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lonewolfkai

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Posts posted by lonewolfkai

  1. WOOHOO HOO!! Finally figured it out! You aren't going to believe this, but there was one tinnnnnny little vertex that was hidden from view and did not have the correct weight paint on it. Fixed it and it exported.... :blush:

     

    As Homer Simpson says, and I quote, "DOH!"

  2. Just to clarify, (I may not be reading your comment correctly) you need to delete any bones that import with the individual meshes, import the skeleton.nif, then parent to THAT one. I'm not sure about that specific blender error. Google turns up a few people asking the same thing but no answers. I do know that when I added some daggers to a pair of boots it was a real PITA, mostly due to getting the vertices weighted properly. Unweighted vertices give a diffeent error, though. Wish I could be of more help.

     

    -Razorpony

     

    Well that's still been a great help. I'll try deleting out the old skeleton and import the main one to see if that fixes it.

     

    also for clarity, the belt mesh is an already existing one. It was Thieve's Toolbelt, in particular, the upper body belts. The weapons are also just vanilla ones.

     

    How did you import the nif when you added the daggers into your boots btw? Maybe that's what I'm doing wrong.

  3. I'm going to make some assumptions here, so I may be wrong. By adding swords to a belt you mean importing a sword mesh and adding it to armor? You'll need to also import the skeleton.nif from the characters\_male directory and parent the sword mesh to it by first selecting the sword (in object mode) then the skeleton, then pressing ctrl P to parent the sword to the mesh. Then you'll have to weight paint the sword to get it to move correctly with the body. If you have no idea what I'm talking about or if I made a wrong assumption then let me know.

     

    Also, a tutorial on skeleton rigging Here.

     

    -Razorpony

     

    Already done that and have it parented to the spine bone. The belt itself, which is a separate mesh, already has a skeleton on it, so I parented it to that. Perhaps I should go ahead and just load the other skeleton as well? I may need to redo the weight painting though, but I don't think that's the sole problem.

  4. I'm trying to add some swords onto a toolbelt as part of armor in Blender but everytime I try to export, I keep getting an error and it stops the exporting:

     

    File "c:\Apss\Blender\.blender\scipts\bpymodules\nif_common.py", line 714, in guiButtonEvent

    self.guiExit<>

    File "c:\Apss\Blender\.blender\scipts\bpymodules\nif_common.py", line 924, in guiExit

    self.callback(**self.config)

    File "(string)", line 3345, in config_callback

    File "(string)", line 371, in __int__

    File "(string)", line 824, in exportNode

    File "(string)", line 2223, in exportChildren

    File "(string)", line 777, in exportNode

    File "(string)", line 1939, in exportTriShapes

    AttributeError: this mesh contains no deform vertices....'

     

    Any ideas on what I'm doing wrong here?

  5. I've just installed DMC Stylish - Animation Replacer, tryed all 3 files but still getting an odd piece of animation where my weapon will spin 360 degrees, this happens on the right power attack and one of the standing still normal attacks, is this a fixable bug or was the animation designed to do this? It's really annoying me :(

     

    Does it look like he is spinning the weapon in his hand? If so, that is the animation.

     

    ok then thanks. I guess i'll just have to get used to it

     

    I think that comes on the 2handed move if I'm not mistaken. Have you tried Unnecessary violence btw? It leaves the vanilla moves in and adds DMC Stylish as well as many many nice features, including an actual working dual wield

  6. Not too sure about this, but maybe this would work?

    Lets assume just 3 npc's are being used. Tom, Dick and Harry.

     

    if((NPC1.GetIsID Tom == 1 || NPC1.GetIsID Dick == 1 || NPC1.GetIsID Harry == 1) && C == 1)

    SetActorValue Alteration 150

    if((NPC1.GetIsID Tom == 1 || NPC1.GetIsID Dick == 1 || NPC1.GetIsID Harry == 1) && C == 2)

    SetActorValue Alteration 50

    endif

    endif

     

    I know this is not too clear but i hope you see what i am getting at.

     

    That might work, but I have 15 npcs, and that would be a large string for one line. Would that be a problem? If not, that

    would definately eliminate the need for 15 different scripts that all do the same thing.

  7. I've just installed DMC Stylish - Animation Replacer, tryed all 3 files but still getting an odd piece of animation where my weapon will spin 360 degrees, this happens on the right power attack and one of the standing still normal attacks, is this a fixable bug or was the animation designed to do this? It's really annoying me :(

     

    Does it look like he is spinning the weapon in his hand? If so, that is the animation.

  8. Lonewolf_kai: this must be what you're looking for:

     

    http://tesnexus.com/downloads/file.php?id=25331

     

    optimized version (low-poly): http://tesnexus.com/downloads/file.php?id=28356

     

    I had no luck finding the glass sword, tho...

     

    No, that wasn't it, but I do use that one too. :D Have you ever tried loading that up in Blender btw? Yikes. Oh well, I suppose I can always just load up the DB armor and remove everything but the belts.

     

    And thanks for looking at the sword. I can't find that anywhere either. I also tried contacting skycaptain, and he doesn't even know where it came from. LOL. He did said the only "weapon mods" he uses that adds new ones is the ones from FCOM. I tried looking in those but never did see a mesh like that.

