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Trying to make a standalone cybernetic hand out of another outfit, invisible in the geck and the game.


Xain55

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So I wanted a cybernetic hand. Couldn't find anything that suited what I was looking for, so I figured I'd watch a couple tutorials and try to bash together a standalone "glove" that I could wear with any armor. Bad idea. I'm officially balls deep, unable to quit until I finish it, but I can't finish it for the life of me. I'm just way too inexperienced, I wouldn't even know what to search to find help. This is where the actual details start. I started with an outfit made by M.C. Tammer that used a cybernetic hand model by tumbajumba. I also followed one of M.C. Tammers tutorials for NIF bashing.

2b4bxl9fcar61.png?width=880&format=png&a

So this is where I started. This obviously works, since my hand hasn't graced/cursed it.

0h6kz2rmcar61.png?width=799&format=png&a

This is the last working thing I did. And like, it really did work. I was hyped. But, it still had issues. The brace wasn't properly centered on the arm, and, less worryingly, there was some light clipping and an infinite hole if you looked at the arm from the wrong angle. So, I loaded it up into Blender, separated the mesh (the hand and the bracer were connected), and did my best to make it look a bit better.

4tn5zajzcar61.png?width=786&format=png&a

This is where I ended up. The model looks good, the bracer should be centered, and it should cover up some of the clipping. That is if it wasn't invisible. Neither the geck nor the game seem to be able to display the model whatsoever. It basically just removes the hand and doesn't replace it. Like I said above, I'm way too inexperienced to reliably troubleshoot this, but I'm stuck on this. Like, I gotta do it.

 

If anyone is willing to help me at all please get in contact. I'd really, really appreciate it!

 

Edit: I've discovered a problem. I don't know if it's THE problem, but it is a problem nonetheless. When I export from Blender it gives me an error that says it couldn't find the texture, and saves it anyway. I've tried loading unchanged files that I exported from blender and they have the same problem. I've tried this with both 2.49b and the newest steam release of Blender and the same thing happens. Thing is, I don't know where the hands textures are. It gets them from the game. As far as I can tell they are liberty primes textures, but I don't know where to find them or where to put them, and there are other meshes on here that don't take from liberty primes textures. Is there a way to just get a list of textures that a mesh is supposed to be using through NifSkope or somethin?

 

Edit 2: I seem to have fixed the texture problem. I used FNVEdit to find out what texture the mesh was using (it was, in fact, liberty primes textures), and I set the path in Blender (and checked the Relative option). Now, the model shows up fully in NifSkope, and with textures too! Unfortunately, it still doesn't show in the geck or the game. Back to being perplexed. Side note, if I use an older version of Blender (2.49b I believe) the model won't even show up in NifSkope. Neat.

Edited by Xain55
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If you haven't re-set the texture flags in NifSkope, the object will not be displayed in the game or in the GECK. You need to open the mesh in NifSkope, LMC on the mark next to each NiTriShape (except for any "meat" ones), LMC on BSShaderPPLightingProperty and then in the Block Details window, set the shader flags. You need set the shader type, which is default for everything other than skin, and then set the Shader Flags. The flags are Specular, Skinned, Windows Environment Map, Remappable_Textures, Shadow Map and ZBuffer_Test. For Skin, you also need to set the FaceGen flag. Then save the file.

 

On another note, Blender V2.49 is the one to use for Bethesda games FO3, FNV and earlier games. New versions of Blender are for the Skyrim series and FO4.

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If you haven't re-set the texture flags in NifSkope, the object will not be displayed in the game or in the GECK. You need to open the mesh in NifSkope, LMC on the mark next to each NiTriShape (except for any "meat" ones), LMC on BSShaderPPLightingProperty and then in the Block Details window, set the shader flags. You need set the shader type, which is default for everything other than skin, and then set the Shader Flags. The flags are Specular, Skinned, Windows Environment Map, Remappable_Textures, Shadow Map and ZBuffer_Test. For Skin, you also need to set the FaceGen flag. Then save the file.

 

On another note, Blender V2.49 is the one to use for Bethesda games FO3, FNV and earlier games. New versions of Blender are for the Skyrim series and FO4.

Hmm, I haven't done any of that. But I'm still running into a problem with 2.49 where some of the meshes are missing. Or, rather, have parts missing. BSShaderPPLightingProperty and NiMaterialProperty or both missing from 2 of the meshes. I've been messing around with some of the export settings and so far have not found one that helps.

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If you haven't re-set the texture flags in NifSkope, the object will not be displayed in the game or in the GECK. You need to open the mesh in NifSkope, LMC on the mark next to each NiTriShape (except for any "meat" ones), LMC on BSShaderPPLightingProperty and then in the Block Details window, set the shader flags. You need set the shader type, which is default for everything other than skin, and then set the Shader Flags. The flags are Specular, Skinned, Windows Environment Map, Remappable_Textures, Shadow Map and ZBuffer_Test. For Skin, you also need to set the FaceGen flag. Then save the file.

 

On another note, Blender V2.49 is the one to use for Bethesda games FO3, FNV and earlier games. New versions of Blender are for the Skyrim series and FO4.

I figured out the Blender problem! I didn't know I had to highlight what I wanted to be exported lol. Thank you so so much for the help I am in the clouds right now lol

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