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Westworld's Man in Black mod (model is ready-ish)


BBourbon

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Hey guys. Made a model today and I'd like to use it in the game but need help.

 

I'm a huge Westworld fan and thought New Vegas could use the character Man in Black from the tv show. So I decided to toy around with milkshape and made the following model:

14157200-1527445130.png

 

the real person:

screen-shot-2016-10-02-at-10-01-51-pm.jp

 

The model was a result of 1 day of work as it is, I can dramatically improve it but I need someone who can convert it into a mod for New Vegas. I primarily prefere it to be playable rather than an NPC so maybe make it a complete armour could be a good idea.

 

Thank you for reading and interest.

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I'm no expert in this area, but I don't think it would work well this way. If you want to use the human skeleton (and you do) you'll have to have a facegen/preset (FG file) of Harris, that's pretty much how all human and non feral ghouls faces will work.....I think.

There aren't any bones to animate the face in default fallout skeleton, just bip01 head, for the noggin. The face uses separate facial animations, different from KFs

Just having a model, even if it exports fine to blender and rigs fine, probably isn't going to be a winning strategy for the face, if we're talking about humans (and civilized ghouls). You can export it, but the face is going to be pretty much static without any expressions, movement, etc

Check out face morphs (ie FG files), face presets, face ripper etc. I don't have a good grasp on the subject so I'm afraid I can't convey any useful info (and some of my terms may be inaccurate in this post), but that should get you started.

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I'm no expert in this area, but I don't think it would work well this way. If you want to use the human skeleton (and you do) you'll have to have a facegen/preset (FG file) of Harris, that's pretty much how all human and non feral ghouls faces will work.....I think.

There aren't any bones to animate the face in default fallout skeleton, just bip01 head, for the noggin. The face uses separate facial animations, different from KFs

Just having a model, even if it exports fine to blender and rigs fine, probably isn't going to be a winning strategy for the face, if we're talking about humans (and civilized ghouls). You can export it, but the face is going to be pretty much static without any expressions, movement, etc

Check out face morphs (ie FG files), face presets, face ripper etc. I don't have a good grasp on the subject so I'm afraid I can't convey any useful info (and some of my terms may be inaccurate in this post), but that should get you started.

 

Thanks for the response. Never thought it would be THIS troublesome to add custom face to NV. But my first approach/aim was creating an armor/helmet as Harris' head. Which I succeeded that a day before. Surprisingly I didn't even need NifSkope, just 3DS Max with nif plugin was more than suffice it seems.

 

BUT I have another problem unfortunately.

 

I made the Ed Harris Helmet.nif, added the armor info in GECK, set the world model as a custom hat I made and placed it in Doc Mitchels house. Now, the hat spawns where it suppose to but I cannot pick it. I can player.additem the hat in my inventory and Ed Harris' head works just fine when I wear the hat, yet it's unpickable in the world map.

 

And to save us some time; yes I flagged it playable and yes I converted the root node of hat's model in nifskope to BSFadeNode. So what do you think could be the problem?

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So it probably doesn't have any collision. Can you copy the collision branch from another helmet into the ed harris helmet and rename it Ed Harris HelmetGo.nif? Then select it for the "world object" model on the from? Then you should be able to pick it up and interact with it normally.

I always just copied it (the collision) from one object to another in blender, so I'm not sure exactly how to do it in max, but if I had to guess I'd say it was probably similar. Grab a helmet or something most similar to your Ed Harris helmet with a go suffix. Select the collision box surrounding it, copy and paste to your Ed Harris helmet.

Failing that copy and paste the branch in nifskope (I think it's called something along the lines of bhkCollision). And of course make sure it's roughly centered so it surrounds the Ed Harris mesh (doesn't have to be perfect but a closer fit will have more realistic physics/behavior in the game world).

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So it probably doesn't have any collision. Can you copy the collision branch from another helmet into the ed harris helmet and rename it Ed Harris HelmetGo.nif? Then select it for the "world object" model on the from? Then you should be able to pick it up and interact with it normally.

I always just copied it (the collision) from one object to another in blender, so I'm not sure exactly how to do it in max, but if I had to guess I'd say it was probably similar. Grab a helmet or something most similar to your Ed Harris helmet with a go suffix. Select the collision box surrounding it, copy and paste to your Ed Harris helmet.

Failing that copy and paste the branch in nifskope (I think it's called something along the lines of bhkCollision). And of course make sure it's roughly centered so it surrounds the Ed Harris mesh (doesn't have to be perfect but a closer fit will have more realistic physics/behavior in the game world).

Sorry for late reply, I've been kept away.

 

I followed your steps and yes when I imported an object with go suffix into Max there was a box like thing and I placed my hat object in that and exported with collision box checked in nif plugin menu. I haven't tested it yet but it'll probably be ok so thank you so much for your help!

 

One last thing; I wanna use some assets from this mod. Author demands asking permission but seems to be inactive in nexus, yet allows Asset use permission in mods/files that earn donation points in permission tab. I sent him message of course but unlikely I'll get a respond from him. Am I allowred to use them or not?

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I haven't tested it yet but it'll probably be ok

cool

 

Author demands asking permission but seems to be inactive in nexus, yet allows Asset use permission in mods/files that earn donation points in permission tab.

My reading is they are two separate conditions. If your granted permission, you can earn donation points (ie you still need permission). But doesn't hurt to get clarification from a moderator or other members;
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One last thing; I wanna use some assets from this mod. Author demands asking permission but seems to be inactive in nexus, yet allows Asset use permission in mods/files that earn donation points in permission tab. I sent him message of course but unlikely I'll get a respond from him. Am I allowred to use them or not?

 

 

Donation point thing is very new and was implemented after the permission written/set by the author.

 

The permission tab says: "You must get permission to earn Donation Points for your mods if they use my assets"

 

In my understanding, you'll need a permission to use the file and if you want to earn donation point with his/her file you'll need another permission.

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That is my reading of the new donation system as well, from the original announcement. Each bullet point is a separate "permission". Believe those are the default setting until an author changes them.

 

-Dubious-

 

You are %100 correct. I realized that they are the default settings of permissions when I created a new mod page. Guess I don't use the assets. : /

 

ANYWAYS, thank you for all your responses guysi I appriciate big time.

 

So here's the situation at hand so far:

 

I removed the model and revisited the headmale.nif and it made a much better Head Harris (no pun intended). I also weighted it nicely and checked if verts are moving with the bones; all good but I'm dealing with a one last complication now. I use the JaySus' 3ds Max armor to Fallout New Vegas tutorial and even tho I do everything by the book GECK doesn't see the model, it's invisible. Then I realized the nif plugin in the tutorial is version 3.5.5.4728, yet mine is 3.7.xx and I suspect the problem is with the plugin version. The incompetibilaty is real around here, I've read somewhere that newer version of blender and it's nif scripts also incompatible with New Vegas as the experienced people were having trouble so they downgrade their blender.

 

So my million dollared question is; can you guys by chance send me the 3Ds Max 2010 nif plugin v3.5.5.4728 or a viable download link?

 

Edit: Solved

Edited by BBourbon
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