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Noswald95

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  1. so i wanted to combine Foggier's chinese peasant hat nif with the great khan helmet. I arranged the things and then tried equiping it on the test dummy in the geck. When the test dummy wears the hat, only the great khan helmet portion shows up. here's the link to the nif. steps i've taken after extracting and downloading the desire models: 1. opened 2 windows in nifskope, one for the chinese peasant hat and one for the great khan helmet. 2. copied the chinese peasant hat branch and pasted it into the great khan helmet window. 3. repositioned and rotated the newlypasted chinese peasant hat to fit the great khan helmet. 4. saved the nif and imported it into blender. 5. cleaned up the pieces of the helmet (the horns) that overlapped with the chinese peasant hat 6. selected everything in blender before exporting it. 7. opened the newly exported nif, chinese peasant hat parts are missing, great khan helmet remains 8. reopened nif from step 4 in a separate window, deleted the unmodified great khan helmet and replace it with the edit great khan helmet mesh. 9. changed the branch name of the chinese peasant hat to "chinese hat parts" and changed it's nodes to object 2:1 and 2:2 (the hat's edge was separated for some reason) 10. added material property tag to the chinese peasant hat branch. 11. saved nif, placed it in FNV meshes data folder. 12. opened geck, edited armorcombathelmet form so the model would be 11th's nif. opened up testing dummy npc, equiped testing dummy npc with edited armorcombathelmet. 13. saw the problem with the model, despaired.
  2. topic is self explanatory, i'm worried that once i'm done making this and stored all my current stuff into the new home. The items would just end up dissapering after a few in-game days.
  3. I know it's the kind of thing that's way harder to make than it sounds. But it would be nice to have it as an NPC for either a companion or a jury-rigged enemy.
  4. Oh, that's what you mean. I do name the nifs something different everytime i export them. Like the armor piece example before, after cutting of everything. I exported the file as "ChineseStealthBellyPiece" but there wasnt any change to the nif. edit: still need help with the helmets: helmet 1
  5. i have encountered another problem..... my hat doesn't fully load in the geck. It's has 2 parts. The grass hat part and the vault security helmet "headstraps" that i got tailor maid also my new outfit is done and filed it in the geck, but the test npcs in there won't put em on after i put the outfits in their inventory tab. Was i suppose to add something else? your not talking about the save file name are you?
  6. valuable advice this has been, thanks AusAllerWelt and M48A5. Though i do have another nif altering question. I've tried a few times to get specific mesh pieces by deleting the rest of the mesh in blender (for example removing the back and bottom half of the OWB stealthsuit chestpiece) and then exporting it out. But when i open the cut off piece in Nifskope, it just loads the whole piece like nothing happened. What's up with that?
  7. I don't recall assigning material for the parts (chest plate, shirt, scarf I actually already used the alternative method stated previously to finish the outfit. As for the other missing parts, i just open up the uncleaned prototype model and repaste the pieces that didn't carry over in the export. Sure i can upload the mesh, here's the NIF file and the Blendersave file their both in my google drive. (Note the blender save has already done most mesh clean up except for the arms while the NIF file is the initial rough assembly.)
  8. So i've been working on an armorbash for the pass 2 days. The male version of the outfit is done, cleaned the polygons and whatnot. But i'm encountering problems when making the female version. after cleaning up the model in blender 2.49 and then open it up in nifskope the chest piece and the shirt portion of the outfit don't appear for some reason. then i tested several other female outfits, importing and exporting them through blender and opening up them up in nifskope. They worked fine. what's a possible explanation for this? EDIT: Might have a solution for the arms problem by linking the hazard arms and shirt together, they'll share a texture but it doesn't seem to bad.. The chest piece still doesn't get exported though
  9. Here's the Imgur Link The parts description is in the link but i'll just post it here to Hat - Chinese Peasant Hat [Mod] + VaultSecurityHelmet straps[spice of Life mod asset] Torso -NCRCivillianOutfit shirt -Prospectoroutfit scarf-OasisDruid shawl [Tammer's Nif-Bashed collection] -Custom NCRTrooper chest piece [Tammer's Nif-Bashed collection] [retextured]-RaiderArmor2 corset/stomach-guard [Tailor Made NV2] [cutdown in blender]-HazmatSuit Arms [Tammer's Nif-Bashed collection] Legs-NCRCivllianOutfit pants-bottom half of ColonelAutumm's Overcoat [spice of Life mod asset] [cutdown in blender]-classic combat armor kneeguards [ttw classic combat armor replacer suite]-RaiderArmor3 boots and shin-guards
  10. I mean i know the look is suppose to be iconic for the oblivion thieves guild but as a first time player, i can't help but get the impression of "squidward" when looking at it. The way it's portrayed in skyrim via the gray fox bust seemed much cooler. Would anyone be willing to reshape this?
  11. Still slowly working on the custom companion. For their perk, i wanted to have something like "when you have this companion with you, most enemies will attack them instead of you."
  12. Hi there, I like that we can ride horses in-game but i hate the fact that most of the enemies would target my horse instead of me when it's closeby. Is there a mod that can help with that? like say scripting the horse to run away when enemies are nearby, then the enemies would only target the player and the horse will return when the enemies are all dead?
  13. I'm kinda of tired of using companions as glorified inventory mules and while backpacks mods are a thing it sometimes clashes when i have a weapon that has a backpack like the shiskebab or minigun. So is it possible to make a mod that turns the shopping cart object into a marked move-able entity that players can interact with. Something like; Do you want to use the shopping cart? >yes >no Then the player character will "equip" the item, giving access to a new separate inventory storage space and have their hands hold on to the shopping cart while they move even enter interiors with it. And players can also quickly disengage from the shopping cart and return to normal movement with a quick press of a button (you know cause the wasteland is a dangerous place and you can't hold a gun while pushing the shopping cart) Thoughts? I know it'll need new animations for holding on to the thing while walking and sprinting.
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