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Everything posted by A.J.
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Cells are constantly failing to load.
A.J. replied to hornguy6's topic in Technical Support - Fallout Sexout
I suggest to remove the unused plugins from the folder -
EDIT from previous message. I thought the reason was different. If what I quoted above is the real reason, then no, I don't feel to agree.
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You're right. I personally never change these descriptions nor the author's field, because I consider that superflous. Now that I realized some people could not find it superflous, I'll start editing them.
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I just gave a brief look and it was seeming legit to me. However, checking at bqvDisciplinePaddle01SCRIPT, I noticed that he used a generic name for variable which is not allowed (TARGET), at least this seems the issue on NV. So I assume if you are doing it for TTW, you will have this issue too. I expect that the other scripts have a similar issue, since he used generic names like UPGRADE and BUTTON, however I didn't test them in GECK. If you want to make your work easier, you should install GECK PU: it will point out at the right line and right error you have, and if I remember well it allows to modify ESMs too without converting them to ESP everytime.
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http://www.nexusmods.com/newvegas/mods/45739/? http://www.nexusmods.com/newvegas/mods/39526/?
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The head inside the body is the issue you're referring? By the way if you're going to move the camera nodes to change the point of view, then I guess it won't work as intended - the camera is the Scene Root, it can be translated but can't be rotated
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EDIT: I just checked, Prideslayer already uploaded the version with the working IK, so forget what I wrote. No known issues with this skeleton so far
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if the textures are installed in the right path, then probably it's an issue with Archive Invalidation. Try to disable and re-enable it in your mod manager
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Is there a mod for animation picker? F3/FNV
A.J. replied to AeroTheAirbender's topic in Fallout General Discussion
http://www.loverslab.com/files/file/1556-ant-animtool-new-vegas/ http://www.loverslab.com/files/file/1787-small-animator-fallout-nv/ -
But OP can't make things bounce, so maybe it's not so obvious. CTRL+F - look for "animation" in the whole page. It wouldn't be the first time that someone installs a mod and skips some files because they're replacing something else. Thaunx's mod is pretty big and it's made by all these 3 categories, it's good that people understand that all these 3 categories are necessary. The lack of one of them is the only reason why you don't see bouncing in game, so the only thing to do to solve a problem is checking how the mod was installed, if all the files are in the right place, I guess listing extra BnB armors won't help solving his problems. Then if you want armors, every armor can be ported back and forth from NV to FO3, the assets are weighted in the same way. Since TTW shares the same resources of both the games, you will be able to use any package you find in both the games. Every "Type" armor shares the same UV map, so you won't have texture issues. For some extra armors, you can check the Wasteland Collection and Paradise Island here on LL, I've seen many of them were weighted for BnB. On Nexus everything under "Bounc" or "BnB". Kozz did separated parts and a nice script to try them in game, if you're into these kinds of outfits.
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since more than a person seems to have skipped it. Thaumx BnB package has them, they're all those .kf files under "character"
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I'd say in the same way you would do in NV and in FO3: a compatible skeleton, a set of animations and a set of BnB armor replacers
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So we have a new open world kind of game, SoulKeeper.
A.J. replied to ukshadow's topic in General Gaming
Very interested in open worlds, I clicked on the link, I've read few things and then I spotted the image on the background (between a paragraph and another) and I really thought "how they got my screenshots of few days ago, when I was fighting in Raven Rock?". Thank you for the link, it seems interesting ... unrelated note... bjornk, that elf is very nice, is it from skyrim? -
Couldn't be that it's the mod manager you are using which is making a copy of the mod in its subfolder which is located in C: ? FOMM would make something like that
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Steam, when verifies the cache, always complains only because I install mods (so not because I have several folders). The trick for me is never verifying the cache. Even because, with the same method, I can simply make a duplicated of a brand new fresh install and simply replace it back when I want to reinstall - so I don't have really a single reason to verify cache.
