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Posts posted by vulpes21
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Having some nif trouble here.
I'm using a edited head mesh for a race, but what I noticed was the mouth was clipping with the lower jaw. To try and fix this I imported the game's mouth and moved it in nifskope via the translation (XYZ). When I applied ti to the new head there was no change at all. After fiddling with it for four hours I'm at a lost. Do I need to make a whole new mouth in blender, or is there a way I can correct this in nifskope?
Thanks!
*EDIT* NVM just found out what was causing it to not appear.
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Looks to be a private WIP, unless i'm missing something?
Regardless, those are DAMN good looking armors

You can try the current version if you ask the author. Post a request on site, with an email, and he'll respond at some point. =)
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Hey all I'm trying to make a custom mouth for a head mesh. The vanilla mouth clips with the head, so I need to reduce the overall size of it.
What I did.
1. Imported the nif into blender
2. Made a quick edit
3. Extracted the TRI and EGM, renaming them to the new mouth
4. Opened up Geck and the mouth is no where in site?
Thanks for any tips you have!

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Hey all. The female version is nearly done, but I may need some help from anyone who knows about body part placement, or EGMs for this matter. The original ears of the old fox mod are being used here as placements.The new meshes are rather finicky ATM. PM If interested in lending a hand, or can point to some good tutorial resources.
A couple of Screenshots displaying current issues with the models:




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55 and increasing, though it could've been better if I didn't disregard water early on. One night without upgrading and everyone is heavily irradiated. O_O Happiness at 18%, just got it back up to 85% finally..
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Going out on a limb here, as this happened to me before. Deactivate the FCO Mikoto patch. If you have it because of the eye fix, you're better off just to have an re-placer mod installed as well.
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Fallout New Vegas, Company of Heroes 2, and Plants Vs Zombies 2. (got to keep myself entertained during the down times.)
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Yes, he did. That was one of our first steps on the first page of the thread.
Sorry, didn't even see that post. Had a similar issue myself a few months back, and jumped the gun on that post. =P
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Have you tried verifying the game's integrity through steam? What about removing the ENB altogether?
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I wonder how scaling is going to work if you can just keep leveling up. Would friendly faction's level with you, alongside antagonist group, or would they remain at the same strength with only better gear.
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Hey all,
Over the course of the last 3 months I've been trying to overhaul this mod here: http://www.nexusmods.com/newvegas/mods/48069/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmoddescription%2F%3Fid%3D48069%26preview%3D&pUp=1
I've had an incredible amount of help with the models, and they are in nif format. So far the head, ears, and teeth meshes are finished for the female model, along with most of the textures. The male version, tail, and some custom hairs are wip. There are custom target morphs for the head mesh, along with a Tri file, but an EGM still has to be created.
This is where I've hit a wall. I'm having a lot of issues trying to implement the models in game. I've been going over quite a few tutorials, but I can't seem to narrow down the issue I'm having. I was hoping someone with a bit more experience could take a look and give this newbie some pointers.
If someone is willing to help with creating the EGMs, tris (one is already made for the face), and get models properly working I am offering a $100 bounty. Currently the target morphs are the model's own, so I ain't certain if the engine would be able to use those when the character speaks.
Why am I offering a bounty? With a the school year approaching, and landing an internship, my time is getting more and more constrained. Originally, I was hoping to have this completed by mid-July.
But with school and and an internship this fall, my schedule will be much constrained. The rest of the meshes/textures should be ready by late August, so having someone with the experience I lack would be very appreciated!What actually is working so far:
-Body textures
-Some new interiors (still wip)


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Okay, I'm going to explain this and it will be choppy so you can read it easily.

