Guest Posted December 8, 2014 Posted December 8, 2014 Hay been working on my own with modding a lot lately but i cant deal with not being able to solve my own problems no matter how many wikis and tuts i go threw.
astymma Posted December 8, 2014 Posted December 8, 2014 Where are you putting the NIF file in your meshes directory? If there's no skeleton in the same directory and possibly no KF file for the default idle, you'll get deformation like that. It's also possible that you're using bones, especially for the penis, that aren't IN the skeleton you ARE using. The NIF looks good in nifskope to me. Your texture paths seem like you're using "dogvicious" as your folder name. If you're also using meshes/creatures/dogvicious , then especially check skeleton/kf issues. As far as I know, current SexoutNG uses the default dog skeleton in the fallout meshes BSA. It then attaches a penis via an AnimObject, located at Meshes\AnimObjects\Creature\DogPenisPropSexout.nif. You may end up having to separate your penis into a prop so it can be used as an AnimObject in dog animations.
Guest Posted December 8, 2014 Posted December 8, 2014 I made a it separate by deleting the other stuff in nifscope and blender separately and i still have it happening. once but it still shows it all deformed. i am using default dog skelloton and everything
Guest Posted December 8, 2014 Posted December 8, 2014 Ive also been trying to create Clutter Meshes and never work. I export it right and give the collision box the right info as seen in the tuts but it ends the mesh wont follow it and wont fall or even moving. i assume the collision mesh isn't attached to the models mesh somehow. File: CapD.zip
astymma Posted December 8, 2014 Posted December 8, 2014 Hmm, looking at the penis vertex group, it seems to be weighted to the correct bones but ALSO weighted to a lot of bones that it probably shouldn't be weighted to like all of the Tail bones. Maybe it's being deformed by the tail moving around? Being weighted to the Thigh bones might not be helping either. If you want it to remain erect and inline with the body, perhaps only weighted to "Scene Root" and either/both of "Bip01 Spine"/"Bip01 Spine0 Tail", although very minimal thigh weighting couldn't hurt to make it swing left and right during walking/running.
astymma Posted December 8, 2014 Posted December 8, 2014 Is that nuka cap one you made? It's exactly the same as the standard nuka cap from the meshes BSA as far as I can see.
Guest Posted December 8, 2014 Posted December 8, 2014 How do i I change the Scene root? is it to be done in NifSkope or dose it have to be done in blender ? also my Nuka cap is the blender file not the nif. i used the nif to check my Texture only.
Guest Posted December 8, 2014 Posted December 8, 2014 What do you mean with "change the scene root"? If you did mistakes during the export, you can still correct them via nifskope but it's not super easy especially at start, I suggest you to simply double check everything in Blender and re-export with the correct settings in Blender. But if it's a simple operation like you exported your nuka cap as NiNode and you want to convert it in BSFadeNode, then you just right click over the NiNode - Block - Convert
Guest Posted December 8, 2014 Posted December 8, 2014 so i exported it with what i think is all the right settings. Here is what i used: I tested it out and the Mesh Falls with the Collision box now but it will go threw other objects it seams. it has a slight stop when making contact but then slowly continues to fall threw. Here is My Exported Mesh: Cap.nif
Guest Posted December 8, 2014 Posted December 8, 2014 Did you try to flag the UseBSFadeNode on the right of the window, or convert it as I said in the previous post?
Guest Posted December 8, 2014 Posted December 8, 2014 I did now and i can now select it in the G.E.C.K. but when you drop it , when it hits a surface it now slowly Floats away and still goes threw things. It looks just like its space lol any ideas on what i need to change now? NukaColaCap.nif
Guest Posted December 8, 2014 Posted December 8, 2014 So now the dog when i try to Export mesh i get "cannot export mesh with weighted vertices" and i cant find out how to add them to a bone. if you explain please explain what each thing dose for i know very little about blender tools and panels. Never mind i got it to work somehow... I added some more vertices and then exported it and it worked... Space Style Bottle Cap is still happening tho
Guest Posted December 8, 2014 Posted December 8, 2014 yes I can still see something wrong in the nuka cap mesh. I would suggest to focus on a thing, like or the dog or the caps, or you will get overwhelmed. For items like your nuka cap or furnitures etc. I suggest you these tutorials: Fallout to blender and back For clothes, armors, bodies and... dog penises, it's a lil more complicated. You should learn weight painting and the concepts behind it. I had to follow many tutorials before understanding a little, this one is what helped me more
Guest Posted December 9, 2014 Posted December 9, 2014 I have seen the video so many times. but this time it worked i don't know why ,but i am happy! Thanks. Stay Tuned More Problems to come! Now to Fixing The Normal Map on My body! HQBody.zip For the Help Here's the Nuka-Cola Cap and Quality Textures Based off the caps shown in the game caravan in Fallout NV. CapHQ.zip
Guest Posted December 10, 2014 Posted December 10, 2014 Dose anyone Know how to change the games setting to run up to 2048 Textures? I have looked all over the ini files and nothing....
Guest Posted December 10, 2014 Posted December 10, 2014 I do use some 2k textures and I never changed any settings to enable them. I always thought it just needed archive invalidation in case it's a loose replacer of a file inside the BSA
Guest Posted December 10, 2014 Posted December 10, 2014 Well Fallout 3 only runs up to 1024 sized textures ,But Fallout NV has support for 2048 textures I have my game maxed out but wont run any 2048 textures, usually it uses the highest texture up 1024 i want to change that tho.
Guest Posted December 10, 2014 Posted December 10, 2014 are you sure of what you say? I just opened the texture of my body in FO3, it's 2k... 21 Mb of texture. And in FO3 too, I never did anything to let higher textures work. All I do usually in a new install is 4Gb patch, NVSE / FOSE and Archive Invalidation, and then I play. This time I didn't even changed the Thread thing in the Ini...
Guest Posted December 10, 2014 Posted December 10, 2014 I confirm you FO3 can work at 2k: NMC texture pack has 2k textures at high settings.
Guest Posted December 10, 2014 Posted December 10, 2014 Okay i may be thinking of Oblivion... to be honest i keep going back and forth for some reason. I guess my texture mod will be upgraded then. also do you know how to use the bake function in Blender ? i was able to get a really good normal map generated but it has a black undertexture...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.