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About Riven1978
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http://Steam: Riven1978
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Country
United States
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Currently Playing
Real Life.... may be back, may not.
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/s Diablo Series, GTA Series, Dune, Fallout Series...too damned many to list
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I haven't played with FO3 in a long time, and most of those mods i have looked at but never really messed around with much so as far as load order is concerned i cannot offer much other than; When it comes to the mods that the programs you used don't "recognize" try to lump them in with other like mods (move weapon mods around the same load order as other weapon mods that the programs do recognize, quest mods with other quest mods, etc. Once done with that you will want to load everything up in FO3EDIT and see if it sees any crashes (usually from missing master files) and if it does load all the way to then go through the steps of doing a compatibility check filter (basically to see if anything is/has been moved or deleted that another mod is referencing) after all that if it still does not run, start unchecking mods until you get to a point where the game will actually run (keeping in mind the "masters" issue mentioned above) One quick thing you might try before all that is to redo your ARCHIVEINVALIDATION turn it off and then back on, you wouldn't believe the amount of times i slammed my head on my desk from a non-working game; when this is all that was needed
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No UV (not sure if Import or Export problem) on the file
Riven1978 replied to TixIssence's topic in Blender
you probably have the texture map set to Orco which is by default when you create a new texture when. You will need to set the Map input tab from Orco to UV (when the texture window at the bottom is seleceted (the grey ball in the first set of boxes of the button window, and the red ball in the second set of boxes) It will more than likely be the left most section with Texture Tab, Map Input Tab, and Map To tabs- 3 replies
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- uv mapping
- problem
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how does it look when you open it in nifskope? just from what i see here my first jump to conclusion, without knowing more info, is that you have the wrong export settings
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Try this Article : http://forums.nexusmods.com/index.php?/topic/191625-blender-adjusting-and-exporting-weapon-meshes/
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I can say that i know for a fact that the link Moto put up does in fact work 100% for Fallout 3 and Fallout NV as those are the games i use that exact setup for ... as far as others no clue (it will NOT work for skyrim)
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Try these links, I am unfamilier with the editor or engine you are trying to use but using google came up with these links that seems to answer your question (...maybe, or at least to what i think you are asking) https://wiki.frictionalgames.com/hpl2/third_party_tools/3d/blender
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For a static object going off of the settings you have shown on the right picture: Just go with default and uncheck any import animations or extra nodes buttons. on the right however : From your settings now you will need to in the first column you need to check stitch strips (not necessary but from what i have seen makes for a cleaner Nif) and uncheck smooth inter-object seams (this will cause gaps in your mesh if there are any seams that touch but are not connected, normally at corner or edges) as well as unchecking the export skin partitions Second Column choose the Clutter option (though i have seen where the blender weighting system doesn't much effect the nif itself and i have to go in through nifskope to fix the sound the item makes when dropped or kicked. Third Column uncheck the shadow map and dismemberment and Check the Use BSFadeNode that should at least get it to show up in GECK and game if you use those settigns if any of it confuses you let me know and i will see if i can get a pic of the settings i use up for the types of items and such Good luck
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- fallout new vegas
- fallout nv
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Could you help me figure out weight painting in blender?
Riven1978 replied to FelixGreen's topic in Blender
weight painting on the 3d model is just like any other process, the right balance of opacity and pressure to achieve the desired effect, the different colors just basically tells you how much that particular vertex "area" is effected by that particular Bone Weight. going from blue to green to yellow to orange to red i believe .... been awhile since i played around with it. The key is to get the right balance and for that the easiest way i found was to go into pose with your skeleton in place so that it moves the part you want and then toy with the different settings up and or down depending until your mesh is doing what you want it to do .... it is much easier to show than tell for me but then again i have no way of doing a show style tutorial with my ancient rig other than a slow skype feed >.< -
Fallout countdown timer appears on official site
Riven1978 replied to Dark0ne's topic in Site Updates
Just for all things holy, Bethesda, don't foul it up like you did the Elder Scrolls Series with Skyrim >.< The modding community shouldn't have to be the ones to Unf*ck your games for you -
[WIP] Daughters of Ares - Beta
Riven1978 replied to lucasjose501's topic in Fallout New Vegas's Discussion
Another issue seems to be when adjusting the slider in the facegen menu her body skin changes color but her Face texture stays the same... Example Image, This is with the slider in the facegen set for it's darkest setting http://i19.photobucket.com/albums/b188/kitcloudkicker1/ScreenShot100.png Also the oh so common wrist gap XD http://i19.photobucket.com/albums/b188/kitcloudkicker1/ScreenShot105.png I said i wasn't gonna post another screen on the share unless i found a problem so Uploading a decent one after a bit of a frolic through the tutorial was done :P All in all a good run so far with no noticeable lag or hangups on my system (you know the specs) -
[WIP] Daughters of Ares - Beta
Riven1978 replied to lucasjose501's topic in Fallout New Vegas's Discussion
it is cool i can just re-reference it thanx :) -
[WIP] Daughters of Ares - Beta
Riven1978 replied to lucasjose501's topic in Fallout New Vegas's Discussion
hmm this might require a reinstall.... i have already merged my Pack mods -.- What does it reference out of the pack if i can ask so that i might be able to get a work around done for my self to start testing it without a reinstall XD -
Let be the first to say thank you Drakesteele for putting it so eloquently. I really do hope they decide to fix the issues they have going on with the site before deciding to add anything else to the site. I am in full agreement with you on all points.
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For me all the topics are intermixed with much older comments, The new items i am replying to get tacked on at the end of the list instead of the beginning, and often times when i read few of the "new" replies to topics and the update to show them as read new "unread" topics that i have actually already read a dozen times pop up saying there is a new post in the thread when there is not one