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Heffy

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Everything posted by Heffy

  1. I've resumed working on AKs & AR15s for Fallout 4 a few months ago (yes, I know it's been like 5 years since the beta :sweat:). Currently most models are almost done. To speed things up (and also because I'm not very good at animating :no: ) I'd like to enroll the help of an animator. If you are interested, you can send me a few examples / references of your recent creations or a link to your portfolio. You can post here or send as PM.
  2. Fixed it. The reason it didn’t work was that some of the magazinechild bones had been unlinked from their parent bone, thus it wasn’t raising any alarms while exporting, but the hierarchy wasn’t the same as in the vanilla skeleton.hkx so the anim wasn’t working properly ingame. Same thing with the renamed bones – had renamed the weapon bones like I did in FONV, except in FO4 these are included in the character skeleton, so you need to have the exact same bones (and all of them) + hierarchy as in skeleton.hkx. Seems it didn’t mind as long as there wasn’t any anim running on the custom bones. On a side note, it seems technically possible to add your own custom bones to the vanilla skeleton, but decided not to bother as I currently don’t need more than what’s already included.
  3. Thank you all for your answers. Unfotunately it doesn’t seem to be any of that. I’m using the correct 1st person Rig txt file (I actually check that every time before exporting). About the camera issue in F4AK’s Rig, I’m aware about it, but it’s not that either – I’m using a standard human skeleton imported from FO4 and the camera is correctly positioned. Strange thing however is that it produces the same issue… Actually it did work at some point, but I renamed some of the weapon’s bones and the issue resurfaced, even though I hadn’t touched the camera at all… Anyway, I have F4AK’s Rig too - if I can’t fix it, I’ll try merging the anim onto his rig and see if that helps.
  4. Hi, I’m working on some custom (1st person) animations and struggling with a seriously unnerving issue. Animation is fine in max and exports OK except that when I test it ingame, the camera sinks to the bottom looking down. Animation seems to be working, as I see some movement while the camera snaps back in place and the sounds from the annotation track do play as well. I have some custom bones for the weapon that I added to FO4_Human_1st_Rig.txt. The skeleton I’m using was imported from FO4. Does anyone have any insight on how to fix this issue?
  5. Yep, same problem as mentioned above (almost). Getting the "http://21.365awesome.com" redirect (http://21.365awesome.com/?utm_term=28742294665&clickverify=1&utm_content=fdc2c69a9caf9cad939a9291a69694908abb8cb9cbd1d8d8d4daded4d2b7c1dbeeeeeee0e0eae88db2e2# - to be exact) quite a lot the past few days. It redirects me to http://0obzz.rewards.2274.ws... something (can't copy the full link, avast immediately deletes it). No idea what it's about, but antivirus starts screaming and repeatedly blocks "threat" until I close the page. Happens on various mod pages, randomly as far as I can tell.
  6. That's correct, but I think some things need to be clarified. Actually, you can create new mods with fnvedit. But replacement ones or ones that don't involve creating new maps. That's something you indeed need the GECK for. But whatever you do, you'll most probably need FNVEdit anyway, to fix/clean up the mess GECK has made when saving your file. For example, the Geck often omits to add master files (esp or esm files required to load before your mod and which contain data it needs to access), adds the wrong ones or adds some unnecessary ones. There are also things that can only be done (or done better) by FNVEdit and others that will require the GECK (like creating maps or compiling scripts). Basically, what I'm trying to say is that, whatever you want to do, you'll need both programs. And, if you're planning to mess with models or textures, you'll need nifskope as well. Finally, as AncientSion said, you'll need FOMM too. It includes a lot of tools, like BSA browser/creator (these are the packed resources - textures, models, sounds, etc) or the ability to create or install fomod files. Also, a word of advice, when using the GECK, save your work regularly - it has a tendency to crash. For the error you're getting, where did you extract the files from the GECK? It has to be extracted at the root of Fallout New Vegas's install directory - not in a folder or somewhere else.
  7. Where it says HandtoHandMelee (guess you're looking at Animation Type in the Art & sound tab) expand it and select TwoHandAutomatic...