     

    Edit: I forgot that I had loaded up the old toolbelt not the new steamlined one in Blender. I just tried it out for the heck of it and apparently the streamlined author fixed those problems with it. This will work perfectly for what I'm needing...... Still can't find my sword though. :*(

  9. I remember reading about a mod that adds bonuses for wearing 'sets' I did a quick search but searching "sets" ... loads of results for that.. "set bonus" doesnt give anything.

    I'm quite sure there is one I have no idea what it is called though.

     

     

    There is this

     

    I've also seen a mod that added Diablo2 style bonus adding sets too, but I can't seem to find it either.

  10. I can't recall the specifics but I thought there was a way to make it an active effect...not so much having it where they can cast. But if you don't care to retain the original skill setting, then the method you just described would be a much better (faster / elegant) solution.

     

    LHammonds

     

     

    Good. I was hoping that would work. I thought about that after I typed in the first post.

     

    I take the underline as a compliment :D

  11. Couldn't you use spells for this? Just create several of the same kind of skill spell with varying degrees of settings and randomly assign one to each of your NPCs. When they are enabled, it is there with them. When they die, have your script that moves them back also remove the spell and assign a new one so it will be ready-to-go when you pull them out next.

     

    LHammonds

     

    I don't think that would work with what I'm trying to achieve. They would have to cast the spell in order for the effect to take place right?

     

    I am thinking of just going about it differently now. What about using SetActorValue? I could just have the script change the skill once they die after a random chance decides the skill amount. Not sure about syntax though. Would this work?

     

    short doonce

    float C

    Begin OnDeath

    NPC1.disable

    NPC1.moveto AAHoldingCell

    NPC1.resurrect

    Set C to Rand 1 2

    If C == 1 NPC1.SetActorValue Alteration 150

    Endif

    If C == 2 NPC1.SetActorValue Alteration 50

    Endif

     

    Where NPC1 is the npc being enabled.

     

    I'm not really sure what the float does, but I've been told its necessary for the random numbers that determine the outcome of the variable for C.

  12. I'm wanting to script in a way to temporarily boost an NPC's skill on a random chance. I can figure out the random part out, but the boosting of skill I'm not sure of. What is happening in my current mod state is that the script calls an NPC from a holding cell and enables them. What I want is the boost to randomly occur before the enabling, but I also want it to be temporary because when you defeat the NPC, another script recalls them back tot he cell, resurrects, and then disables them so that they can be used again. I'd also like to place this script in with the OnDeath script I have placed on each NPC.

     

    Any ideas on how to do this?

  13. I am taking suggestions on assassin-like armors/weapons for the WIP Stealth Wars mod I amd currently working on. I'd prefer that the armor suggestions are of other colors than black. I've got 4 or 5 black colored sets already and I am in need of a variety in color and style. Armors will be mostly for males, but also for a few females.

     

    I'm also taking suggestions on weapons, mainly blade, one hand, two handed, offhand, and daggers. I'd like to get a few with some sort of magical effect on the blade such as Jojjo's Frostmourne, but not necessarily flames only.

     

    Thanks for the ideas.

  14. If you are not checking the state of the NPC, I would suggest your move code covers all states of the NPC. (enabled/disabled, live/dead, here/there)

     

    So each command would start with disabling them, resurrecting (health to 100%), then move them and finally enable.

     

    LHammonds

     

    I am having an OnDeath script added to each NPC so that when they die, they go back to the holding cell, get resurrected and disabled. But, I don't have a check for enabled/dis.

     

    Nevermind about the Float function. I finally found the info about it on cs.elderscrolls. I still don't really understand why I need to use short or float for the random factor of the script. I think I know why, but aren't really sure.

  15. It completely depends on how you have your script setup and NPCs configured. If the NPCs are not hostile to you, then yes, that scenario could occur where they appear behind you (and they do not attack)...but if the NPC is defined as being hostile towards you, they "should" attack immediately being that close.

     

    As for leaving the area with the NPC still there, it completely depends on your script. If you script ONLY pulls inactive NPCs from the cage, that NPC will never get touched again unless he happens to die at the hands of a spawned creature. You might want to include a separate location check to see if any active NPCs are "too far away" from the player and can be disabled and placed back into the cage to be spawned in your main script.

     

    LHammonds

     

     

    I'm hoping to make it a chance to where the NPC won't be able to see you since you'll be in sneak mode. I don't think the script is specific to only pull inactive npcs. It's almost identical to the ones above:

    If a = 1 assas1.moveto player x,y,z

    assas1.enable

     

    Talking about using references again, could I mix both using ref and not using them? For example, single NPCs could use the MyNPC ref, but when the script calls for multiple NPCs, just don't use them?

    such as:

    If a == 1

    MyNPC.moveto player x,y,z

    MyNPC.enable

    endif

     

    If a == 2

    assas1.moveto player x,y,z

    assas2.moveto player x,y,z

    assas1.enable

    assas2.enable

    endif

     

    Oh and Alithelord on bethsoft suggested that I use a float command for my random chance variables.

    Like: Float A

    Float B

     

    What the heck is that?

     

    Sorry for all these questions. I'll eventually get to a point where I've finally got it.

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