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JosefGrey

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  1. That was also an observation I made but found after reading up on the extra data block that it isn't necessary, and provides additional physics info for the mesh. The good news however is that I have made progress I think! It appears Oblivion doesn't like it when a material doesn't have a name, whereas Fallout doesn't care (and in this case it bit me in the butt, because all of the materials were un-named). I don't know if this is actually documented anywhere, so I'm going to make a mention of it to the Niftools guys to see if they could implement a method of giving un-named materials a generic name on export for Oblivion settings. What I'm still trying to figure out is why this didn't work when I tried it last night (6 hours of troubleshooting earlier). The possibilities are that I either missed a material or that I had to, for whatever reason, use the Update Tangent Spaces spell after renaming the material (which is what I did this time). Now that I have a good lead on the problem I'm going to take a break and try to get the full mesh working later (I stripped it down to just one NiTriStrips to test on). EDIT: So, after getting the full mesh working, I noticed that it seems every object in the mesh is using one normal map. Is this a limitation of Oblivion? To allow only one normal map per mesh? Here's a picture -- defects are apparent on the grip and cylinder:
  2. Thanks for the suggestion! I did test that last night and after some more examination I don't think it's the normal maps themselves, but rather an issue with applying them correctly (after looking at another conversion I saw that the normal maps used were the exact same files for both games). I tried to convert another mesh as a test (this one didn't have normal maps), and made my own maps only to find the same thing happened. I've been through the nif a dozen times looking for inconsistencies with the proper Oblivion structure and can't come up with anything. Very frustrated at this point >.<
  3. Yeah, I went ahead and made a path in OB to match that (that's the default for pistol textures in FO3). I did discover that some of the file names for the textures aren't acceptable for OB, as it looks for an underscore when it's looking for normal maps... so the texture names have to have the underscores removed (except for the normal maps' _n of course). That said, it is still crashing =/....
  4. I'm trying to convert the Raptor44 nif from this mod: http://fallout3.nexusmods.com/downloads/file.php?id=8108 My export settings are as follows: http://www.box.com/s/5j6fs0s18sgsqkuln9f9 As for the nif, here it is! It's probably easier to take a look instead of posting a bunch of screens: http://www.box.com/s/miza7j26yjl8xkbyaydo Thanks for the quick response. If you need anything else let me know! EDIT: Also, I made sure to set the Loc/Scale/Rot on the objects in Blender and then remove the reloading animation nodes so that they wouldn't mess with OB.
  5. Hey all. I'm having a REALLY weird problem trying to convert a weapon mesh from an FO3 mod to Oblivion. I've successfully been able to convert the mesh simply by importing it into Blender via the Nifscripts and exporting it with the settings for Oblivion, however upon loading the mesh in the game (equipping the weapon) it crashes. I found if I removed the normal maps from the texture folder it works, although the texture is naturally black since there are no normal maps to load. This makes it pretty clear the normal maps are the issue. Has anyone ever experienced something similar? I've seen a couple topics on forums about similar issues, but there were no solutions posted. Any advice would be a big help. Thanks!
  6. Hey everyone. Hopefully this is the right forum to ask about this on. I'm taking a stab at learning Oblivion's scripting language and am working on a mod in which I have to get a reference for an NPC's equipped armor, then use it to compare to the formIDs in a list of custom armors to see which one the NPC is wearing. So far all I've gotten accomplished is becoming frustrated. Here's a brief example of what I'm trying to use to do this: ref who ref armorid ;get a reference for NPC armor in upper body, lower body, ;hand, foot slot set armorid to who.GetEquippedObject 20 if armorid.GetIsID FormIDGoesHere ;do something endif From what I understand the GetIsID function should return a 1 if the reference belongs to the base object that the FormID represents. When the script runs in game however, it simply stops at the if statement (I'm assuming I'm using the GetIsID function incorrectly, but it looks valid based on the documentation on the construction set wiki). Can anyone please offer an alternative method or perhaps let me know what I'm doing wrong here? At this point I've tried a lot of other methods and nothing seems to be able to allow me to check what armor a reference is wearing, so any suggestions would REALLY be appreciated. Thanks!
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