  8. First of all, you’ll need the NVIDIA Texture Tools for Adobe Photoshop plugin. Or some other tool to export to DDS format. : https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop Then, you can follow a tutorial for creating a grungy, stained paper effect over your poster. Like this one: http://www.lunacore.com/photoshop/tutorials/tut024.htm The easy way, though is to just overlay a stained paper texture (like this one, here : http://mourningstocks.deviantart.com/art/Old-Paper-1-22865437) over your poster image. For the tears and stuff, you will need to create an alpha channel, the size of your poster texture. Here’s a tutorial on how to do that : http://nicolaescher.com/tutorials/alpha-channel-primer You can also use the vanilla ones. Finally, add the alpha map to your texture as Alpha 1 channel and export as DDS DXT 5 – Color Map. You may also need to UV map and adjust a plane in Blender or 3ds Max, but that would be too long to explain in detail here (although, it’s fairly easy). Or you can use an existing nif, but then, you will have to reuse FNV poster textures and conform to their bounds and sizes. And, of course change the texture path in the nif and save as a new file. As a general advice, open and examine vanilla textures and nifs, to get an idea of how it’s made.
  9. There is also a known bug in FNV where NPCs randomly start attacking you or other NPCs, usually after some "trigger" is activated (like dialogues or a quest end, for example). I've seen it happening once or twice.
  10. Well, renaming the nodes will, indeed, make those parts move, but it will most probably look like a big mess (like, for example, the bolt sliding 10cm above the weapon, etc...). The nodes need to have the same name as in the .kf, but they also need to have the same coordinates as the original nodes.
  11. What do you mean you can't fix it? Just move FalloutNV.esm to the top of the load order in FOMM (where it should be anyway).
  12. It doesn't change it, it just doesn't export NiStringExtraData. You generally have to create or copy that one yourself. I don't think it's a crucial part - with or without it, I haven't noticed any difference (but I include it nontheless, just in case...). Also, every time I've seen a NiStringExtraData in a file, there's generally a BSXFlags as well, so normally both should be present. NiTriStrips is fine. All my models are NiTriStrips and I don't have this kind of issue. Not sure what the difference is, exactly. If I remember right, NiTriStrips is some sort of optimized NiTriShape. Depending on the mesh, stripifying can make the file size a bit smaller. As for NiTriShapeData and NiTriStripsData, both contain only geometry and uv data. If you copy-paste over these from another file, that'll replace the mesh (and, consequently the UV Mapping), so you shouldn't do that, anyway. And something that just occurred to me : have you tried flipping the mesh normals? It's done by right-clicking on the NiTriStrips/Shape or on the NiTriStrips/ShapeData, selecting Mesh and Flip Normals. PS: Also, preview your meshes in the GECK, preferably. Nifskope displays just the diffuse map, you can't preview specular or normal maps, for example. It's just there to let you see if there aren't any geometry or uv issues with the exported mesh.
  13. There are several factors that could cause such issues: 1 - Specular color (the one I mentioned earlier). Sometimes, upon exporting, it is set to black and should eventually be set to light gray or white (unless you want some other color). 2 - Glossiness. It's really about what it's titled after, but it affects how much the surface shall brighten when lit. 3 - Shader Flags (another one I mentioned earlier). It has to be set to SF_Specular | SF_Environment_Mapping | SF_Remappable_Textures | SF_ZBuffer_Test. That's in the latest version of Nifskope - settings vary in earlier versions, for some reason. If other settings are enabled (depending on which), the mesh may appear solid black, may not be rendered at all or could even cause a CTD when the nif is loaded ingame. Note that SF_Environment_Mapping is optional and has to be used with a cubemap. Generally, with it enabled, surfaces look brighter. It's mostly for shinier surfaces that need to look as if they're refracting something (like metal, glass, scope lenses, etc...). 4 - Your specular map. In this engine, the specular map has to "attached" as an alpha channel to the normal map. Basically the darker the spec map, the darker (an matted) will the material look when lit. So, your spec map may need to be brightened a bit. Maybe some other settings, like ShaderType or Unknown Int "x" should be modified as well. Blender and max export them as they should be, for most of them, but I don't know if GMax exports them the same way. Best way to tell is to compare with a vanilla nif file.
