mechine Posted February 17, 2010 Share Posted February 17, 2010 One of my Grapics cards died, so I had to un-SLI my computer, an pretty much formated the harddrives to avoid any further damage from these Blue Screen of death crashes I was getting in fallout 3, so Right now I'm rebuilding all that an a new load order. So I don't really have any modder tools. In fact lulz my new mod is on a CD, LMAO hahaha :D I might could look at it in the next few days though. Wyndrax, nifscope mesh surgery isn't easy when you start out, all it takes is practice. The paste over method is really the cleanest way to do it, but it's also the hardest. The easy way would be to just copy the branches of the shapes, but when you paste them in the names are going to change, so in the block details you would have to change it to what it was before in the clean mesh. It's more dirty because it copys the whole branch, then pastes a whole branch in. When that happens the block list is going to shift around as far as the order. It will reorder blocks anyway when you save, but it's not vanilla looking. Most of the meshes have references to block number like say one is to 7, an you copy branch, I'm not sure if that reference is refreshed when a block gets changed. So maybe alternate between the paste over, an the paste branch. Idk keep messing with it as practice, eventually you will figure out how to do it. There's tutorials on it, I mean I just wrote off that based off what I had learned from messing with it over the last year, I never really looked into the tutorials or what all that stuff means. NiTriStrips are what you get when you stripifiy the shape, it's how nifscope can optimize, making the mesh data size lower. NiTriShapes are what you get when you triangulate, pretty much the raw shape made out of triangles, takes up more room. I think maybe when it's animated the strips all move together, an the shapes move as whole shape. You could try right clicking an triangulate, which would transform it from strips to shapes, then try the paste over method. Also on those NiTri Strips/Shapes when you click on them, they will be displayed in the block details, inside the details you'll find Verts, which are all the points on the triangles, you might be able to copy an paste over those. Making sure one block details matches the other broken mesh. This goes over the copy branch stuff http://thenexusforums.com/index.php?showtopic=182523&hl= Link to comment Share on other sites More sharing options...
wyndrax Posted February 17, 2010 Author Share Posted February 17, 2010 Alright, I'll give it one more try. Although I've been thinking of a better, more simple solution. You see, when you're being set on fire in Fallout 3, your armor starts getting a little bit orange and flames burst from your body. Maybe there' way to remove the colour change effect in the armor (the orange thing). I'm pretty sure that's what's causing the issue. What do you think, mech? Link to comment Share on other sites More sharing options...
fap6000 Posted February 18, 2010 Share Posted February 18, 2010 When I get a crash an it's an item that causes it, most of the time the .nif mesh is missing something. Link to comment Share on other sites More sharing options...
wyndrax Posted February 18, 2010 Author Share Posted February 18, 2010 I SOLVED IT!! Well, sort of. You see, what was causing the problem was, like I said, the orange glow thingy. Turns out the glow thing was an Effect Shader called Flames or something like that. I made a small .esp which removes the effect, effectively solving the problem once and for all. I figure out I should do the same for the electricity effect. The good thing is, it only removes the orange glow on your armor. You're still engulfed by flames every time you get hit by a fire-based weapon, and the damage remains the same. Someone should sticky this thread or something, because it's a rather common problem with some skins. At least it's a temporary solution until the modder fixes the broken mesh. EDIT: I'm trying to get it to work in any target except for the player, so I don't have to delete the effect altogether. I'm guessing I just have to add a condition to the Flamer Script, but I don't know how the syntax would be. I was thinking of something like if target!=player before the line that activates the effect, but I'm not sure if those are the actual names of the game's variables. Could somebody look into this for me? Link to comment Share on other sites More sharing options...
apaosha Posted February 18, 2010 Share Posted February 18, 2010 Upload that .esp when you're done. I could use it .... Link to comment Share on other sites More sharing options...
wyndrax Posted February 18, 2010 Author Share Posted February 18, 2010 Upload that .esp when you're done. I could use it .... I could upload the .esp with the temporary fix if you want to. You'll still get the CTDs when hit by electric-based attacks, though. I have yet to figure out how to fix those, although it'd be a matter of trial and error with all the Effect Shaders or something like that. Link to comment Share on other sites More sharing options...
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