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dustfiend

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  1. I'll look into that and get back to you, thank you for the suggestion. No dice :/ It extracts everything just like B.A.E. does but the _n and _s files won't convert to TGA. The _d files show images but the others just have a blank image on them. Grr, so close yet so far away HUZZAH!!!!!!!!!! I might have to buy photoshop now :sad: I downloaded the trial and then downloaded an Nvidia DDS plugin for it, this lets me open the DDS file and then save it as TGA and it worked like a charm. Now if only I could do them in a big group instead of going through every one by hand....but whatever IT WORKS!!! Starting to think I got in over my head lol, I really should have made a new worldspace because it's wanting to generate all of Far Harbor....sigh.
  2. I posted this in the wrong subforum, just wanted to post it here to possibly get more eyes on it. Thank you for your time I'm populating an empty island in the FarHarbor world space, was able to generate all the terrain LODs just fine but when I go to generate static meshes I get this Using 8 processors/cores. Switching to singlethreaded mode since we are only building textures or objects. Analying LOD object usage... The following files are missing and need to be present to build LOD: Meshes DLC03\LOD\Architecture\Barn\BarnCupolaMainRoof01_LOD.nif DLC03\LOD\Architecture\Barn\BarnCupolaSmall01_LOD.nif DLC03\LOD\Architecture\Barn\BarnDoorMedR01static01_LOD.nif DLC03\LOD\Architecture\Barn\BarnDoorMedR01static02_LOD.nif DLC03\LOD\Architecture\Barn\BarnDoorSmR01Static01_LOD.nif DLC03\LOD\Architecture\Barn\BarnFoundationCorIn01_LOD.nif DLC03\LOD\Architecture\Barn\BarnFoundationCorIn02_LOD.nif DLC03\LOD\Architecture\Barn\BarnFoundationHalfL01_LOD.nif DLC03\LOD\Architecture\Barn\BarnFoundationHalfR01_LOD.nif DLC03\LOD\Architecture\Barn\BarnFoundationMid01_LOD.nif DLC03\LOD\Architecture\Barn\BarnFoundationQrtr01_LOD.nif DLC03\LOD\Architecture\Barn\BarnMainDoorLargeL02_LOD.nif DLC03\LOD\Architecture\Barn\BarnMainDoorLargeR01alt01_LOD.nif DLC03\LOD\Architecture\Barn\BarnMainLoftCappedHalf01_LOD.nif DLC03\LOD\Architecture\Barn\BarnMainLoftCappedHalf02_LOD.nif DLC03\LOD\Architecture\Barn\BarnMainLoftCa Build canceled. What I've seen says that I have to extract those from somewhere in my Source folder to somewhere else but there's nothing in my source folder other than some empty folders. Also, even if the assets were there, I still have no idea what to do with them. If anyone has an answer or even some hints as to how to do this I would be ever in your debt. UPDATE: So, I made a tiny bit of progress but ended up at another dead end. I used B.A.E. to extract all the .nif files for the related LODs into their respective folders but when I try to generate I get this now Using 8 processors/cores. Switching to singlethreaded mode since we are only building textures or objects. Analying LOD object usage... Creating queue of files to be built... Building 1296 chunks at level 4. Building 324 chunks at level 8. Building 81 chunks at level 16. Building 25 chunks at level 32. Building object texture atlas... Texture atlas build failed with the following errors: LOD diffuse texture '..\Source\TGATextures\dlc03\lod\landscape\trees\redpinefulllodsetlvl2_d.tga' missing Scene Graph Object: TreeRedPineFull01_LOD_0:0 [000002C321F40A00] Child of: BASE meshes\DLC03\LOD\Landscape\Trees\TreeRedPineFull01_LOD_0.nif [000002C321F3F080] Reference: TreeRedPineFull01 [03051506] to base object TreeRedPineFull01 [03001b58] Cell 'Wilderness' Worldspace 'DLC03FarHarbor' [-24,12] Waiting for build worker threads to finish... Build canceled. All worker threads have been terminated. 0 LOD object triangles. 0 were rejected (0 degenerate, 0 under landscape). 0 total LOD object vertices. No major issues detected. UPDATE 2: I figured out how to pull up the DDS files using B.A.E. and messed around with various conversion tools to get my DDS files into TGA files. This works like a charm for any file ending in _d, which have images attached to them, however _n and _s always fail when I try to run them through these converters. Any ideas here?
  3. Thank you for the info, it's definitely helped me dig deeper at least. Unfortunately I made all the DLCs masters just because I don't know what objects I'm ultimately going to use. So, I made a tiny bit of progress but ended up at another dead end. I used B.A.E. to extract all the .nif files for the related LODs into their respective folders but when I try to generate I get this now Using 8 processors/cores. Switching to singlethreaded mode since we are only building textures or objects. Analying LOD object usage... Creating queue of files to be built... Building 1296 chunks at level 4. Building 324 chunks at level 8. Building 81 chunks at level 16. Building 25 chunks at level 32. Building object texture atlas... Texture atlas build failed with the following errors: LOD diffuse texture '..\Source\TGATextures\dlc03\lod\landscape\trees\redpinefulllodsetlvl2_d.tga' missing Scene Graph Object: TreeRedPineFull01_LOD_0:0 [000002C321F40A00] Child of: BASE meshes\DLC03\LOD\Landscape\Trees\TreeRedPineFull01_LOD_0.nif [000002C321F3F080] Reference: TreeRedPineFull01 [03051506] to base object TreeRedPineFull01 [03001b58] Cell 'Wilderness' Worldspace 'DLC03FarHarbor' [-24,12] Waiting for build worker threads to finish... Build canceled. All worker threads have been terminated. 0 LOD object triangles. 0 were rejected (0 degenerate, 0 under landscape). 0 total LOD object vertices. No major issues detected. I think I need to convert the .niff files to .tga but I have no idea how to do that. I also realize this isn't in the right subforum, if a mod happens to see this could you move it to the proper sub forum? If not I might just repost this over there, just to maybe get a few more eyes on it. I never realized creating my own world space would be so complicated lol, I suppose that's to be expected though.
