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Combining WMK and EVE meshes?


Arkngt

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I wonder if it's possible to give WMK meshes the effects from EVE's meshes? Take the Gauss Rifle as an example. The EVE version looks really cool, with pulsating blue light, but when you modify it, the WMK mesh reverts it back to how it looks in vanilla (at least I guess so - I always use EVE, so not really sure how vanilla looks any more...). Seems to me that it would be possible to edit the WMK mesh so it has the effects from EVE, while keeping its changes, i.e. the added clip and/or laser sight. But how to do so? I've compared the meshes in NifSkope, but am not much wiser. Anyone who has a tip on how to do it? Or is it perhaps impossible to do with NifSkope-editing?

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I wonder if it's possible to give WMK meshes the effects from EVE's meshes? Take the Gauss Rifle as an example. The EVE version looks really cool, with pulsating blue light, but when you modify it, the WMK mesh reverts it back to how it looks in vanilla (at least I guess so - I always use EVE, so not really sure how vanilla looks any more...). Seems to me that it would be possible to edit the WMK mesh so it has the effects from EVE, while keeping its changes, i.e. the added clip and/or laser sight. But how to do so? I've compared the meshes in NifSkope, but am not much wiser. Anyone who has a tip on how to do it? Or is it perhaps impossible to do with NifSkope-editing?

Your over thinking the data processes:

 

Eve, is a re-placer...it replaces (bsa) data as it over writes it, but both are still present and are still getting loaded.

No matter how you swing things, this can not be avoided as long as those (bsa) archives contain data.

Anyone who has a tip on how to do it?

yep !, I can guarantee a way that works for all mods. It requires work, a lot of work and does not require modifying data externally with third party tools.

 

with 1 exception, the (bsa) archives need to be extracted to their dominant folde4rstructure in the data folder..except the (misc 1)

Just meshes and textures only.

Once this is done, you move the bsa folders so done, out of the data folder and create fresh brand new "EMPTY" ones using the old Fomm program.

Now, you install the files you want, only this time , it's permanent, there is NO reverting to take place because it can't.

 

better make darn sure whom ever makes replaces has the correct data listed in their mesh files.

 

The game will run, faster , better, smoother and a hell of a lot cleaner. But what ever happens, it's all on you now to keep things correct ,there is no support here for what you do with any mods you use...you are in total control, complete control.

Now when you use tools, there wont be hidden data sitting there to mess things up, and the GECK may need some help from this point.

This represent a custom game build, not a normal game set up, and I highly advise usage of MO to do all of this.

 

it is rather Elegant and simple once you understand how it works.

it's easier than Nifscoping thousands of bugged up files...you choose.

This has been done but if you have Epilepsy? I suggest refraining from this, the game will render frames at such speed it can cause Physics trauma.

Make you sick..nausea and things.

Now when there is a crash, you can narrow it down to exact files, not just plugins.

 

let the demons out !

kitty

Edited by Purr4me
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Ehr, well, yes, but that's not the point in this case. WMK has a mesh variant of the Gauss Rifle for its clip and laser addons - and it's made with the vanilla mesh as the base. EVE has a replacer for the vanilla mesh with its added bling. I wonder if the bling from EVE can be added to the WMK mesh. Even if I extract the bsa meshes, it won't make any difference in this case, as the WMK mesh is a separate, loose mesh in its own WMK folder.

 

In short, you're answering a completely different question (and I don't agree with the answer, as far as I read it (tl;dr), but that's another story).

Edited by Arkngt
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in a virtual tree? how is it so different?

in this way you can move up or down to discover the exact sequence you need?

 

it's not different question, over writes are just that ,only in this scenario, you have better control and precise active access to the data.

I can't advise "editing" WMK files...that's not allowed. I can only advise on what things are allowed.

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I shouldn't answer as I'm pretty sure it's pointless, but regarding the point that "it's not allowed" to edit WMK files: Of course it's allowed to edit WMK files. You can edit any mod to your heart's content. What might not be allowed is to release the result, but even that is not true for WMK as antistar merely states that you should ask for his permission before releasing a mod based on WMK resources.

 

But that as everything else you have written so far is beside the point. I'm wondering how it can be done technically, mainly to learn more about NifSkope end editing. I haven't even given a thought of releasing an eventual result.

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most of the things you ask for can be used by others in ways we don't want used, If I post how to do this..I think others will take unfair advantage of it and Just take what is not theirs.

This is the candelabrum, (references http://megamitensei.wikia.com/wiki/Candelabrum))a fulcrum based thing. In the (http://forums.nexusmods.com/index.php?/forum/319-3d-modelling/ ) threads are where you will find the correct ideas that place things for you to read and figure out, "already posted".

gaming's heart.

I can hand you exactly what you ask for..that is what's not allowed, I know you want to know exactly what to edit, of course, but what IF some one else takes this and uses the information to steal ...others hard work?

EVE signed off mostly as a user resource...the author that is, WMK has not..so. there is the block.

Nif scope has the threads here and their own site too that shows how all of this is done.

 

I'm wondering how it can be done technically, mainly to learn more about NifSkope end editing. I haven't even given a thought of releasing an eventual result.

ok..so we start over here, if you wish....Vanilla data ,WMK verses NON -Vanilla data EVE. you want to know how to combine this code?

So, you need to look into the appropriate threads already posted about these two mods.

OR start from scratch...using the vanilla base and then adding the correct data as if it were loading in an order the mods normally load only Eliminating the rest.

 

not hard to do, but it is a lot of work, you need to have the correct textures first already sitting in wait before starting the edit of the mesh files you build.

You need to make sure no other mods or calls to this data is present, so that means raw fallout3.esm only and the data you want set up as a resource...you CAN not have a modded game sitting there building these special files you want.

 

Your slate needs to be squeaky clean to get the ext out come and perfect files.

you need fallout3,

you need wmk Isolated but installed.

you need EVE isolated but installed .

And you need these not to interfere with one another..so the methods are not the same as if you were to run the game with this data.

Complex and yet not.

This thread is "fallout3 mod talk", so this is how I will talk about these things.

 

if you know how to set up your resource folders?

then we can discuss it.

Edited by Purr4me
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