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Posts posted by Lyssinna
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I'd like to find some way to change the default Terminal interface with a new name (replacing Robco, for example). Does anyone know where those files actually are?
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So as part of the Manehattan Project, I'm creating a very high-tech facility based around weapons and armor R&D. The Old World Blues utility tilesets are perfect for them with the glowing wires and grates.
However, I found that only the X13 Tileset (Blue) was really ever complete. There's about 4-5 pieces of the X8 (Green) Tileset and only about 2-3 of the Red Tileset for the Forbidden Zone.
How easy/difficult/insane would it be to recolor the lights of these Utility Tilesets? (Namely, redo the X13 to have green, red and potentially other colors such as orange, purple and yellow) I have about six "sectors" in this facility and I'd dearly love to have each of them have unique coloring.
Any suggestions?
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So we're almost at the end of our demo level for our upcoming mod. We're doing a visual tour of one of our areas. I'd like to somehow get a smooth rotating pan of various different rooms or even a smooth movement across an area.
Is there any way to program a "camera on rails" style system so I don't have to do this by hand?
I don't have a steady enough hand to do this with the mouse. I'm focusing mainly on keyboard motions, but the mouse is required to change directions, of course.
Any suggestions on how to do this (or even just techniques to make this smoother) would be greatly appreciated.
Note: I'm already using the tfc and the sucsm commands to give me a flycam slow pan, but it's still not that smooth.
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I'm sorry, I might be using the wrong terminology.
Yes. I'm aware that FNVEdit can find the Form/Editor IDs.
How do I isolate the IDs that are in my current mod so I can determine which ones are using Willow as a dependency?
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I'm aware I need to remove them. I'm trying to find the best way to actually find the specific Form/EditorIDs that are referencing Willow. And by Save, do you mean rebuilding the mod from scratch? The saves for the game don't matter to me...it's what GECK, FOMM, Wyre Bash and FNVEdit claim are dependancies.
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At the beginning of my configuration of my companion mod, I accidentally had NVWillow enabled and it somehow got integrated into my mod as a dependency.
I've used the Clean Masters feature in FNVEdit which hasn't removed it, telling me that there's something inside there that's interacting with NVWillow. I don't want to just manually remove the entry as I know that will break it.
I've tried to use the "Parent" filter in FNVEdit but have had no success in locating the origin of the dependency.
I do have some custom dialogue, including a new "GREETING."
Can anyone point me to a way to actually locate the source of the dependency? (I know it's not any armor, weapon or other asset such as that).
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I'm trying to do a couple things for a large mod. First requires renaming of existing titles in things like books, notes, messages and terminals.
Let's take Notes for example. I want to change New California Republic to New Canyon Republic. I can export the files into .txt files, however, when I make the changes and then select "Notes" from the "Import" options, nothing happens. I'm not prompted to select any files or anything else. What am I doing wrong? I really don't want to go through each of these by hand if it is at all possible.
Second, I've written a lot of dialogue topics and conversations for a companion mod. However, I can't seem to find a way to import this data either. Even when I make sure that the Quest ID is matching between the .txt file and the Quest itself in GECK, those dialogue conversations (or topics) do not appear as an option.
Can anyone tell me how to import text into the GECK without having to do a thousand copy/pastes?
Thank you!!
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I'm still working through all of this, but I just wanted to leave a note thanking you for writing this. I can't really stand YouTube tutorials (don't ask, it's a personal thing) so have something I can refer back to constantly as I'm working is tremendously helpful. The guide I was using before was...non specific to say the least.
There are some parts I would love to see expanded, but the nice thing is you give enough information to get you to where you're going. And I was doubly thrilled when I found that you were none other than the creator of AWOP (The teleportation base is one of the best internal mods I've ever seen!)
Anyway, thank you again for doing this!
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You. Are. Wonderful.
It took some time to get all the pieces together. And I had a bizarre issue where every time I imported the skeleton.nif mesh at the end of the process, the lids of the boxes would suddenly reset to full size (I ended up using the "clamp to" condition to the boxes themselves).
But it WORKS. The textures are perfect (though they aren't pulling the FO:E ones for some reason, but I'm sure that's probably a directory issue or something similar) for the boxes and the coat.
Now comes the catch and it's purely an issue with design. Placing the boxes on the legs (where the coat normally moves around anyway) causes them to shift and warp. I know that has entirely to do with how the animation for the coat model works and there's no fix for that. So I might have to go back to a different location, possibly on the back hips (though then they would clip chairs whenever she sits) or maybe a larger single version on the back (which potentially has the same issue. I can't use the sides of course as they would clip any single-handed weapon (and I noticed the default hand position is VERY close to the hips).
But the point is that you showed me exactly what I needed to do. I can't believe that I actually skipped the very beginning of the whole damn guide. Yes, I'm an idiot. And thank you all the way to the moon for actually taking the time to tell me what I did.
