magnum as a base & is due to an incorrectly set invisibility flag. The mod Description page in the above link lists a fix for that too using Nifskope that's really simple. Look for "(5) Fix for SpeedLoader appearing on weapon when dropped" Hope this helps! Prensa ~~~~~~~~~~~~~~~~~~~~~~~~~~~ flamenx01 - Hello! "Which mod is this a problem for?" It's a bug that crops up in vanilla revolvers like the.44 Magnum & any mod added revolver using the same animations. I eventually found it was caused by two things, one being a problem with the equip animations & posted some fixed files. To add to the problem many modders use the non scoped .44 as a base since it's got no scope attached but it was only intended for non player use (Mysterious Stranger) & thus has a few settings not turned on properly. This version of the bug shows up as the speedloader displaying when the weapon is dropped, easily fixed with a tweak of the model in Nifskope. Prensa
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Body replacers not working at all
prensa replied to Mindshaker13's topic in Fallout 3's Mod Troubleshooting
Mindshaker13 - Hello! "it is finally working" Happy to have helped! :) "I have also been trying to get the animated prostitution mod installed but it causes the game to crash at the startup screen every time it is loaded. Any ideas?" Crash on startup of modded Fallout 3 is almost always due to a missing master, in other words you're using an .esp without another file that it needs. In your mod manager you can left click on each of the plugins & their Masters will be listed at the bottom. You must have all the Masters listed or else using that plugin will crash the game on start up. For example if one of those mods require CALIBR & you do not have it the game will crash on start up. Since you know the cause to be Animated Prostitution mod you should check those plugins in your mod manager. For instance Animy_prostitution.esm requires Fallout3.esm (obviously :) ) AND CrossModData.esm. Hope this helps! Prensa -
Body replacers not working at all
prensa replied to Mindshaker13's topic in Fallout 3's Mod Troubleshooting
Mindshaker13 - Hello! "I have tried several including exnem and dimonized type 3" Well Type 3 has an easy to use installer that works with your mod manager (FOMM or NMM) that makes installation easy. http://fallout3.nexusmods.com/mods/4280//? One of the AIO packs, depending on which mod manager you use, is all you need from there. That installer will ensure all the needed body meshes & texture are placed properly. The vanilla armor replacers are here: http://fallout3.nexusmods.com/mods/5326 "No matter what I do the females are still wearing underwear " The "Brown panty bug". :) Caused by a modded body mesh using the default textures. It's normally caused by not taking care of archive invalidation. Since you've mentioned you're using it, check that you are not using the stand alone ArchiveInvalidation Invalidated: http://fallout3.nexusmods.com/mods/944/? AND the built in one in your mod manager. Only ever use one or the other or they can cancel each other out. If you are using the built in FOMM or NMM archive invalidation then it often needs to be turned off & then back on AFTER installing a new mod with textures. "my tests have been the female raiders in the schoolhouse just after you leave vault 101" Are normal NPC females also affected? If it's just some Raider females & you use MMM then it's because MMM adds extra Raider females for which you'll need a patch. For Type 3 the MMM patch is here: http://fallout3.nexusmods.com/downloads/file.php?id=11711 There are other Raider female MMM patches for some of the other body mods too. Hope this helps! Prensa -
rickerhk - Hello! "They finally did fix the navmesh bug in Skyrim." That's good to know. :) I wondered since that thread I found was last posted in 2012 & there was mention of a coming official solution. "Hopefully it will still be fixed for Fallout 4" Fingers crossed. :) "But there are other bugs in Skyrim that can only be fixed by esmifying too. Which is not surprising, given that the game and all DLC's are esm format. I'm sure they didn't spend too much time testing mods in esp format." I'd say you're right there. An .esm seems the best way to avoid these issues, just a shame GECK will only edit .esp's meaning the nuisance of converting between the two. Still a lot of fun to be had modding though. :) Prensa
