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Everything posted by Heffy
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REPLY PLEAS!! Help for my weapon mod.
Heffy replied to BOND777's topic in Fallout New Vegas's Mod Troubleshooting
In BSShaderPPLightingProperty (for the NiTriStrips parts you changed) you need to edit the Shader Flags. Double click on the value for this property, expand the options and uncheck everything, except: SF_ZBUFFER_TEST, SF_EMPTY and SF_UNKNOWN_31. That "should" be all you need to do. -
Mod's won't load in my New Vegas
Heffy replied to grenadenpizza's topic in Fallout New Vegas's Mod Troubleshooting
I see two things you should make sure of: 1. Verify that you have the latest Fallout NV patch installed (currently 1.4.0.525). 2. Verify your load order. The first file needs to be FalloutNV.esm, followed by DLCs and other esm files. Then, all esp files. Depending on what mods you have installed, there may be a specific load order required for some of these, so check their respective readmes. basically to summarize, the load order should be the following: [X] FalloutNV.esm [X] DLCs and all other esm files [X] All esp files (plugins) -
What Quetzlsacatanango said and what I was referring to as well earlier on. Here's an example:
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Do you mean you’re getting only one texture slot ? That happens when exporting with the wrong material type. In max the material should be blinn, not nitexture (or something like that). If you export it correctly, you should get a BSShaderTextureSet under BSShaderPPLightingProperty (can’t remember what the wrong one was called). To make the material reflective, you need to set several things first: in NiMaterialProperty, you need to set glossiness and activate alpha (set it to 1). Obviously, you’ll need a specular map too and that spec map needs to be added to the normal map texture as alpha channel. Then, in BSShaderTextureSet, the first slot (there are 6 in total) is for the texture, the second one is for the normal map. The spec map has to go into the very last (6th) slot. In the 5th slot, you should input, for example, “textures\effects\shinybright_e.dds” (depends on what effect you want to achieve, but it’s generally optional). The little (purple) flowers open a browser menu (for manually selecting the texture file) and there’s one in front of every texture slot in the BSShaderTextureSet property. But, you can as well type-in or paste the tex-path in each slot.
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Mass Effect 1 & 2, although these are purely science fiction. You can customize both gender and appearance (and race to some extend). Unfortunately, none of these are moddable and thus, once you've played them through - that's it.
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First thing you should check is that you have extracted all the needed files/folders to where they belong. Generally, you need to extract everything in the Data folder. However, sometimes it extracts into a Data folder inside the data folder, so check that it hasn’t done that for some of your mods… Usually, there’s a readme included with the mod that explains how to install, so, if in doubt, check that. The second thing you have to make sure of, is you have a correct load order. To do this, I’d strongly recommend FOMM ( http://www.newvegasnexus.com/downloads/file.php?id=36901 ). Generally, the load order should be: [X] FalloutNV.esm [X] DLCs and all other esm files [X] All esp files (plugins) Some esm/esp files need to load before or after others, but I can’t really help you with this. It should, however, be mentioned in each mod’s own readme file. Hope it helps. :)
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Are you sure 20.0.0.5 is the version for nifskope or the version of your nif file? Because the latest nifskope version is 1.0.22 and 20.0.0.5 corresponds to the later Oblivion nif file version. Also, available options depend on file version. Which means, for example, that if you try to edit a Fallout 3/NV nif file, following a tutorial written for Oblivion, some options will differ. Well, it won’t be like 100% different, but there will be differences. Texture paths do work, unless these are set wrong. A correct texture path looks something like this: “textures\weapons\2handautomatic\ak74m_body.dds”. However, the texture will appear in the nifskope 3d view only if you have set the correct game path in Render > Settings > Rendering. There you have to enter your Data folder path (“Fallout NV install path”\Data\). Also the textures can’t be packed in a bsa, if want to preview them in nifskope.