  14. Interesting. I knew there was a plug-in for Oblivion for Gmax, didn't know they had added FO3 functionality. Good news. Forgot to add you also need to edit the settings of the proxy mesh in bhkCollisionObject-> bhkRigidBody. It's easier to copy-paste over the data from an existing file, 'cause there are quite a lot of settings to edit there. And also, you need to set the Radius in bhkCollisionObject-> bhkRigidBody -> bhkConvexVerticesShape to 0.1 (if you're using that, of course, but other collision types used to ctd the game for some reason). You can also check Millenia's tutorial on FO3 exporting http://www.youtube.com/playlist?list=PL925958D31D8D30C7 It's more specifically for weapons, but most of it is relevant for pretty much every type of object.
  15. Yeah, it does export to nif format but what version? I highly doubt it's FO3 format, there are tens of earlier formats. GMax was discontinued way before FO3 was released, so... I suspect the exported file may not work very well, if at all, with FNV. Anyway, you can't export to nif and have a fully operational model, you need to edit some properties in nifskope: - The NiNode root (that's normal, actually, max does the same) has to be renamed to BSFadeNode - Materials and stuff have to be edited (especially check Specular Color, since you say you get dark textures) - Don't forget to set the proper Shader Flags under BSShaderPPLightingProperty - Last, but not least, update tangent space when you're done
  16. You don’t need to make a skeleton for this, just import an existing character and delete the mesh. Then, you’ll need to merge your mesh with the skeleton and apply a skin modifier or something, depending on what 3d prog you’re using. For textures, you’ll need something that enables you to export to dds format. Other settings are done in nifskope, afterwards. Textures are assigned in the BSShader section of every nitristrips. Best way to figure all that out is opening an existing .nif and having a look at how it’s organized and set up. Without knowing what software(s) you’re using, that’s basically as much I can say for now.
  17. Have you renamed the parts in the copied block(s)? When copying a whole block, it tends to change the names of the elements in the block. If you don't rename these back to what they are supposed to be named, it can have all sorts of consequences for the model ingame. It could also end up pointing to the wrong BSShaderPPLightingProperty.
  18. I think Project Nevada, changes the running speed. I'm not 100% sure it's exactly that mod, so I'll have to recheck, but it's one that adds a grenades icon to your hud, requires NVSE, and adds a backpack, among other things...
  19. When it does that, it generally means there's something wrong with the script. You may have misspelled the name of an EditorID or you're pointing to something that doesn't exist yet (or is in an esp/esm which isn't loaded). Check for typos and make sure everything required is loaded.
  20. The trigger mesh needs to be a separate object, to start with, then it needs to be attached to the trigger node. Easiest and fastest way to do that, in my opinion, is importing (or opening) the weapon in Blender or max (whatever you're using) and doing any modifications necessary. Then, simply re-export the model. Don't expect something awesome, though, if I remember right, in some anims, the trigger isn't animated at all and in others it's badly animated (it rotates slightly sideways).