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pkleiss - Hello! "The navmesh bug has nothing to do with the resource utilization warning frames you are talking about." Ah but it does. :smile: I can actually turn on the bug by reaching the point where the cell warns you with the frames. At that point leaving the cell & coming back into it results in the navmesh getting scrambled. Any NPC in there will act like there's no navmesh in the room. Worth repeating, with this bug the cell is fine until you leave & kicks in only when you re-enter. Reducing the cell so that the warning frame goes away will restore the navmesh's function. Neither location I've seen this in conformed to your example of looping around. The scrambled navmesh issue is a well known bug, the accepted method to fix it is to make the navmesh adding mod an .esm. Navmesh added by an .esm seem unaffected by the bug regardless of cell size, though It's still not a good idea to have a cell that trips the frame warning system anyway, after all it is a warning system. :smile: Since disovering the frame warning system the only vanilla location I've seen a red frame around is across the bridge in The Pitt. It had always been noted that some cells were fine while others could incur the bug if not in an .esm but the reason was unclear. It seems the reason some are affected & not others is down to cell size, or rather it's resource use as indicated by the frame warnings. "I have exceeded the red frame multiple times without incident and have released said cells to the world, again without incident." The first cell that I had a red frame on triggered freezes & even blue screens. I'd never had a blue screen on my set up until then & never again since eliminating the problem. The cell would be fine sometimes but often unstable. It was a complex & cluttered cell which was well over the red warning frame. Only splitting it in half removed the warning frame so I know I was well over. I've had no instability with green frame warnings but green frames trigger the navmesh issue to which I refer. But as I said above, if the mod adding the cell is an .esm then no scrambling of the navmesh occurs regardless of size/warning frames. A bit like the other well known bug with .esp's, NPC's having mismatched head/bodies, also fixed by making the .esp an .esm. Until that cell I'd never seen a warning frame & there seemed no documentation of it, hence my original question about it. "in hopes that they would fix it in a patch. That fix never happened" Funnily enough the exact same bug seems to exist in Skyrim, with the same make it an .esm solution: http://forums.nexusmods.com/index.php?/topic/558598-how-do-we-deal-with-the-navmesh-bug/ Not sure if they've fixed it with a patch there yet. Anyway my findings don't change the accepted fix, make it an .esm, just provide a clue as to why the bug affects some cells & not others in .esp's. Prensa
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pixelhate - Hello! "The link about the Memory Usage Frame leads to an error page." Ah yes, it's in the Modder's section. "I would like to read this documentation, is there another access ?" I'll repost it here, it started off as a question but I amended it with my own findings when it became apparent it was a little known feature. :smile: I also found a link with over large cells & the known bug of scrambled navmesh in .esp's so it's worth putting out there. Original post: Hello! I don't normally have to ask questions but I've come across something I've never seen before. :smile: Thought I'd post this in the mod authors section as I figured it would more likely be known here if at all. I recently built a cell a fairly large but not, or so I thought, too large a cell. I've had a few issues in there, not entirely certain it's specific to this cell but it seems likely. I've recently noticed something in GECK that I never spotted before. On this cell in the Render window is a thin red border framing the inside of the Render Window. Very subtle & easily overlooked. Well I checked in the Render Window options & found: Show memory usage frame Unticking that makes the red frame go away so obviously it's that. The red frame seems to be a warning that the memory usage of the cell is high. Reducing the cell by removing chunks changed the red frame to another color & further reductions retuned to no framing as normal. There seems to be no documentation for this GECK function on http://geck.bethsoft.com. They do have the function listed by wording but no information: http://geck.bethsoft...php/Preferences I'm curious if anyone else has seen this? If so, how dire is the warning? Is it merely a caution or an urgent "turn back!". :smile: How can you tell if your cell is too large or at least too memory intensive? Is it the quantity of items? I know all about room portals & occlusion to alleviate large cells but room portals have issues with havok objects & I like to use them sparingly. I normally cut up cells into bite size chunks but sometimes certain builds require unbroken rooms. Now oddly enough, cutting the cell brutally in two to test & that seemed to make things worse in game. Travelling to the outside world from the cell was fine but travelling between the two sections seemed sluggish & unstable (worth noting that cut in two the two separate sections still had red warning