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Well, yes, I would have clicked, actually… But then, again, not everyone is into that kind of fetish… No, don’t worry, I’m just kidding. :) What I’d suggest first is checking you don’t have some mod dealing with leather armors that would be doing this. Another possibility is that your archive invalidation file has (for some reason) a line preventing the hands for this type of armor from loading. The path for the meshes is …\Meshes\Armor\LeatherArmor\F\glovel.NIF and …\Meshes\Armor\LeatherArmor\F\glover.NIF. PS: Whoops, sorry I was too slow... :)
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CTD on accessing container
Heffy replied to wmdvanzyl's topic in Fallout New Vegas's Mod Troubleshooting
To remove just a specific item, you can use the first suggested method but using removeitem instead of removeallitems. The syntax is (no brackets, of course): Actor/ContainerID.removeitem [item's FormID] [Number of items to remove] Removing the esp "should" solve the issue too, but it depends on whether the laser pistol overrides an existing one and whether there's a custom mod applied to it. Else it will still crash when you hover your cursor over it, even with the esp removed. You can still apply the "removeitem" command after you have removed/disabled the esp, though (if it's a replacement, of course). -
Even though you get that error, it doesn’t mean it stops uploading. I got this same error and just let it continue. At the end it had uploaded the file correctly.
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You say you have something like 140 mods, which, I’ve read in several posts, is the maximum number of mods Fallout NV supports. Only solution would be getting rid of the excess and/or merging some together.
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I’m trying to fix a custom “2ha attack left is” animation I made and I’m having a weird issue with the “Bip01 Head” node. Upon firing (for example the Plasma rifle), the head suddenly changes its orientation a bit. It’s as if it gets reset or that this specific animation track gets overridden by another. The animation is a copy of my custom “2ha attack right is” anim, which doesn’t have this issue. Both have exactly the same length, so I only changed the name, the a:L text key and the only control block that differs. Bone priority is 55, the same as in the original anim, but even setting it higher has no effect. Whatever I do, it doesn’t seem to change anything, the head still gets that same rotation while firing. So, my question is – does anyone have an idea what could be causing this?
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Yeah, it was like two weeks ago. I saw the shocking news back then, when logging-in. If I remember right, the reason stated had something to do with content theft and uploading copyrighted stuff. Yeah... Me sad too. I liked his work. :sad:
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Apparently, it's Sexy Lingerie Bouncing for Type 3. If you get this message, it's generally because the file has been deleted for some reason.
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In NiMaterialProperty, what color have you set the Specular/Emissive Color properties to? - (It's in Nifskope, just above BSShaderPPLightingProperty, where you entered the texture paths...)
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Mmmm… no, I have no idea why it would do that. Personally, I’ve never used this option; it’s not grayed out but it’s unchecked. I have to admit I haven’t exported any helmets for Fallout, though. However, unless the bone(s) are indeed scaled (which shouldn’t be the case by default), I don't think it should have any impact. There’s possibly something wrong with the skeleton you’re using or with the mesh. You can try using this skeleton : It’s the one I use (mainly for animation). It’s basically the same as the original, except it uses standard bones (not the imported ones). Merge only the mesh from your file, apply a resetXform on it, set the pivot point to 0,0,0 and re-apply the skin modifier. Also, have you tried exporting the model anyway and, then, does the issue persist ingame too?
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Provided I understand you correctly, it sounds to me the said helmets are influenced by one or more other bones… How many bones are included in the skin modifier? Have you edited envelopes, weights and such? The helmet should be influenced only by the head bone. Is that the case?
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Adding a Weapon to a Vendor List
Heffy replied to Edgecution's topic in Fallout New Vegas's Discussion
A lot, actually. AddItemToLeveledList is indeed a permanent addition. Nonetheless, some mods and DLCs use it (CaliberX is one of them). As for problems – I haven’t experienced problems after removing a mod that uses it. Which doesn’t mean there aren’t potential issues. It’s just an alternative method of achieving what you want. Both methods have disadvantages anyway. Actually any modification to existing content bears a potential risk. For example adding mods to a vanilla weapon, applying that mod and uninstalling the esp afterwards will result in crashing your game whenever you try to use that weapon again… The safest way would be creating your own vendor, chest, quest and eventually leveled list (or just add the items to the chest) and add him/her to the wasteland. Another method is adding the item directly to the vendor’s container through a script with the (REF).additem function. You’ll however need to create a reference for the said container and eventually add a line resetting it after adding the item. You can also write a script in a separate esp to be ran prior to unistallation as a failsafe, doing exactly the opposite (using (REF).removeitem instead). There’s a detailed tutorial here: http://geck.bethsoft.com/index.php/Adding_items_to_vendors -
Visual Glitch. Need help to identify!
