larryrathbun Posted July 31, 2012 Share Posted July 31, 2012 Good evening, I am working on a mod and am having a few issues. 1) I have a shelf full of items (basically a wet bar). On top of the is a custom item I built and scaled. Basically, a box with a small lid you can open. The problem I am having is when I open the lid, the havok physics make all the liquor bottles and such go everywhere, even though the lid doesn't actually touch any of them. Is there a way I can disable havok on all these items without going in and changing the meshes in NifSkope? I just want to prevent the lid from triggering that. 2) I cannot figure out how to remove radiation from water. I have made a new water type and set the spell effect to None. I then made a new placeable water object and set it to my (supposedly) non-radioactive water. I still get 1 Rad / sec. 3) Last for now. Has anyone made a wine glass object for New Vegas? I have seen them in other places (mainly Oblivion), but the permissions are set to never allow the object to be ported. I could go ahead and learn Blender, I know there is a wine glass tutorial, but I just don't want to do that. This mod is taking enough of my time as it is. Thanks in advance. Link to comment Share on other sites More sharing options...
Jeux Posted August 3, 2012 Share Posted August 3, 2012 1) ....looks like you're going to have to replace those objects/meshes with identical custom ones that have havok disabled, if it is that important important to you. Even the vanilla game suffers from that problem (pick up a gun near a corpse, the skeleton object goes flying across the room, for example). 2) Double check yourself. Then, check both the worldspace water (though it shouldn't affect placeable water) and the cell of the worldspace the placeable water resides. Right click on the cell (wilderness 0,4 for example) and click edit. I think there are some options pertaining to water in there...though I am not sure. 3) If there are truly no resources with wine bottles on new vegas/fallout nexus, you're out of luck. Better ask someone who can model something simple like that for you (join the club). Link to comment Share on other sites More sharing options...
larryrathbun Posted August 3, 2012 Author Share Posted August 3, 2012 1) ....looks like you're going to have to replace those objects/meshes with identical custom ones that have havok disabled, if it is that important important to you. Even the vanilla game suffers from that problem (pick up a gun near a corpse, the skeleton object goes flying across the room, for example). I was afraid of that. I think I will slightly redesign things to move that openable box to a different table or shelf and see if it is far enough away. 2) Double check yourself. Then, check both the worldspace water (though it shouldn't affect placeable water) and the cell of the worldspace the placeable water resides. Right click on the cell (wilderness 0,4 for example) and click edit. I think there are some options pertaining to water in there...though I am not sure.I have done this several times. I have been told that Oasis Water is radiation free but even that gives rads. Maybe the issue is elsewhere. I'll be working on it today. 3) If there are truly no resources with wine bottles on new vegas/fallout nexus, you're out of luck. Better ask someone who can model something simple like that for you (join the club).I can find a retextured wine bottle but not a simple glass. It is such a minor part of the mod, just cosmetic, that I don't want to expend any more effort on it. I guess it will end up on the list of things to tweak when I get near the end of the project. Thanks for your help. Link to comment Share on other sites More sharing options...
DizzasterJuice Posted August 3, 2012 Share Posted August 3, 2012 I'll make a wine glass for you as soon as I get off work and re-post it here when I'm done. Link to comment Share on other sites More sharing options...
LucidDreaming Posted August 3, 2012 Share Posted August 3, 2012 The water in the Ultra-Lux's bath is rad-free. The cell is called ULBath, and the water is called VULBathhouseWater. I hope this helps a little. Link to comment Share on other sites More sharing options...
luthienanarion Posted August 3, 2012 Share Posted August 3, 2012 You can convert Oblivion (and I assume Skyrim) meshes to be Fallout-compatible, so don't forget the TES side of the Nexus. Link to comment Share on other sites More sharing options...