frames & thus must be large). It was better when it was a whole, large cell that you travelled only out of & into the outside worldspace. I have seen mention before of there being a difference between travelling from a large cell to an established worldspace & travelling from a large cell to another large cell. The large cell to another large cell being problematic. I'd appreciate information on this "Show memory usage frame" feature, anyone's experience of it, information on maximum cell size. Or even just thoughts on the issues mentioned. Thank-You for taking the time to read this, if you did. :smile: If you didn't, what are you doing loitering around down here? Prensa ~~~~~~~~~~~Additional Discoveries~~~~~~~~~~~~~~~~ EDIT: Okay, seems to have drawn a blank with people so far. :smile: I've been playing around since spotting this memory usage frame & have discovered a few things of interest. Before the Red frame comes a Green frame. Frequent modders will probably know about the bug that .esp added cells have with navmesh, namely that the navmesh in certain cells will be fine untill you leave it. Coming back into the cell though, the navmesh will be messed up & any NPC's or creatures will be scrambled due to the messed up navmesh. Now the work around for this has always been to convert a mod with new cells into an .esm. The odd thing with the bug has always been that it does not affect all mod added cells. Well I had another cell that displayed the red border I mention above & it, along with the other cell with the frame had that very same navmesh bug. I split this cell into two parts thus reducing each cell's memory usage & removing the warning red frame. Now the cell's navmesh is no longer afflicted with the navmesh bug. It seems, not yet confirmed, that the navmesh scramble issue in .esp's is connected to the cell triggering that Memory Usage Frame warning. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ EDIT: 4 March 2013 Frames around the Render window are: Green - Grey - Red They seem to mean: No frame around the Render window is ideal, all is well. Green - seems to be okay but warning you to expand no further. Grey - is the begining of tipping over the edge in size, remove some clutter objects etc. to get back down. Red - DANGER, the cell is too big memory wise. Can result in freezing or CTD's in game as well as other oddities, break it up into smaller parts. It's not the "physical" size of the cell that trigger the warning, you can have a single room trigger the warning frames if you pack it with high detail clutter. Conversely you can have a large collection of rooms in your cell, with little clutter, not trigger the warning frames. Prensa
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WastelandLoner - Hello! Generally the less triangles the better. More triangles = more complex navmesh = more resources used when NPC's AI caculates where to walk. Obviously you have to use more triangles if there's furniture/immovable objects on the floor space you're navmeshing. You don't often get the chance to have two triangles for a large room due to it containing furniture that must be navmeshed around. You often also notice more triangles being created when you use "Create Cover Edges" as part of the normal final stages of a navmesh. That's because that stores info for NPC's to use parts of the room for cover & expands the navmesh to take this into account. The "Balance for Optimization" button on the navmesh bar (B) will automatically calculate the simplest coverage for a navmesh that you've created. This can be a handy way to cut down on triangles but also tends to get rid of finer details. Best used early on in your navmesh to tidy up before you add complex ins & outs. It is also good to use it just to get an idea of how efficient you are with navmeshing, the more experienced you get the less you'll need to use it, Hope this helps! Prensa
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weird ENB skeleton decal thingy bug
prensa replied to sumdude08's topic in Fallout 3's Mod Troubleshooting
sumdude08 - Hello! That is freaky. :) Seems to be a common problem, I found some more info about it here: http://forums.nexusmods.com/index.php?/topic/1149950-how-to-get-rid-of-weird-finger-print-on-lens/ Prensa -
Vanilla Female Textures DL
prensa replied to Sweet6Shooter's topic in Fallout 3's Mod Troubleshooting
Silverscreen - Hello! Glad to have helped! :) Prensa -
Vanilla Female Textures DL
prensa replied to Sweet6Shooter's topic in Fallout 3's Mod Troubleshooting
