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Schubalts posted:Tfc detaches the camera from your character and gives you full control of its movement. I guess adding the 1 freezes everything. Yeah, 1 freezes everything in place that would otherwise fly around/drop with regular tfc. Grenades, brass, magazines, body parts, it all freezes in place.
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# ? Jan 13, 2011 19:37 |
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# ? May 9, 2024 23:54 |
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Umph posted:I have a weird question. Talking purely out my rear end it sounds like you might've not fully disabled the building, maybe you left in the building's LOD or something. It's hard to say when you're not telling us how you disabled it.
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# ? Jan 13, 2011 19:38 |
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doomfunk posted:Hi guys, I mentioned forever ago, like the old thread, I was working on some content for NV. It's been a lot of learning and slow going on my part, but I think after some polish and thorough testing and tweaking I'll be good to release pretty soon. Page late, but that looks sweet - my issue with the ranger armor is that it looked too girly on dudes and too masculine on females, so that should fix it nicely. I blame the funky waist/shoulder ratio it's got going on.
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# ? Jan 13, 2011 19:51 |
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SheepNameKiller posted:Talking purely out my rear end it sounds like you might've not fully disabled the building, maybe you left in the building's LOD or something. It's hard to say when you're not telling us how you disabled it. Umph fucked around with this message at 20:00 on Jan 13, 2011 |
# ? Jan 13, 2011 19:57 |
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One gender of one of the seven suits I made for some reason has a totally screwed right leg in all animations. It strikes some pretty freaky poses. I'm not sure what could've caused this, because the male version has the same pieces mostly and doesn't have this problem.
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# ? Jan 13, 2011 20:05 |
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doomfunk posted:One gender of one of the seven suits I made for some reason has a totally screwed right leg in all animations. It strikes some pretty freaky poses. In nifskope, does that piece happen to be named after a Node? That's what's usually ends up happening during my ventures.
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# ? Jan 13, 2011 20:12 |
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dog kisser posted:
Arenovalis might be willing to help you out if he has the time.
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# ? Jan 13, 2011 20:52 |
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dog kisser posted:In nifskope, does that piece happen to be named after a Node? That's what's usually ends up happening during my ventures. Yep, that was it. I'm usually pretty paranoid about having my ninodes not be named for bip nodes, nfi how this escaped me. Thanks for the reminder!
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# ? Jan 13, 2011 20:55 |
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Syrant posted:Arenovalis might be willing to help you out if he has the time. Haha he'll take one look at my UV maps and be like "WHAT DID YOU DO" doomfunk posted:Yep, that was it. I'm usually pretty paranoid about having my ninodes not be named for bip nodes, nfi how this escaped me. Thanks for the reminder! Bam, good to hear.
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# ? Jan 13, 2011 21:15 |
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Umph posted:I have a weird question. That's the LOD at work. All the major buildings and hills and whatnot you see in the distance are a specially generated low resolution version of themselves that persist even if you remove the higher resolution original. To remove the ghost versions you'd have to regenerate the LOD files and.. well let's just say GECK sucks at doing that. Generally your only solution is to build around pre existing buildings and terrain and not make any major changes that would look odd from a distance. Check out this writeup for a better worded/more coherent explanation: http://www.theengineeringguild.co.uk/fallout-3-creating-worldspaces-the-easy-way
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# ? Jan 13, 2011 22:35 |
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Guy with skull mask pictures, where'd you get that skull mask bro? Also what's the best DOF mod so that the world doesn't like poo poo when you're looking in the distance?
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# ? Jan 13, 2011 22:54 |
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Brace posted:Guy with skull mask pictures, where'd you get that skull mask bro? Depth of Field Tailor Maid, Black version
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# ? Jan 13, 2011 23:08 |
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What's the difference between black and regular anyway?
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# ? Jan 13, 2011 23:09 |
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Black has extra stuff not in the other version, like the skull mask.
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# ? Jan 13, 2011 23:13 |
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A new toy for everyone, OH JOY! DOWNLOAD This one may want some explanation. Essentially it's a low(er) effort solution to implementing an obscure weapon briefly featured in the manga Battle Angel Alita. Rather than model the thing completely I ripped some bits off the Incinerator and threw on a motorcycle gas tank and break lever. A few combined hours of Blender, Photoshop and GECK and this is what came out the other end.
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# ? Jan 13, 2011 23:44 |
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Regardless of its origins, its very fallouty and cool.
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# ? Jan 13, 2011 23:56 |
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doomfunk posted:I think I already have a solution for that. Actually I'm pretty sure I do. Cool. Didn't mean to sound like a dick, I just noticed the patchy spots on the elbows where red was bleeding through and thought I'd point it out.
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# ? Jan 14, 2011 00:09 |
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I still haven't found out how to reset my CASM hotkey.. Also, is there any way to set the amount of time it takes before a merchant restocks? Brace fucked around with this message at 00:27 on Jan 14, 2011 |
# ? Jan 14, 2011 00:15 |
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Schubalts posted:Black has extra stuff not in the other version, like the skull mask. And you can use them together.