I also took your advice and saved at every single step of the process so I can easily go back and adjust as needed.
Thank you another million times.
If you're by chance interested in seeing the final result (and you happily can take half credit for any meshes I make from now on), I'm keeping a running development blog at mlp-novelidea.deviantart.com.
:D
That reminds me, I'm placing you in the credits for this. ^^
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First thing I notice is there is no BSDismemberSkinInstance, which means you never rigged/skinned it to the outfit/body? Next thing I notice is that there is no normal map selected for the boxes, which you need to do or the textures will show up odd. I assume you edited the jacket UVmaps yourself so they fit some custom texture you made instead of any vanilla textures.
You should copy the shaders from a working vanilla clothing texture, it will help you keep them correct.
Now the main major issue, you have re-UVmaped all the boxes. They will now never be able to display any vanilla textures ever again, to fix this you must start all over again. Do not touch the UVmap unless you plan to remake the textures to fit them, which is impossible with your current UVmapping it is far to warped to display any textures properly.
Fluttershy would make a very good medic/follwer. :smile:
That's really odd, as I ended up simply adding the boxes to the medical coat exactly as it was from the original Arcade's coat. Maybe I sent you the version before I did that. Sleep deprivation is a horrible thing you know.
As far as the jacket is concerned, I plan on adjusting the cross logo texture and I never intended to adjust the UV Map there at all. Yeah, the more I think about it, the more I guess I sent you an older version.
As for the boxes, that's just fine. All I originally did was scale them and position them correctly on the coat. So I'm guessing going through 3D Blender, the UV Maps will remain intact as long as I don't hit any UV Map settings?
So to summarize (and to make sure I'm understanding you correctly), all I need to do is import the firstaidkit.nif, duplicate it, import the .nif for Arcade's Jacket (female) then position and size the boxes correctly on the coat.
Afterwards, would the simplest solution be to delete the coat (and any other piece aside from the boxes), export the .nif with the two boxes and then use NikScope to make a copy of the female Arcade's coat and copy/paste the entries of the boxes to the adjusted coat? Or would it be better to construct the entire thing inside Blender and then just use NikScope to verify that textures are working correctly?
As long as Blender imports and keeps the UVMap, it sounds like this won't take long at all. :)
(My big mistake was using a guide on how to create armor from scratch. The problem was I never knew which parts were safe to skip and which weren't. I'm not doing that at all, I'm basically just putting existing pieces together. Oh well, not the first time I've made then 10x harder than they should have been for myself. :) )
And you're right, she would. It's going to be the coat for Velvet Remedy, a follower of Fluttershy for my "Gardens of Equestria" mod based off of Fallout: Equestria. :D
And thank you again for your help. Trying to find help without looking at YouTube videos (*shudder*) is nigh impossible these days.
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This is just for anyone who happens to run into this problem in the future. I was running Skyrim off of my external hard drive at the time. When I ended up moving it back to C:\ this problem completely vanished.
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If you want to upload the file some where I will take a look at it and see if I spot any issues.
That's very kind of you nivea. You are more than welcome. I've linked it below.
The .nif file that I managed to successfully create (that now only has messed up textures on the boxes): http://www.mediafire.com/download/qu650b9r4iykd1t/VelvetRemedyLabCoat(V52).nif
(If it helps) The textures I want to use (which are simply recolors with minor modifications of the existing FirstAidKit textures): http://www.mediafire.com/download/l2l5wkhczm0bmvb/FirstAidKitTextures(MLP).rar
Considering your signature, you might just recognize the medkit textures. ^^
Thanks again nivea! :)
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Did you actually check the permissions for Satchels? They say you can modify files and use the assets in your own mod.
...I can't believe myself. Yes, I'm a fool. I actually never saw that itty-bitty permissions button until you mentioned it. I was always looking through the actual mod description itself for permissions.
Thank you Jokerine...and for saying it in a way that didn't make me sound like a total idiot, even if I was being a total idiot. :)
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If you plan on publishing the final product, you'll need to recreate the texture, otherwise you're violating ToS agreements and possibly laws. Note that doesn't apply to files included with New Vegas, just ported/ripped content.
Fair enough. Still doesn't make a lot of sense, but it doesn't have to does it? :D
Thanks for taking the time to answer. :)
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I've seen a couple posts on this, but a lot of the information seems to be debatable or inconsistent. So I'll just ask directly.
I'd like to import the "Brotherhood of Steel Outcasts" Helmet from Fallout 3 into Fallout: New Vegas (the reasons why don't really matter in this case). Since the mesh already exists, I just need the .dds texture file.
Now, the Brotherhood of Steel Outcasts Power Armor Texture IS in Fallout: New Vegas (for whatever reason, though it's never used to the best of my knowledge).