  4. Hello mod wizards and fellow apprentices, I've been scouring the internet for an answer to this and I've seen a few vague answers that border on the arcane and I was just hoping I could possibly get some more clarification here. I'm populating an empty island in the FarHarbor world space, was able to generate all the terrain LODs just fine but when I go to generate static meshes I get this Using 8 processors/cores. Switching to singlethreaded mode since we are only building textures or objects. Analying LOD object usage... The following files are missing and need to be present to build LOD: Meshes DLC03\LOD\Architecture\Barn\BarnCupolaMainRoof01_LOD.nif DLC03\LOD\Architecture\Barn\BarnCupolaSmall01_LOD.nif DLC03\LOD\Architecture\Barn\BarnDoorMedR01static01_LOD.nif DLC03\LOD\Architecture\Barn\BarnDoorMedR01static02_LOD.nif DLC03\LOD\Architecture\Barn\BarnDoorSmR01Static01_LOD.nif DLC03\LOD\Architecture\Barn\BarnFoundationCorIn01_LOD.nif DLC03\LOD\Architecture\Barn\BarnFoundationCorIn02_LOD.nif DLC03\LOD\Architecture\Barn\BarnFoundationHalfL01_LOD.nif DLC03\LOD\Architecture\Barn\BarnFoundationHalfR01_LOD.nif DLC03\LOD\Architecture\Barn\BarnFoundationMid01_LOD.nif DLC03\LOD\Architecture\Barn\BarnFoundationQrtr01_LOD.nif DLC03\LOD\Architecture\Barn\BarnMainDoorLargeL02_LOD.nif DLC03\LOD\Architecture\Barn\BarnMainDoorLargeR01alt01_LOD.nif DLC03\LOD\Architecture\Barn\BarnMainLoftCappedHalf01_LOD.nif DLC03\LOD\Architecture\Barn\BarnMainLoftCappedHalf02_LOD.nif DLC03\LOD\Architecture\Barn\BarnMainLoftCa Build canceled. What I've seen says that I have to extract those from somewhere in my Source folder to somewhere else but there's nothing in my source folder other than some empty folders. Also, even if the assets were there, I still have no idea what to do with them. If anyone has an answer or even some hints as to how to do this I would be ever in your debt. I've got a few vertical spaces made out of mountain rocks with airships and stuff and it really sucks having to be practically on top of them before they materialize into view. Thank you council of grand wizards for your time and help :)
  5. Still a huge fan of this mod, it's essential if you ask me. I can't wait for the perk poster animations to make their way in, I absolutely love everything you've done so far :3 Thank you :)
  6. I'm completely new to the CK but I've been messing around, building up an island in a new worldspace as a test. Unfortunately however, when I teleport there in game, my mountains and objects and everything are all gone, and there's just flat as far as I can see. I'd also like to note that none of the textures or objects I placed appear either. Is this something simple I'm missing, or a huge process I've yet to learn about?
  7. No plans for making variations like that. It's too much. There will be non jiggly versions of the status animation and special. Most of the perks don't have it and taking away jiggles isn't hard.. Might make a less sexy well rested icon as an option (with pajama'a instead of the nightwear from Fallout Shelter). For now I am focusing on making perks though because there are a bunch. Well I love what you're doing and am really enjoying the mod :) The well rested icon is actually one of my favorite :p Keep em coming, no issues to report so far.
  8. I'm so happy you managed to get this out :D I'm loving it so far, really great stuff. My personal input would be to perhaps add a slightly less busty option but I imagine that would be a ton of work and less popular than a slooty version lol. Love love love it though, I'm so happy it's making progress :)
  9. This is still one of my most anticipated mods, love the progress you've made so far it looks great :D Remember you can't please everyone so just make what makes you happy and release it on the world :)
  10. This time around I have no plans for an actual NSFW version. The farthest I might go is an unzipped vault suit or vault girl in her underwear also there is the option for jiggles where it makes sense. That said, if someone asks me if they can work from my mod to create a NSFW version I will allow it as long as my mod is linked and I am credited. I am also willing to offer advice for how to edit the animations. That said, it is true that making variations is much harder this time around since each animation is made up of several different images. The work is multiplied this time around, which is why the mod is taking longer than last time. But don't worry I will release the mod when I believe version 1 is ready. A ton of progress has been made since I started the mod, and it will go well with any other Vault Girl related mods people make (if it is based on shad's vault girl). It seems like you already aren't, but don't worry about making anything other than what you want to make. It looks like a HUGE undertaking given the tools at your disposal and it looks f*#@ing awesome so far. Just keep your eyes on the prize while us selfish lazy asses wait eagerly for the finished product :D GO YOU!!
  11. Well whatever you do, I for one am excited for the chance to have it in my file. Every time I open up the page with all your pics / animations I just sigh in anticipation.
  12. I'll definitely try to keep my eyes on this, great work everyone :)
  13. Excited for the changes, but terrified to throw it at my 160 mods lol. Guess I'll wait for the offical patch to ruin my file ;)
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