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There are worse things than realistic anime tits and Giger dicks. This is currently number 9 on the top 25 endorsed files in the last month:quote:This is a Playable Male Race of a Fat man. I made him for a Mod i am currently working on, but as there was a lot of call for a fat man for the game i decided to release him as a standalone. code:
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# ? May 1, 2011 12:33 |
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# ? May 11, 2024 05:42 |
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brb, reinstalling for obese hobo lady killer/confirmed bachelor playthrough
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# ? May 1, 2011 13:27 |
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canyon.mid posted:
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# ? May 1, 2011 13:34 |
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canyon.mid posted:How is this worse then anime tits and dicks...? Thats awesome. You know why? He doesn't have a raging boner coming out of both man-boobs. Nor is he anime. Nor is he poorly modeled like a 2 year old did it. Automatic A+ in this retarded modding community.
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# ? May 1, 2011 19:13 |
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Released the .22 SMG and Dead Money Police Pistol and updated my pack with these and the BAR I released back in February. The police pistol turned out REALLY well if I may say so myself
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# ? May 1, 2011 21:34 |
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That is pretty ballin', sir.
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# ? May 1, 2011 22:35 |
Is that...Fat Lee?
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# ? May 1, 2011 23:11 |
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Keep skipping.
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# ? May 1, 2011 23:17 |
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Since the first Bozar link is hidden and the only other one I can find is some kind of hack job, I'll try modeling it next.
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# ? May 1, 2011 23:44 |
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Cream-of-Plenty posted:Check it out. It isn't perfect, but it doesn't use that goddamned lovely Barrett model like a lot of the Bozar mods seem to. E: Hey I guess Safety Hammer beat me to pointing this out, cool. Double cool for intending to model it.
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# ? May 2, 2011 00:01 |
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I grabbed it before it became hidden. It was okay but wasn't all that special. edit: I also got the Bren Gun re-animated using a more appropriate reloading animation and re-did the iron sighting so it actually is true iron sighting along with the Mateba Model 6 completely done. If we can retexture it, she's ready for release.
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# ? May 2, 2011 00:06 |
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Someone send help, I just found the gayest mod ever for FONV... And I want to play it so bad it hurts: Fallout Heroes
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# ? May 2, 2011 00:07 |
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Safety Hammer posted:Since the first Bozar link is hidden and the only other one I can find is some kind of hack job, I'll try modeling it next. Weird. Some guy in the comments downvoted his file, he insulted the downvoter, Buddah proceeded to permanently lock the comments thread. I guess the author got a little bit upset about that. Edit: Wait, no, he's actually hidden all of his files. Amazing. Arenovalis posted:Released the .22 SMG and Dead Money Police Pistol and updated my pack with these and the BAR I released back in February. That is awesome. Crawlius fucked around with this message at 01:06 on May 2, 2011 |
# ? May 2, 2011 00:50 |
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Crawlius posted:Weird. Some guy in the comments downvoted his file, he insulted the downvoter, Buddah proceeded to permanently lock the comments thread. I guess the author got a little bit upset about that. Edit: Wait, no, he's actually hidden all of his files. Amazing. It's almost as if the entire Nexus wants to be mocked and derided.
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# ? May 2, 2011 01:17 |
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Arenovalis posted:Released the .22 SMG and Dead Money Police Pistol and updated my pack with these and the BAR I released back in February. Holy Jesus, that's beautiful. The barrel is a bit too small, but that's not a problem.
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# ? May 2, 2011 01:22 |
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canyon.mid posted:
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# ? May 2, 2011 01:58 |
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drat it. I recently did a fresh reinstall of a bunch of mods after I had some serious issues and now although I can play fine, there's just one thing that's bothering me. Two weapons have the big red error mesh, the laser rifle and the Caravan Shotgun. The only mod I have that affects the shotgun is Arenovalis' retex, and I don't have one that affects the laser rifle as far as I know. What gives?
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# ? May 2, 2011 08:16 |
Nuclear Pogostick posted:drat it. I recently did a fresh reinstall of a bunch of mods after I had some serious issues and now although I can play fine, there's just one thing that's bothering me. Two weapons have the big red error mesh, the laser rifle and the Caravan Shotgun. The only mod I have that affects the shotgun is Arenovalis' retex, and I don't have one that affects the laser rifle as far as I know. What gives? What's your load order?
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# ? May 2, 2011 08:17 |
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Cream-of-Plenty posted:What's your load order? Lemme grab it - stupid export to TXT does it alphabetically. code:
Nuclear Pogostick fucked around with this message at 08:22 on May 2, 2011 |
# ? May 2, 2011 08:19 |
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Probably best to just open your load order in NVEdit and then go to the Shotgun/Rifle entry and see what, if anything, is editing them. Should take barely five minutes.