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In case you won't use MO and its profiles... it's still possible: I have many installations of NV, I simply rename the folder with the one I want to start
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it's definetely enervating when you finish a work on a animation and you find it is facing wrong. Often it is possible to correct it easily and fast using a constraint, however the problem with Blender 2.49 is it lacks of a script to decimate frames so once you bake the constraints you lose all your optimization. newer versions have decimate script, but they're not retroactive unfortunately. That's pretty sad, a decimating script would be really wonderful. but then, soon there will be FO4, I don't care that much of Blender 2.49b
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oh, I got it. Yes, you can't do that unfortunately
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I didn't understand what you mean. Do you mean if you remove the skeleton as parent of the deathclaw mesh? if it's so, then nothing bad happens since it's not the mesh which is animated but the skeleton.
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The file works fine. There's only a bunch of things to modify, you can do it via nifskope. Go on the bottom of the branch, inside textdatas (NiTextKeyExtraData), your start and stop testdatas need to be modified. Edit their name, from the actual one (Idle: start / Idle: end, or something like that) to simply Start and End. Modify the ending time too, since it's wrong, it should be 2.3 seconds, you can see the "real" value on top, inside the NiControllerSequence block, under Stop Time. When you do these modifies, if you have GECK opened you won't see the file working in real time. This is because everytime you open the window it will cache the animation file so even if you correct it it will have the wrong one in memory. To see it without reloading the GECK, simply close the deathclaw window and rename your animation file with a name you still didn't use, i.e. from swimmtforward to swimforward, next time you will open the deathclaw window it will reload the file and you'll see the animation triggering the forward animgroup. EDIT: I forgot to add the attachment. You won't need it since the modify is very simple, but just in case... PS: you probably will want to double check the Bip01 / NonAccum orientation. I didn't try it in game, just a feeling. swimmtforwardTEXTDATAS.zip
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I didn't try the third one, but the first twos seem pretty fine to me, and they are so nice. If they replace the head, I doubt that the 90 degrees bug is involved and you shouldn't need to modify the biped values via FNVEdit. The only things to correct I personally have found are these: - there's a lack of alpha on the second head, so that eyelashes and hair seem ugly - you can add it via nifskope - the neck is too small, it will create a huge hole between the head and the body - the texture paths are wrong, they are absolute instead than relative, some normals are missing - probably the nitristencil property in the second head's hair will have to be removed or it will cause a bad effect I hope it helps.
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If you want, attach the file so tomorrow I can take a look EDIT: by the way, just for curiosity. If you take the dog swimming animation and check the preview of the animation playing, even if the skeleton is different and the creature will be obviously distorted, you still will see the animgroup Forward is triggered >>> at this point I'm inclined to think there's something wrong in your kf
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If you take a dog swim animation (whose header is forward_swim) and put it inside the deathclaw folder, it is at least seen inside the animation tab.
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Requesting NV Scripting Help - Script Crashes to Desktop.
A.J. replied to ordeiberon's topic in Fallout Technical Support
you're right, I forgot about it, sorry. To avoid CTD, the "original" NV mod used a workaround. This is more or less what it does: ShowRepairMenu ... <rest of the code, like un/equip equip pipboy> con_closeallmenus Since in NV it crashes if you equip pipboy in gamemode, it first calls a menumode (in this case showrepairmenu), then it equips the pipboy, then in the same exact frame it closes the menumode with con_closeallmenus - as consequence, you won't see anything strange in your monitor, no strange windows. But here the strange part: since it's running in the same frame it shouldn't have the effect we want (=avoid the CTD), because we're not still in menumode... but still, it has that effect, it works. I can't explain why, I guess the "real answer" is in something hardcoded, and it's in that ShowRepairMenu. If you use another kind of menumode, it won't work (tested with 2-3 different kinds, like barter menu). EDIT: I forgot. Your ESP had all the DLCs as requirement, maybe you don't want it. In case you need to clean them, you just need to open the ESP via FNVEdit and right-click >>> Clean Masters. It will seem that it doesnt' do anything, but when you click to quit FNVEdit it will ask to save the changes, it has removed them masters. -
Did you try to change the header to Forward_Swim?
