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Jethead

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  1. This tutorial/thread is officially abandoned. :) Regarding all questions about attaching non-armor elements like weapons to armors, attaching shoulderpads to knees, adding armor to creatures etc. - you need to use Blender to do that, it's a bit more complicated but there are good tutorials around. Not achievable in Nifskope. Replacing underarmor texture with body texture - not that simple because armor texture is mapped differently, body texure won't fit on it. You'd have to make a custom texture or remap UV in Blender.
  2. No sorry, really don't know what could be the problem. If the outfit with the same filepath is in one of .bsa's, and you don't have archive invalidation, than the game will use the .nif from .bsa instead of loose files in your meshes folder. So, if that's the case, turning on archive invalidation will do the trick, so your game uses files from data folder rather than ones in .bsa. Nothing else I can think of, sorry.
  3. Sorry man, I don't know jack s*** about geck. I only made some armors in nifskope and blender, other people have put them in game for me. :) If you didn't change any textures, you don't need to change anything in nifskope or geck, paths to the right textures should still be in your nitrishapes.
  4. "In the render window of nif2, right click on the part you want to add, Block / Copy branch. Back to nif1, in Block list (window on the left), right click on the 0 NiNode (top line), Block/Paste branch. New part is now added, displayed in a render window, and selected." You probably right clicked somewhere in the render window when pasting, instead of rightclicking 0 NiNode (top line) in the Block list (list on the left). Either that, or you didn't apply your changes (transform/apply).
  5. Yeah, that should work. Righ-click the edited branch, transform / apply, save. You need to remove an outfit and put it back on to see the changes, if you've made your changes while the game was running. Maybe that's the case?
  6. Don't know what to say, transform/apply and then save should make your changes appear in game.
  7. Glad to help :) Yeah, you'll need Blender to separate the shoulders. On the bright side, Tailor Maid has pretty much all the shoulderpads you could need separated and ready to go, including leather armor shoulderpad. :) Also The Pitt - Main.bsa/Meshes/DLCPitt/Armor/Pittraider4 uses leather armor shoulderpad. Textures from BSA will show up in game but not in Nifskope.
  8. By "0 NiNode" i mean 0 (zero) NiNode. :) It is always a topmost line in Nifskope, usually named Scene Root (but can be named anything). As for the numbers in square brackets, don't change them. Probably pauldron requires some bones that chinese stealth suit doesn't have. This part of tutorial should be helpful: "Sometimes your nif1 will be missing a bone that nif2 requires. The message will be "failed to map parent link <bone name>". In Block list of nif2, find the needed bone, right click on it, Block/Copy branch. In Block list of nif1, right click on 0 NiNode, Block/Paste branch." If smthn dropped to the feet it probably means you did not paste it under 0 NiNode. Maybe you right-clicked on your armor in render window and clicked 'paste'? That's wrong, you need to rightclick on 0 NiNode in Block list and paste there. Try opening both source outfits (nif1 and nif2) in GECK and see if it crashes. Sometimes outfits that work perfectly in game can crash the GECK, ie if somebody fiddled with bodyparts (BP_Torso etc) in Nifskope it will work in game but might crash GECK cause Nifskope can leave out some verticles when changing a bodypart (happened to me a few times). Bodyparts need to be done in Blender. If both outfits work in GECK, then try again from the start, slowly, step by step, making sure you dont change anything this tut doesn't tell you to change. Those are very basic operations and should not cause any problems if done right.
  9. thanks for the comment. please let me know which parts of the tutorial are confusing, i'll do my best to explain / improve the tutorial. :)
  10. Added few last bits of info, i think this covers basic outfit modification in Nifskope thoroughly now. New stuff: 1. Preparing. Go to File / Auto Sanitize before Save, make sure it's checked. 2. Combining your outfit. Keep in mind that there is no Undo in Nifskope. Save often and keep backups of various stages of your work. 3. Adjusting the new shape. If you want to scale the shape along X, Y, Z axes, Transform / Scale Vertices. 6. Finishing up Go to Spells / Batch, click Update All Tangent Spaces. This will prevent many bugs. Go to Spells / Optimize, click Remove Bogus Nodes. This will remove all unused parts of the skeleton, useful if you're making an armor addon (Tailor Made style). Don't do this if you intend to add some parts later! Some tutorials advise stripifying TriShapes in Nifskope, I advise against it as this can distort a mesh (ie arms on Tobar's Outfit from Point Lookout DLC). This is best done in Blender.
  11. it is for fallout. i posted it on fo3nexus, thought it will display only there lol. i never even played oblivion, couldn't know if this would work.
  12. cant get headwear to adjust to head size. headwear is nitrishape, rigged to skeleton (no nistringextradata). i tried methods described in jaysus headgear tutorial and kikaimegami's minitutorial, to no avail. to reiterate 1) if i export my rigged nif as an obj and use it in conformulator to create an egm, then update facegen model availability in geck, nothing happens. headwear does not adjust to the head. 2) if i drop headwear to ground level in blender, remove vertex groups and unparent, export to nif with weapon body location: helm selected, then do conformulation - headwear behaves as if not rigged (cause its not, i know), and hovers around the head. 3) if i use method 2 (drop head, unparent) to create an egm, but use original, rigged nif with that egm, headwear displays properly but doesnt adjust to the head. id be extremely grateful if somebody could point me to some more detailed tutorial, or give some advice.
  13. im trying to make a few simple black retextures with gimp, and increasing contrast and/or decreasing brightness causes random purple squares to appear ingame, in nifskope and in geck, but not in gimp. i tried desaturating and greyscale mode, doesn't help. i'm also seeing those squares on other black-and-white retextures (ie black metal armor from tailor maid).
  14. why is there still an option to search by average rating from 1 to 10 in advanced search? there should be rather 'amount of endorsements' thing now, right?
  15. btw, so far i've done this: http://i624.photobucket.com/albums/tt325/Frank_Horrigan/kids%20outfit/bully1.jpg http://i624.photobucket.com/albums/tt325/Frank_Horrigan/kids%20outfit/boyscout1.jpg http://i624.photobucket.com/albums/tt325/Frank_Horrigan/kids%20outfit/urchin1.jpg
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