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# ? May 2, 2011 08:53 |
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Offkorn posted:Probably best to just open your load order in NVEdit and then go to the Shotgun/Rifle entry and see what, if anything, is editing them. I've never used NVedit, but I'll give it a shot.
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# ? May 2, 2011 08:55 |
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Seriously though, can someone help me out with my what appears to be the 'Blue' sky from Nevada Skies looks like this : I've reinstalled all the files from the latest release of NS but it's still doing the same thing. Help?
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# ? May 2, 2011 16:03 |
I'm having trouble with a custom model in the GECK. It was a .3DS file imported correctly to Nifskope and then saved to my mod's directory, it displays properly in both but in the GECK all I get is this: I've had no trouble with many retextures of existing meshes so I'm guessing it's something wrong with the mesh rather than the texture? Or maybe it's something awkward about importing entirely new models? Anybody had this problem before and/or know how to fix it?
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# ? May 2, 2011 18:50 |
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Mister Bung posted:Seriously though, can someone help me out with my what appears to be the 'Blue' sky from Nevada Skies looks like this : PM the developer/ask on the official forums/ask on his comments page on nexus. Although my guess is some sort of incompatibility with some other mod screwing up the weather. Try loading NS at the very last and if that doesn't work open up your entire load order in FNVEdit and see whats conflicting with the weather.
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# ? May 2, 2011 19:20 |
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Cerebulon posted:Anybody had this problem before and/or know how to fix it?
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# ? May 2, 2011 19:29 |
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Naky posted:Why can't I? Someone hasn't seen what's in the past two builds. (Pistol whip style melee weapon) zzzzzzzzzzzzzzuh? And you got me there, I build a modlist and freeze it for an entire playthrough and I haven't finished my latest (sidetracked by Dead Money). I like it! Psion fucked around with this message at 19:35 on May 2, 2011 |
# ? May 2, 2011 19:32 |
Talkie Toaster posted:Weird. I've managed to crash the GECK with bad models or have them turn out invisible, but never had that error. Try uploading the file somewhere so we can have a poke at it? Some of the texture paths were all over the place because of my terrible organisation, but that had no effect. Admittedly it's a free model which I butchered and retextured, but didn't do anything drastic until I knew it was working, which it isn't. http://dl.dropbox.com/u/27962901/DodgyLibertyModel.rar Organised as it would be installed in the Fallout 3 directory. (The texture wouldn't be found otherwise I think?)
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# ? May 2, 2011 19:59 |
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It's using a NiNode, rather than a BSfadeNode (a sort of new version, used in the Fallout nifs), you can swap between the two with rightclick->block->convert. Some types of usage need NiNodes, some need fade nodes, and I can't remember which is which- it's easiest to check by opening a mesh of the type you're trying to make to check. Plus, it's using a TexturingProperty rather than a BSShaderPPLightingProperty for the texture, which suggests the import process did something a little wrong- it must've set it up as a Morrowind .nif or something. And there's a bunch of loose properties, but I don't think they impact anything. You'd probably be better off taking the .obj, importing it into a 3d package like Blender that has Nif export scripts, and exporting it as a .nif from there as they have game setup options.
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# ? May 2, 2011 20:20 |
The scripts installer is claiming I don't have Blender, the .bat method doesn't seem to be fond of extracting all the files, and importing the .3DS file into Blender is resulting in absolutely nothing whatsoever happening.
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# ? May 2, 2011 21:05 |
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Weird. I gave it a shot and the fixed version's here.
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# ? May 2, 2011 22:20 |
Thanks. I've no idea why the scripts won't install for me. I'd just spent some time trying to fix up a higher quality model. With a great deal of trial and error I'd managed to make it a BSFadeNode and apply BSShaderPPLightingProperty and BSShaderTextureSet properties. But it still didn't work, Found the strippify option. Still nothing. Back to the low poly one you fixed up for me I suppose. Above is the fixed original, below is the one I've been trying to fix manually. The difference seems to be the values in the fixed one are marked with a 'txt' and come up with actual dialogues when double clicked. The ones in the new file just change to a text box where you can jam in any old crap. Particularly the fact that the functional file's values have indexes. Cerebulon fucked around with this message at 22:59 on May 2, 2011 |
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# ? May 2, 2011 22:39 |
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Gimme the source files and original Bethesda files with textures and I'll give it a shot when I get home in a bit. If I can get original guns to work surely I can get a static to.
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# ? May 2, 2011 23:08 |
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Cerebulon posted:Above is the fixed original, below is the one I've been trying to fix manually. The difference seems to be the values in the fixed one are marked with a 'txt' and come up with actual dialogues when double clicked. The ones in the new file just change to a text box where you can jam in any old crap. Fake Edit: Welp took too long replying, Naky's fixing it. At least this is something to try if you need to do it in future.