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# ? Jan 14, 2011 00:15 |
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Dickeye posted:Cool. Didn't mean to sound like a dick, I just noticed the patchy spots on the elbows where red was bleeding through and thought I'd point it out. Those are the Meat Caps that show up when you dismember someone. They're present in every model, just hidden. In editor they're visible like that. If anything they need to be tweaked out, so they're surrounding the limb clothing completely. edit: the Shrinkwrap modifier is great for this Internet Friend fucked around with this message at 00:33 on Jan 14, 2011 |
# ? Jan 14, 2011 00:29 |
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Internet Friend posted:Those are the Meat Caps that show up when you dismember someone. They're present in every model, just hidden. In editor they're visible like that. If anything they need to be tweaked out, so they're surrounding the limb clothing completely. edit: the Shrinkwrap modifier is great for this I learned something today! I honestly thought it was just a common problem with mods involving the coat, because everything else I've seen with it either has jacked sleeves or no sleeves at all.
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# ? Jan 14, 2011 00:46 |
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I haven't messed with those mods, but if the modder didn't delete the underlying body mesh, when the arms animate the arms of the body and arms of the sleeve won't necessarily deform the same way and the underlying mesh can clip through the coat. If you're using a mod that makes it just an accessory to wear over other armor you're pretty much asking for this to happen. Or it might really be hosed up, I haven't looked at it. Internet Friend fucked around with this message at 00:57 on Jan 14, 2011 |
# ? Jan 14, 2011 00:50 |
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Messing around a bit with Enhanced Shaders/SSAO. You certainly get some interesting effects with Enhanced Shaders and I like the option to test new palettes but holy poo poo does the performance suck. That and the SSAO is pretty hack at best, often rendering through other objects. I really only tried this again because the author claimed to have improved the mod's performance recently. I saw a small improvement but not worth switching for. Note: The below pic is NOT the setup I use all the time, the colors are oversaturated and I uninstalled that palette immediately after taking the below screenshot. It's just an example of the SSAO that Enhanced Shaders uses. Click here for the full 1512x945 image. While I'm at it I'll throw in another shameless plug for my darker/better nights setup mentioned earlier, which is something that I do find a bit more playable. Click here for the full 1313x899 image. SheepNameKiller fucked around with this message at 02:13 on Jan 14, 2011 |
# ? Jan 14, 2011 00:59 |
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All these "realistic lighting" mods just look like fullbright was turned on. I haven't seen one yet that looked good. And I don't care how many lit streetlights you mod in, every single darker night mod just means "can't see two feet in front of my face." Wouldn't the Strip and the moon make things brighter anyway? I just don't see the appeal of these things everyone else does. Gamebryo doesn't seem to be made for "realistic lighting." I would much rather have something stylized like Infernal Sky. http://www.fallout3nexus.com/downloads/file.php?id=6977
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# ? Jan 14, 2011 01:44 |
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Roman posted:All these "realistic lighting" mods just look like fullbright was turned on. I haven't seen one yet that looked good. And I don't care how many lit streetlights you mod in, every single darker night mod just means "can't see two feet in front of my face." Wouldn't the Strip and the moon make things brighter anyway? The first pic was taken using a really exaggerated shader, you really shouldn't look at that and think it's what I use all the time. If you're worried about oversaturation and your colors being too bright, Custom Lighting Overlay can also be used in conjunction with any realistic lighting mod in order to tone the effect way down. Between URWL, Fellout, CLO, Emittance, Nevada Skies, URWL Darker Nights, Lumenarium and Enhanced Shaders there seriously are hundreds of possibilities when it comes to mixing and matching lighting mods with one another, it's not really fair to write them all off because they are actually more customizable than they seem. I use no fewer than 4 at once to get the effect that I like, I was only just testing a fifth in the first pic that I posted. What you said is exactly the point of using a darker night mod by the way, I also use more complex needs so my character is forced to sleep at night but I always look forward to meandering about in the couple of hours when the sun goes down since the world just seems more dangerous. I'm merely sharing the effect I've been able to create because there actually are people out there who like that sort of thing, myself included. It's one of the reasons why darker night mods are always one of the first things to come out for games like this. SheepNameKiller fucked around with this message at 02:10 on Jan 14, 2011 |
# ? Jan 14, 2011 01:52 |
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Skull mask doesn't work in mine for some reason, may be a setting I have off or mod conflict, but I'm running pretty high settings and none of the textures/meshes overwrote anything. It basically creates a matte black facemask with one eyehole shining a bright pink light for some reason. Also is there a good mod for increased vendors? I swear there's only less than a dozen good vendors and /maybe/ a dozen more with 2-500 caps in the whole drat game which is way too few, esp if you're hostile to any of them.