Right click the NiTriShape and go to Block/Insert/Bethesda
Find and select BSShaderPPLightingProperty (it should be in the middle of the righthand column)
Now you can assign the shaders and flags manually OR copy that info from the vanilla head mesh.
To copy it, in the vanilla head mesh right click BSShaderPPLightingProperty and Block/COPY (NOT copy branch)
In your nif, click on the BSShaderPPLightingProperty you just added and Block/Paste Over.
After that expand the BSShaderPPLightingProperty branch and find Texture Set. There will be an arrow with a number. That number needs to match the number BSShaderTextureSet your nif has. By default on a vanilla head it should be 3.
If you don't have a BSShaderTextureSet you add one and fix it the same way you did the BSShaderPPLightingProperty.
Thanks for keeping it straightforward. =P Had no trouble finding any of the options. Unfortunately it still doesn't work, however, for some reason the vanilla female head mesh was labeled -1, and I get the error: "link points to wrong block type when I save the file."
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Okay, give me a minute to set this up and I'll walk you through adding a BSShaderPPLightingProperty and assigning the values and flags. It isn't hard to do.
Thank you! I'm a newbie to all of this.
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Rename NiTriStrip to NiTrishape. Strip is only used for static objects, clutter and animated objects.
Is BSShaderPPLightingProperty present in the nif?
Dug around and there isn't a BSShaderPPLightingProperty made. All I have is meshes rigged, nothing more.
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In Nifscope, look at the NiTriShape and make sure it is named FemaleHead (or HeadMale for men)
Below the NiTriShape, look at the BSShaderPPLightingProperty in your head nif.
Shader Type is SHADER_SKIN
Shader Flags are SF_Specular, SF_Skinned, SF FaceGen, SF_Remappable_Textures, SF_ZBuffer_Test
The head not showing up in the GECK might be due to the wrong Shader Flags. SF_Skinned is used for all body parts and clothing/armor.
If you get weird lighting effects in-game or if the skin looks funny, back in the nif right click the head and go to Mesh and Update Tangent Space.
Thanks for pointing out the labeling! It was set as Head_female in the strips section (don't see shapes or shaders for that matter).
Still doesn't work however.
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Simple and straightforward, with best options in mind. Thanks for making this! =D
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Hey all
Title states the issue, I'm trying to create a new race, and I'm using a custom head mesh to test it out. When I apply it in Geck there is no mesh, other than the creepy eyes and mouth floating in mid air.
I may have failed at re-rigging the model, or a number of other things. I've looked at a number of tutorials, but haven't encountered one that addresses my issue specifically.
This skeleton was used: http://www.nexusmods.com/newvegas/mods/?id=56657
I tried rigging it to the the 1rst person skeleton as well, but didn't have any luck.
The files are for an updated version of the fox race mod: http://www.nexusmods.com/newvegas/mods/55823/?
If anyone wants to take a look at files themselves I would appreciate it! =)
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I think the DC Brotherhood and Lyon's Pride are in FO4.
By the looks of things and the way Todd Howard blows off New Vegas without mention, the old Obsdian take on the Brotherhood is being canned or ignored.
I don't think they're disregarding the Mojave BOS, it's just their not applicable to the game currently. Lyon's faction strays from the core values that the West had, leaving only the minor outcast faction being true BOS members, which probably don't even have a role in FO4
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This is a bit more refined, and recent if that's what you're looking for.

http://www.nexusmods.com/newvegas/mods/?id=56657
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You sir, are a bloody hero! Hope this works out with Anchorage as well. Will you be posting on the TTW forums?

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I fear the voiced player will cause many many many mods to be messed up. You'll have to use vanilla dialogue really now so I'm not looking forward to custom companions, quests, LL mods, etc.
Story? Meh Bethesda can't write, heck they make Jason Friedberg and Aaron Seltzer look good!
I'm looking forward to the building, crafting, and exploring the new wasteland only.
There will probably be mods that change the cinematic camera angle of the conversation, plus remove the player voice within a week or two of release. Story wise it can't hurt to optimistic? Surely they must have learned something from their last 3 games! =P
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I was a little concerned during the character creation process. It seemed to be built off one specific race to generate your build. Say if project ARES was, or other extensive race mods, were ported over, would it even be possible to integrate them into the game? I hope Bethesda keeps those options open, and all we saw was the second half the creation process.
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Currently I'm trying to overhaul the fox mod for New Vegas. A friend is working on the models for the male and female. I should be able to improve textures and rig them later on.
I'll probably post a full thread when I have more resources to display. =)

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Very odd texture issue
in Fallout Technical Support
Posted
Hey all,
I'm using a custom head mesh, and have run into some issues that I can't make heads or tails out of. The revised body texture works without any issues, but the head texture only displays correctly in most of the open world. When in interiors, or standing around street lights and lamps, it's completely white.
What I've done thus far:
-Archive invalidation
-Checked if shaders matched the vanilla head mesh.
-Conflicts with other mods (only plugin active)
-Checked the normal maps to see if there was an error there (without one included, the texture mesh will flash white while in interiors instead).
Any ideas?