sjohnson89 Posted August 1, 2018 Author Share Posted August 1, 2018 fffs i'm an idiot. when you say "version 2.49" i had a flashback andi immediately realized i confused blender with nifskope. you are right, i have 2.49. Link to comment Share on other sites More sharing options...
EPDGaffney Posted August 1, 2018 Share Posted August 1, 2018 Ah yes, I actually use that NifSkope as well. I didn't know the older one was preferred when I downloaded it, and I haven't seen much reason to switch now that I do know. I have both but I've almost never touched the old one. Link to comment Share on other sites More sharing options...
sjohnson89 Posted August 2, 2018 Author Share Posted August 2, 2018 speaking of which, i have to say i really dislike nifskope. how the hell an editing program doesnt have undo option?! blender is nice, it would be even nicer if i could learn how to import particle or glow effects (like from gannon family tesla armor) to it. when i export the effects back they look like they are frozen in a time loop and they appear like a static object instead of animated effects. Link to comment Share on other sites More sharing options...
EPDGaffney Posted August 2, 2018 Share Posted August 2, 2018 NifSkope has a steep learning curve, to put it mildly. The more I learn about how it works, the less I mind using it, but it's not my favourite software to edit in, that's for sure. Blender is, by contrast, possibly my favourite software. But more the newer versions. I do love UE4 as well. Blender's probably the better software, but it's apples and oranges to some degree. Generally speaking, particle effects don't import or export well from one software to another. For UE4, all particle effects (in my experience) have to be done there, in the engine. Likewise for almost anything else I've used. If you're wondering how to make particle effects for Gamebryo, it's not something I've done much, but NifSkope has a lot of ways to work with particle effects. I think that's the way they're generally done but I could be wrong. Link to comment Share on other sites More sharing options...
sjohnson89 Posted August 2, 2018 Author Share Posted August 2, 2018 some people speak favorably about 3ds max as well. is it good for new vegas modelling? Link to comment Share on other sites More sharing options...
EPDGaffney Posted August 2, 2018 Share Posted August 2, 2018 Never used it but by all accounts, it is. There are some problems that occur only with Max, though (and there are some that occur only with Blender), but I can't remember what they are right now. Link to comment Share on other sites More sharing options...
Mktavish Posted August 2, 2018 Share Posted August 2, 2018 well by perfectionist i mean even the slightest hitch annoys the hell out of me and i dont rest until i fix whatever is causing that issue. Ahh , so the idea of glitchy armor in general sort of rubs you the wrong way with the thinking to that end ? Just to elaborate on having smart random power failures ... The core of it would be done with clocks that lead to condition checks then to random outcomes.And have multiple clocks so it doesn't reveal a set pattern of intervals. Like clock #1 runs a check every 2 game hrs. clock #2 runs a check every 12 game hrs. clock #3 runs a check every game day. or when a clock is reset by a power failure event , could have a random time to run set. But when a clock reaches its countdown , have a list of conditions it checks . Like GetInCombat GetCombatTargetCount GetGroupMemberCount GetCombatTarget == IsInList (what ever here)But then followed with a "GetRandomPercent" maybe customized per condition ? Leading to some random outcomes for what it does and the duration. So basically randoms nested within randoms nested within randoms ... etcBut of course needing some play testing to fine tune for the play side outcome not being to tedious. And of course having another plugin value like EPD mentioned , tying it to condition and type of the armor.Which I think this route would have minimal performance impact , since all it is doing is counting time , till it fires a few frames of checks.The hardest part in my opinion would be coming up with the idea outline to map out the cascade.Which once that is decided , would be pretty easy to translate into a Script(s) / Effect(s) / Quest(s) / or even event handlers which I am pretty much noobish about , so tend not advise towards them simply because I don't know. Add edit : but it is totally viable to go the no eventhandler route. Which is what I like to do , figure it out with the old way. Err I guess we could call it more simple in one way , but clunky ? Meh IDK what to call it :pirate: Link to comment Share on other sites More sharing options...
Mktavish Posted August 3, 2018 Share Posted August 3, 2018 well by perfectionist i mean even the slightest hitch annoys the hell out of me and i dont rest until i fix whatever is causing that issue. Ahh , so the idea of glitchy armor in general sort of rubs you the wrong way with the thinking to that end ? Just to elaborate on having smart random power failures ... The core of it would be done with clocks that lead to condition checks then to random outcomes.And have multiple clocks so it doesn't reveal a set pattern of intervals. Like clock #1 runs a check every 2 game hrs. clock #2 runs a check every 12 game hrs. clock #3 runs a check every game day. or when a clock is reset by a power failure event , could have a random time to run set. But when a clock reaches its countdown , have a list of conditions it checks . Like GetInCombat GetCombatTargetCount GetGroupMemberCount GetCombatTarget == IsInList (what ever here)But then followed with a "GetRandomPercent" maybe customized per condition ? Leading to some random outcomes for what it does and the duration. So basically randoms nested within randoms nested within randoms ... etcBut of course needing some play testing to fine tune for the play side outcome not being to tedious. And of course having another plugin value like EPD mentioned , tying it to condition and type of the armor.Which I think this route would have minimal performance impact , since all it is doing is counting time , till it fires a few frames of checks.The hardest part in my opinion would be coming up with the idea outline to map out the cascade.Which once that is decided , would be pretty easy to translate into a Script(s) / Effect(s) / Quest(s) / or even event handlers which I am pretty much noobish about , so tend not advise towards them simply because I don't know. Add edit : but it is totally viable to go the no eventhandler route. Which is what I like to do , figure it out with the old way. Err I guess we could call it more simple in one way , but clunky ? hence a harder tool to use ??/ Meh IDK what to call it :pirate: Link to comment Share on other sites More sharing options...
sjohnson89 Posted August 3, 2018 Author Share Posted August 3, 2018 (edited) mktavish, i think there is a misunderstanding. i was talking about the problems i encounter during my mod projects, not your idea. to be honest, i actually really enjoy the idea of having a glitchy power armor, but its not fitting for a classic fallout overhaul. but if we were doing a mod that featuring an alternative story with custom power armors in a post-apocalyptic setup, that would be pretty fitting. real power armors are only used by rich/powerful individiuals and the rest have to depend on salvaged power armors (like the one from fo4). this is actually a fun idea, who knows, maybe in the future i'll work on it, i know i'm never gonna stop playing fnv. Edited August 3, 2018 by sjohnson89 Link to comment Share on other sites More sharing options...
Mktavish Posted August 9, 2018 Share Posted August 9, 2018 Mis understanding or not , I thought I would just mention how to run the glitch ~ ouch how did I double post that ? Link to comment Share on other sites More sharing options...
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