Is it allowed to copy the .dds for the Brotherhood Outcast Helmet from FO3 into New Vegas?
Or should I do my best to "recreate" the helmet's texture myself to avoid potential legal issues.
In addition, if it's not, I'm curious why. So many FO3 resources are in New Vegas, even unused. And since Bethesda was the original company and then "developed" (in reality, modded for lack of a better term) by Obsidian, you'd think it'd be okay to take from both sources. Does Obsidian actually hold the full copyright to New Vegas?
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I know it isn't exactly what you're asking, but have you tried maybe downloading a mod like Satchels to find a belt with pouches you could use, and retexture them? It could work in a pinch while you try to figure out how to get Blender to work for ya :thumbsup:
Actually, that was my very original plan, to find someone else with something similar that I could simply retexture. However, it's for a rather ambition mod that I plan on releasing to everyone and I'd prefer to get permission from Watto044 before incorporating it into my design. Sadly, I've found that a great many modders don't seem to be checking their mail as of late. I have something like two dozens messages out and only three responses.
Push comes to shove, I could create a new UV Map from Blender and then adjust the existing .dds file through some creative "arts and crafts" to match. Just wish there was a better way to do it, like maybe somehow building the texture into the models themselves before shrinking them and adding them to the rest of the model. I don't even know if it's possible.
I do appreciate your time though to think outside the box. :) Much obliged.
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I did indeed keep them as separate units. You were right about the shaders, I missed a couple, but you actually guided me to the right idea: of just making a copy of the original lab coat in NikScope and then copying the "box entries" over.
However, what I can't figure out is why Blender is giving me such weird UV Maps when I try to create it. No matter what I seem to do, the UV Maps never line up with the actual texture (for firstaidkit.dds in this example). I've tried adjusting them directly through the GECK, but that doesn't work either.
Any ideas on how I could make the UV Map actually match? I've even tried matching the original first aid kit (normal size) though for some reason I can only find the lid in the meshes and not the box.
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For a companion mod I'm working on, I need to create a belt/armor with two medical boxes on the front. (I would do the side, but it would clip the weapon).
I went through the guides in http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout._Part_1 while using the actual FirstAidKit models scaled down. I actually attached them to the female Arcade's lab coat (and it looked pretty good in 3D Blender).
However, when I bring them into Nikscope, the textures on the first aid kids are warped and I can't get the proper texture to show up on Arcade's coat (turns out dark leathery brown).
When I decide to put the item in game anyway, all I see are the scaled Medical Boxes when I preview the .nif...but when I put them on a character using the NPC "Full Preview" they just have nothing save for head, hands and shoes.
I'm at my wit's end. Is there anyone who could give me just a little advice?
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So for a new mod I'm designing, I actually need the Brotherhood Outcast textures for their standard power armor. I was delighted to (finally) find the texture to their body armor buried in the FO:NV Textures, however, the helmet is not.
I am aware that using a texture file from FO3 in FO:NV is something approaching a cardinal sin and so have no intention of doing so. I still need it though, so I was planning on reproducing it by hand using GIMP 2. My best plan was to have GIMP 2 open with the NV (normal) Brotherhood Helmet texture (powerarmorhelmet.dds) open in one with and the FO3 Outcast helmet in another (powerarmoroutcasthelmet.dds).
Here's where it gets weird. When I open both files using "DDSView" both textures appear perfectly.
However, when I open the files in GIMP I get the image attached.
The Outcast version on the left has only faint shadows (that aren't even the right color) while the Brotherhood one shows perfectly (right).
I am completely flummoxed on why this is happening. I've activated all the layers in the Outcast .dds file, but there's no change. It's almost as if it's pulling the original Brotherhood texture itself and placing some sort of overlay on top of it...but can .dds files even do that? Reference an image from another image? Anyway, the Outcast version is missing the black
Any help would be greatly appreciated.
Here's what the Outcast helmet should look like:
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I have an odd issue. I'm currently hearing no sounds for player-character combat, footsteps or the shouts. Occasionally I will hear magic effect sounds, but that's it. No grunts or cries of pain. However, all the other voices are working perfectly, the sounds of horses are correct, wind in the trees, etc.
I have a fair amount of mods and I'd really rather not go through the nightmare of uninstalling all of them...as it would destroy my saved games. Any tips would be greatly appreciated.

Meshes with Built-In Textures Not Showing Textures in GECK
in Mod Troubleshooting
Posted
Okay, hopefully one of you great and wise folks can figure out what's going on.
I have several weapons and armor pieces that use the exact same model as the normal in game (for example, the Laser Rifle and the T-45d power armor). When placed in the GECK, they randomly will take on textures of the environment around them, everything from ammo boxes to floor tiles. However, when I load them in-game, they're just fine.
While the end result works, does anyone know the origin of this issue? It would help if I could visually identify these objects in GECK.
Thanks!