DizzasterJuice Posted August 3, 2012 Share Posted August 3, 2012 (edited) I'll make a wine glass for you as soon as I get off work and re-post it here when I'm done.Here you go.....I tested it in game and it works perfect.....bounces around just like the drinking glass and makes the same sound. The drinking glass texture is a bit dark for this model so you might want to re-texture it but it's good to go. edit: or you can lighten up the alpha channel and make it a bit more translucent.I just realized I forgot to change the glossiness. In nifskope, click on the palette next to NiMaterialProperty and change glossiness to 30. Edited August 3, 2012 by DizzasterJuice Link to comment Share on other sites More sharing options...
larryrathbun Posted August 4, 2012 Author Share Posted August 4, 2012 (edited) I'll make a wine glass for you as soon as I get off work and re-post it here when I'm done.Here you go.....I tested it in game and it works perfect.....bounces around just like the drinking glass and makes the same sound. The drinking glass texture is a bit dark for this model so you might want to re-texture it but it's good to go. edit: or you can lighten up the alpha channel and make it a bit more translucent.I just realized I forgot to change the glossiness. In nifskope, click on the palette next to NiMaterialProperty and change glossiness to 30. Thanks, that was totally unexpected. I appreciate it because it was a little thing that was just going to bug me until I got around to doing it. I am finally getting a chance to work on my mod today, my little boy had minor surgery and I've been watching cartoons with him since he got home. He's on lortab and it's kind of odd seeing a 5 year old who is a little stoned. Hopefully tomorrow I can post a success story about these three issues. EDIT: The WIne Glass has been a complete Fail for me. I have retextured, adjusted both alpha and glossiness, and no matter what I do it looks like a smoky shadow of a wine glass in game. I am ecstatic about the model, it is perfect, but I simply cannot texture it correctly. The Radiation issue was in fact caused by the world water being radiated even though the placeable water was not. Changed the world water type to my custom one and the radiation disappeared. Finally, I changed all those items to statics, I don't really want this mod to provide a monetary gain, there isn't any combat, so the only items which may be used up are mentats (cuz you might not be smart enough to solve the mystery). My newest challenge is I have some changed textures. I think I know what caused it but have no idea how to undo it. I made a new static object out of some existing ones. 1) I retextured an existing object in my test cell (a separate mod I use to test items). 2) I then turned them into a SCOL. 3) I pulled the mesh of the SCOL and made it into a new static object in my actual mod. One of the original pieces which I used to build the SCOL I also used in the actual mod as well. That item has the texture from the SCOL in the game, but doesn't show any retexturing in the GECK. . How can I return it to it's default texture? Finally, I have been retexturing by hand (assigning new textures in the GECK.) Would assigning the textures to the meshes in NifSkope provide any tangible benefit? Edited August 4, 2012 by larryrathbun Link to comment Share on other sites More sharing options...
DizzasterJuice Posted August 5, 2012 Share Posted August 5, 2012 Oops...I think I forgot something in that wineglass model. I'll see if I can fix it.If I understand your question, to return an item to it's original texture just delete the new mesh you made and the game will acess meshes.bsa and that mesh will point to the original texture.Yes, you can re-assign textures in nifskope for anything except skin, hair and eyes. Skin texture is assigned in GECK in the race window. Eyes and hair also have their seperate windows. Link to comment Share on other sites More sharing options...
larryrathbun Posted August 5, 2012 Author Share Posted August 5, 2012 (edited) Oops...I think I forgot something in that wineglass model. I'll see if I can fix it.If I understand your question, to return an item to it's original texture just delete the new mesh you made and the game will acess meshes.bsa and that mesh will point to the original texture.Yes, you can re-assign textures in nifskope for anything except skin, hair and eyes. Skin texture is assigned in GECK in the race window. Eyes and hair also have their seperate windows. Thanks. I was more wondering if there was a benefit to assigning textures in NifSkope. Is there any gain by doing it that way versus in the GECK? Next question... I am trying to Havok a dead body into a specific position. I can ALMOST do this, but the instructions I found say to hold down Left Ctrl and Left Alt and try to click on a collision point on the NPC. This work about 1 times in 10. Is there an easier way to do this? Also, I can't get the body to lay flat. It seems that there is an invisible pillow under the head. I manage to grab the head collision point and pull it down, but it just snaps back up when I let go. Can Havok the body elsewhere and then move it? It might be easier. Thank for all the help everyone. This is my first major mod, and theres a lot of little things that aren't explained clearly. Edited August 5, 2012 by larryrathbun Link to comment Share on other sites More sharing options...
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