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# ? May 2, 2011 23:13 |
Naky posted:Gimme the source files and original Bethesda files with textures and I'll give it a shot when I get home in a bit. If I can get original guns to work surely I can get a static to. Thanks for the help, both of you. Well the latest non-functional .nif and its associated texture are here: http://dl.dropbox.com/u/27962901/Dodgerier.rar I'm not sure what you mean by original Bethesda files though, since it's not a replacement for anything. Unless you need the .3DS or .OBJ for something? Cerebulon fucked around with this message at 23:30 on May 2, 2011 |
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# ? May 2, 2011 23:16 |
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Cerebulon posted:Thanks for the help, both of you. The original .obj + texture file would be great. If it's just a static, I can use any stock NV static mesh to work with to replace with your model.
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# ? May 3, 2011 00:08 |
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http://www.newvegasnexus.com/downloads/file.php?id=39519 "Better That Gun" - not to be confused with "A Better That Gun." This is just a really good retex to go with the new (official patched) stats that make it kick rear end now. (Not made by me, just thought I would share)
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# ? May 3, 2011 05:39 |
Naky posted:The original .obj + texture file would be great. If it's just a static, I can use any stock NV static mesh to work with to replace with your model. I've managed to get the NIF import/export scripts working with blender and exporting ends with instead with invisible meshes in the GECK. I've determined this to be caused by the lack of textures, but adding texture nodes directly in Nifskope doesn't apply them to the mesh. I take it you have to apply the mesh in Blender, but doing that still exported a nif without BSShaderPPLightingProperty/BSShaderTextureSet branches. I would imagine I'm making a complete mess of it. I'm doing texture paint and UV/Image editor. The mesh goes vaguely the colour of the texture selected (Because the texture isn't made for the mesh at all and is stretched to hell) but the exported nif is still pure white untextured. Here's the .3ds file and texture anyway: http://dl.dropbox.com/u/27962901/Liberty3.rar I did manage to fix part of the problem, which was that the decorative patterns around the torch were too high poly (The engine has some relatively low limit?) but it looks fine without it. (drat, I loaded the file up again and the wreath thing was back, but the problem is fairly obvious) Ideally I had the torch and the rest of it exported separately, unsure whether to have it embedded in some unfortunate skyscraper or smaller chunks scattered around. If I'm not being too much of a massive pain in the arse. Cerebulon fucked around with this message at 19:58 on May 3, 2011 |
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# ? May 3, 2011 15:13 |
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harrygomm fucked around with this message at 22:51 on Jan 26, 2021 |
# ? May 3, 2011 18:31 |
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Cerebulon posted:The mesh goes vaguely the colour of the texture selected (Because the texture isn't made for the mesh at all and is stretched to hell) but the exported nif is still pure white untextured. I forgot to point out you need to select tex->new texture before step 3, set texture type to image. Also, the texture you pick in step 4 can be pretty much anything (I just used a random picture I had lying around); it doesn't matter if it's not a valid image type, the mesh will export with the texture bits correctly (as long as you've UV-mapped it) and you can just reselect a texture in nifskope. I have no idea how that'll interact with the texture painting and UV mapping you've already done, whether or not you can just export the texture or what, as the most complex thing I've worked on that wasn't already textured is a simple cylinder. harrygomm posted:Fake Edit: I've managed to change the FO3 script to the FNV one fine, but I'm not 100% sure the implementation is correct. The original tied to a copy of the starter outfit that was invisible and tracke dwhen it changed cells, incremented a value, then when a couple other conditions were met, ran PCB. The new version obviously runs every 10 minutes. So I'm wondering also if it is still necessary to tie the script to an invisible quest or if the script can be initialized in some other manner. The GECK tutorial on scripting was a bit barebones and I've not been able to find a good resource to consult on the matter elsewhere. You should be able to open a .esm/.esp file using the TESSnip feature of Fallout Mod Manager.
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# ? May 4, 2011 00:18 |
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# ? May 11, 2024 05:42 |
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Cerebulon posted:I've managed to get the NIF import/export scripts working with blender and exporting ends with instead with invisible meshes in the GECK. I've determined this to be caused by the lack of textures, but adding texture nodes directly in Nifskope doesn't apply them to the mesh. I've got your mesh imported and textured properly, but I don't know enough about the physics data system to fix the havoc bounding boxes. I didn't bother adjusting anything like scales and such but I can give you what I got and maybe it's a start? I imported it into GECK successfully as a static and it seems to look fine in a test cell.
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# ? May 4, 2011 02:23 |