Heffy replied to ranafuineluva's topic in Fallout New Vegas's Mod Troubleshooting
About the second screenshot – I see that a lot on alpha masked parts (especially when I pay attention :) )… Doesn’t matter what driver/video card or computer I use (it’s there with both ATI & Nvidia and I’ve tried it on a desktop and a laptop) – it’s there. I’ve also seen it in a lot of screenshots posted on Nexus. I too though it was some kind of glitch/bug at first, but in the end, I’ve come to suspect it’s simply the way Fallout NV’s engine handles transparency… -
Adding a Weapon to a Vendor List
Heffy replied to Edgecution's topic in Fallout New Vegas's Discussion
Another way to do that is through a script (with the AddItemToLeveledList function) and a quest. It’s a bit more complicated, but has the advantage of not conflicting with other mods overriding the same leveled list. -
This kind of port-mods are systematically being taken down. There has already been a MW2 weapons mod (briefly...) - I saw it when it was under moderator review, just before being deleted. Porting is tolerated under certain circumstances - for example, STALKER ports seem to be accepted (at least I've seen a lot of these here), but that's because the original authors have specifically declared that they don't mind, as long as you clearly indicate it's a STALKER model. Porting other custom models would, I guess, be ok too, provided you obtain the original author's explicit agreement to do so. And even then, I'd be extra careful... What I'm saying is that porting weapons from MW2 (or any other) with the intention of publishing it on the Nexus sites would be a waste of time and effort - it'll get nuked in a matter of hours. About a PKM, there's one by Camon. As a for an RPK(74), I'm working on one.
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Not with the weapons menu, but something like that does happen to me with the npc menus. Not all the time, but occasionally. Now, if you just want to edit the weapon properties, you could do that with FNVEdit instead. It gives you access to the same properties as the GECK, even to some otherwise inaccessible. Here’s the link if you want to give it a try : http://www.newvegasnexus.com/downloads/file.php?id=34703
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Questions about expanding a CaliberX ammo list
Heffy replied to Heffy's topic in Fallout New Vegas's Discussion
Whoops... sorry - you were indeed talking about NVSE - for some reason I was thinking about FNVEdit... It's 3:30 in the morning, where I am, after all... http://www.freesmileys.org/smileys/smiley-basic/sleep.gif I'll try that method. :smile: -
Questions about expanding a CaliberX ammo list
Heffy replied to Heffy's topic in Fallout New Vegas's Discussion
Thank you for your answers. I had two main concerns, actually ; the first being about compatibility with other mods using CaliberX, if I override "AmmoList762x39" and the second being whether CaliberX would add my ammo types to vendors and stuff if I didn't. After checking CaliberX's quests and script, as NorthWolf suggested, I found the answer to the second point - the scripts wouldn't add my ammo types either way, as it adds only the ones included in CaliberX. Unless I override the original script with an extended version of my own, which the authors clearly state they don't want to see done. Not such a big problem anyway, as the vendor I've included with the mod sells these and I've placed ammo boxes with it in some locations. I've tested the mod quite extensively and haven't noticed any issues, but, as rickerhk suggested, I'll have a look at ammo properties nonetheless. You never know. And thanks, once again, you've been both very helpful. -
Hi all, Sorry if my questions sound dumb, but I'm new to Fallout NV modding and I wanted to get advice from more experienced modders. I've nearly finished a weapons pack I've been working on the past couple of months and would like some advice on certain points: My mod currently requires CaliberX for 7.62x39 mm ammo, but adds two "new" variants of it: Surplus and Armour-Piercing Incendiary (in my own esm file, of course). So, my question is - should I add these to an ammo list in my esm, overriding CaliberX's or to a new ammo list including CaliberX's FMJ and HP ammo, plus my two new types? My second question is - do I have to contact the authors of CaliberX and ask permission from them? In Credits and permissions it says - "You must get permission from me before you are allowed to use any of the assets in this file", but I'm not 100% sure what it exactly means. Do I have to ask permission for referencing their ammo types and stuff? As I mentioned earlier, I'm new into this and English isn't my native language. Thus, I prefer to ask, even stupid questions, rather than doing something stupid :-)