Silverscreen - Hello! "Does anyone have a download/way to reinstall vanilla textures for female faces?" You'll still have the original female faces, they're in the Fallout - Textures.bsa. Mods add loose files to your folders that override the originals in the .bsa if they are named the same. "I uninstalled every face related mod I have, and I still can't get rid of the skin." Probably still have a face texture in your folders, check your: Fallout 3\Data\Textures\characters\female & look for a file called: headhuman.dds There could also be files called: headhuman_n headhuman_sk headhumanf10_n If they're there, remove them & see if your females return to normal. That folder is for normal NPC's & the Player's face, there's also other females in folders there like raiderfemale. Leave them alone if they are to your liking in game. Hope this helps! Prensa -
In response to post #9913801. #9923913 is also a reply to the same post. Mattydigs - Hello! FOOK2 & FWE are generally considered to be incompatible, they're both major gameplay changers & tend to clash. Most people choose one or the other. Your MMM plugins, when using FWE, should look something like this: Mart's Mutant Mod.esm Mart's Mutant Mod.esp Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC The Pitt.esp Mart's Mutant Mod - DLC Broken Steel.esp Mart's Mutant Mod - DLC Point Lookout.esp Mart's Mutant Mod - DLC Zeta.esp Mart's Mutant Mod - FWE Master Release.esp Mart's Mutant Mod - FWE Master Release + DLCs.esp Mart's Mutant Mod - FWE Master Release.esp from FOIP replaces most of the MMM plugins including the Menu plugin. Only the MMM DLC plugins are needed (If you have the DLC's of course). You should untick & remove these: Mart's Mutant Mod - Zones Respawn.esp Mart's Mutant Mod - Natural Selection.esp Mart's Mutant Mod - Tougher Traders.esp Mart's Mutant Mod - Master Menu Module.esp "besides flickering clothing and weapons, which I don't mind" That sounds like a classic archive invalidation issue, mod added textures act like chameleons. Using one of the methods of archive invalidation fixes it. "I've tried archive invalidated" You mean the stand alone ArchiveInvalidation Invalidated? http://fallout3.nexusmods.com/mods/944/? If that does not work for you & you use a mod manager there's a built in archive invalidation tool in there. If you use "Old" FOMM click on Toggle Invalidation on the right. For "New" FOMM you have to go to the buttons at the top & select: Tools - Archive Invalidation NMM has built in Archive Invalidation too. DON'T USE BOTH MOD MANAGER & STAND ALONE METHODS TOGETHER. Note FOMM/NMM's version often needs to be toggled off & then back on again when you add in a new mod. Hope this helps! EDIT: this post has appeared in the wrong thread on the Forum section of the Nexus so please ignore there. :) Prensa
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WastelandLoner - Hello! "i cant seem to find any cases where they have been used" Small interior locations won't use them much, neither will locations that are connected by many "teleport" doors. Room Markers are used in the vanilla game for locations that are large uninterrupted areas. The Dunwich Building & The Capitol Building interiors are very good examples of multiple uses of Room markers & portals. As you noted, Portals & Rooms are turned off in View - Show\Hide in GECK by default & must be ticked for them to show up. If you look at those locations in GECK you'll see they are multiple rooms without load doors. These locations also have a lot of enemies & clutter so easing resource use is important. Room Markers are good for easing memory use by only drawing stuff that's in view however they have one draw back. Moveable clutter items will disappear if they are moved from one Portal connected Room Marker to another. You can see this at work by going to The Dunwich Building, picking up a tin can from the first room on the left & dropping it by the stairs off to the right up ahead. You'll note that as soon as the tin can comes to rest it will disappear, this is because it's still treated as belonging to the Room Marker zone you picked it up from. It seems Room Markers haven't been updated, or can't be, to take into account Havoked clutter items. It's not a problem if there's nothing of importance for the Player to pick up in the location & random junk clutter is unlikely to be knocked out of one Room Marker into another but it's definitely something to consider when choosing to use Room Markers & Portals. It's the main thing that puts me off of using them. I tend to prefer using more load doors & breaking a location up into manageable chunks. You can actually get away with a fairly large area before running into trouble, take a look at some vanilla locations that have no Room Markers, like the "Museum of History Lower Halls", to get an idea. There's also a warning system built into GECK that's not widely known, if a Cell starts to become too memory intensive a coloured border appears around the Render Window in GECK. It's called the Memory Usage Frame, it's normally turned on by default & is listed if you right click on the Render Window & select "Render Window Properties". Show Memory Usage Frame should be ticked. The frames seem to mean: Green - seems to be warning you to expand no further. Grey - is the beginning of tipping over the edge in size, remove some clutter objects etc. to get back down. Red - DANGER, the cell is too big memory wise. Can result in freezing or CTD's in game as well as other oddities, break it up into smaller parts. There's little documentation on this feature so I've had to surmise their meaning based on my experiences. I first wrote about the Memory Usage Frame here: http://forums.nexusmods.com/index.php?/topic/878363-show-memory-usage-frame/ Hope this helps! Prensa