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# ? Jan 14, 2011 02:08 |
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Actual modding question: how do you filter down an esm file? Specifically if I am looking at an ESM file trying to mess with it, it shows me all of the FalloutNV.esm data as well, Set Active File only works on ESP files (and coincidentally doesn't seem to filter either). I am looking through the menus and not sure how to Google it, I'm sure it's basic but not seeing it!
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# ? Jan 14, 2011 02:16 |
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Any of you Nifskope/Blender sexperts have PM/are able to talk me through some stuff? I've done some work on a new pistol in Lightwave, because that's the only tool I'm familiar with, but once I import the finished modified OBJ files, I can't seem to assign the textures to the modified meshes. The UV maps are made for all of them and the textures should be the exact same, but there's nothing showing up nor can I figure out how to fix it
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# ? Jan 14, 2011 02:19 |
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Found the best weapon ever. Click here for the full 1280x1024 image. Click here for the full 1280x1024 image. Rocket Fists, gently caress yea.
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# ? Jan 14, 2011 02:34 |
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Demerzel posted:Actual modding question: how do you filter down an esm file? Specifically if I am looking at an ESM file trying to mess with it, it shows me all of the FalloutNV.esm data as well, Set Active File only works on ESP files (and coincidentally doesn't seem to filter either).
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# ? Jan 14, 2011 02:54 |
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Is the guide in the OP still the best way to convert a mod from FO3 to NV? Specifically, I wanted to convert a mod that let you drop inventory items one at a time. edit: nevermind, got it. Vita fucked around with this message at 03:24 on Jan 14, 2011 |
# ? Jan 14, 2011 03:09 |
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Man, why Lightwave 9 doesn't support DDS file formats is beyond me. I'm gonna try a couple things, but I may really need someone who's familiar with Blender and/or someone with Max to give me a hand assigning the DDS textures to my UV maps. You won't have to do anything except actually assign the DDS texture to replace the TIFF files I'm forced to use right now in testing within Lightwave. I swear to god, Lightwave 10 better support it right out of the box or Newtek should just give up advertising that their software is for game development uses as well. edit, fuckin' sweet. Finally got it. Naky fucked around with this message at 04:04 on Jan 14, 2011 |
# ? Jan 14, 2011 03:47 |
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SheepNameKiller posted:Somewhere near the bottom of your load order you should have this and in this order, load order is really important in this case since some of these mods overlap. Highways and Byways is optional of course.
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# ? Jan 14, 2011 04:14 |
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It's an item in your inventory, the apparel section, its icon is a party hat.
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# ? Jan 14, 2011 04:36 |
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I think I've screwed something up because I don't actually have such a thing in my inventory. gently caress. EDIT: Figured out what the problem was - I didn't have the latest version of Electro-City. The one I had was v8b, one version before Emittance settings were put in. It's working now that everything's updated and it looks wonderful. I had to scale back the .ini tweaks because it was making my laptop chug, but I don't notice much of a difference in quality when the settings are halved and it doesn't affect performance anywhere near as greatly. Horns fucked around with this message at 06:32 on Jan 14, 2011 |
# ? Jan 14, 2011 04:53 |
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Well, finally finished it, I think aside from tweaking the mesh like the front sights, the rail, and possibly the grip. Gonna put it in game to test later, but I think I'm just going to leave it as a resource file and let someone else far better at texturing than me can attempt doing the skin to what it should be above. If I attempt it, I'll just gently caress it right up. Someone on Nexus will do it at some point, I'm sure. Those curious, it's a Smith n' Wesson 500 and it's total gun porn. Nice little small, easy project to see if I could manage to use Lightwave and Nifskope together at least for modeling, though I'm not exactly sure if I can animate in it too... I'll have to get rear end deep in some Blender/3DS tutorials for Gamebryo and see if I can't apply the same knowledge to a different tool assuming I have all the right import/export plugins.
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# ? Jan 14, 2011 05:05 |
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Schubalts posted:Found the best weapon ever. Where, how? Awesome?!
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# ? Jan 14, 2011 05:07 |
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OK so I tried to arrange my mod order and now the games a little slower but only when I look at specific things like light sources. I dont think this was an issue before. Any idea what may be the issue? (Unchecked ones were ones I installed recently and thought I'd try to fix it, it didnt really fix it completely).
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# ? Jan 14, 2011 05:11 |
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Schubalts posted:Found the best weapon ever. Where did you find this and how can I get it?
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# ? Jan 14, 2011 05:51 |
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# ? May 9, 2024 23:54 |
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Chinese forum. Part of a mod pack that also had a crossbow from STALKER and a ton of arm-mounted guns. http://bbs.3dmgame.com/showtopic-1555804.html The rayfile and u.115 links are for the file. The Rayfile link neds their downloader, u.115 requires membership. The bare folders are the weapons, the .bsa's are other stuff you probably won't want. That winged backpack is even called an Uguu Pack and there's a teddybear version of the deathclaw gauntlet.
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# ? Jan 14, 2011 06:26 |