  21. If you mean completely messed up character textures, that usually happens when you don't use archive invalidation as required by the mod. In which case the body mesh still uses the vanilla texture which, evidently, doesn't fit at all. As for suggestions: - Try type 3 or Type 6 body replacers (just enter "Type 3", "T3M", "Type 6" or "T6M" as search term). Beware, though, some adult content (saying, just in case :whistling: ). - Try DK Female Face Textures. http://newvegas.nexusmods.com/mods/38788 There was also a mod called Mikoto's beauty Pack, which I'm still using, but it seems to be gone, unfortunately. :unsure: Edit : Nope, it's not gone, after all! Here it is : http://newvegas.nexusmods.com/mods/35878
  22. That's because you're using the assault carbine / service rifle anims with the assault rifle's skeleton. Basically, the issue is that the node's position to which the magazine attaches is much lower in the assault rifle's than it is in the assault carbine. Thus, the animation moves the node up, to the position of the assault carbine's magazine (##Clip node). The solution is using the original assault rifle's anim (reload E, if I remember correctly, but if doing so, rename it back to ##Magazine). Or, if you insist on using the assault carbine's anims, you need to move the node to the position it is in the assault rifle's nif. Open assaultcarbine.nif, click once on the ##Clip NiNode to see its translation coordinates. Next, open your nif file, go to the same NiNode (the one you renamed as such) and replace its translation with the values in assaultcarbine's ##Clip NiNode. Also, replace or delete the NiTransformController under NiVisController in your file for the ##Clip NiNode, else the new settings won't show. The whole mag will move to the position you showed on your screenshots once you apply the new settings. To correct that, now you have to expand the ##Clip NiNode and edit the ##Magazine:0 NiTriStrips translation (X=4.8346, Y=-4.5609, Z=0.1356 should be the correct values, in this case). Hope it helps. :smile:
  23. Indeed; you have to open the .kf with nifskope and change the NiControllerSequence name as well.
  24. The vertibird mesh and animations are still present in FalloutNV, thus it may be possible to use these, instead of the FO3 or brokensteel ones. Your friend may be getting this message because these esm files were present when you saved your esp. Which means these were most probably registered as required files in your esp. And even though you haven’t checked them for loading, these are loaded automatically nevertheless. You can remove these requirements by loading the esp into FNVEdit (you’ll need Fallout3.esm and BrokenSteel.esm as well for this, but you can get rid of these later) and deleting the reference to these files from your esp’s "file header" > "Master files" section. You may have to edit some other properties pointing to data from these esms, though. As to placing content from these games into your mod’s rar/zip files, I’d suggest you don’t do that in order to avoid copyright infringement issues (your mod could get deleted from the Nexus). You "could" leave FO3 and Broken steel as a requirement, but as there are chances the content you’re using is already included in New Vegas anyway, a better solution is using it instead.
  25. Yup, I totally share this opinion. It's actually the very first explanation that came to my mind after being confronted to the ugly truth about the "ending(s)". It definitely felt rushed and not entirely in par with the rest of the game. There were actually some good ideas, in my opinion, but these were diluted in the "way less good stuff" and kind of underdeveloped. For example, the explanation to the Reapers existence and actions: harvesting advanced organic civilizations to prevent them from creating synthetics who would consequently wipe out their creators... It's not necessarily the most logic explanation, but the reapers were, after all, created by an extinct race so alien that their logic could be just as alien as themselves. So, I'd say why not? I kind of like the idea. But, doesn't this somewhat contradict their own alliance with the Geth and the synergy ending? And what if you managed to make peace between the Geths and Quarians and rallied them to your fight against the Reapers? Basically both organics and synthetics fighting those (the Reapers) who are trying to wipe out the first (the organics) in order to prevent the latter (the synthetics) from wiping them (the organics) out... (ow, my head hurts, all of a sudden... :smile: ) Shouldn't that impact the ending a greater deal? And, as most gamers unhappy at the endings, I was surprised by how little the decisions you make throughout the game effectively matter in the end (actually almost none of these do). Not to mention how small the difference is between the very last sequences... All this leaves me with the impression the authors were either out of time or out of inspiration (or both - after all, it's not easy finding inspiration when you're running out of time). I remember Blizzard postponing the release of their games and their "it'll be finished when it's finished" approach. It sure can be frustrating, but I'd say it's preferable to what happened here... One would be tempted to hope they'll learn from their mistakes, but as EA has ruined potentially great games in the past exactly the same way, I somehow doubt it... Now, they've (Bioware) promised to do something about it. Personally, I'm not 100% optimistic, as fixing an ending after the ending is twice as hard and I'm not certain either (judging on what they're saying) that it'll be what most people are expecting. Anyway, what I'm concerned, I'll wait and see what they come up with. If it's free I'll give it a try. If it's not... well, too bad - they won't get money from me for a "patch/dlc". :dry:
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