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lorenzo19 - Hello! "I want to do some animated objects too. Are they easy? Haven't dug into learning that yet. But it's on my list." Surprisingly not that hard, as long as you've got some experience with Nifskope. I've been able to do a few neat things since tinkering with them. I found taking apart existing animated objects was the best way to learn how they work. Doors are usually simple examples to pull apart & footlocker01.nif. You can actually adapt existing animations in models to your own use by replacing parts a within them There's a simple example of that kind of converting discussed by Ghogiel here: http://forums.nexusmods.com/index.php?/topic/211325-animated-static-meshes/ The first guide I read was actually for Oblivion, so quite outdated for Fallout 3 but much of the basics apply. http://cs.elderscrolls.com/index.php/Basic_Animation_Tutorial There's also this good but more complex guide: Tutorial: Working with the NiControllerManager by TrickyVein http://forums.nexusmods.com/index.php?/topic/984792-tutorial-working-with-the-nicontrollermanager/ Ghogiel made a guide about Animated textures here: http://wiki.tesnexus.com/index.php/Adding_material_controllers_to_objects_in_Nifskope There's bit's & bobs about to read but I found the best thing was to start tinkering with vanilla animated objects & found I was soon able to progress from there. :) Hope this helps! Prensa
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lorenzo19 - Hello! "Took me about 80 hours to learn blender just enough to do a 4 sec animation." I can believe it, it takes a bit of work just to get Blender installed. :) I've never mastered it myself, I've managed to get quite good with Nifskope though. "But even though even angels fear to mod FO3 animation, its cool to see your characters come to life with a new animation." It would be cool, I've done a few animated objects with Nifskope & it does add an extra dimension. Definitely persevere, it'll give your mod something different. :) Best of luck! Prensa
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lorenzo19 - Hello! I'm afraid custom animation creation is a very select skill, few have it. I've only ever tinkered with existing animations so any advice I can offer is limited. A fair bit about setting up animations in Nifskope are lightly, if at all, documented. What I do is compare something similar & follow it's set up as closely as possible, which sounds like what you've done. If you've got it working to your liking just test it repeatedly to see if any CTD's occur. Should you encounter a CTD, meticulously compare settings between your animation & a comparative vanilla one. Chances are, if you've got similar settings to a vanilla animation, then you've got it set up right. Sorry I couldn't be of more help. Prensa
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AxlDave - Hello! "Creating an .egm does not seem simple" Creating a custom .egm is actually pretty easy, there's a special tool needed called The Conformulator: http://oblivion.nexusmods.com/mods/9360//? With a guide to using it in this general headgear tutorial: http://wiki.tesnexus.com/index.php/Headgear_tutorial However if you've used a vanilla hat & made no changes to the mesh then you can use the vanilla .egm that was intended for the original hat. You need to copy the original .egm & name it exactly the same as your new hat model like: MyNewHat.nif Your Hat Mesh MyNewHat.egm Your Hat .egm The .egm goes in the same location as the new hat model. "So, I made myself a cowboy hat based on the sheriff's hat, went to test it in game and my character wore it on the side of his face." Don't forget, in GECK, to go to Character at the top & select "Update facegen model availability" then save your mod. The hat should sit properly in game after that. You may end up with other hats info being saved to your game, you can use FO3Edit to remove all but your new hat as part of the normal cleaning of your mod. Hope this helps! Prensa
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AxlDave - Hello! "Ahh finalmente, it works!" Great! Glad you got it working. :) "Thanks to pkleiss and prensa for your help, I can now populate the Capitol Wasteland with purple robots!" Happy to have been of some help. Good luck with those purple robots. :) Prensa
