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Showing results for tags 'python'.
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Hey guys, I am trying to make a display case for Nuka Colas at the moment and I am kinda stuck with the script. I tried to read the script of the bobblehead stand as a reference, as it should basically do the same thing I want my display case to do. There are two things I dont get at the moment though. First: How does the game find the correct bobblehead to display from the game files? It uses "BobbleheadAlias_Perception" for example, but wouldn't it have to use the id or the pathing for the mesh to display anything? Second: How does the stand know where to put which bobblehead, because it will always display the luck bobblehead (for example) in the same position. Writing this, it occured to me, that it might be the case, that the displayed bobbleheads are already contained in the bobblehead mesh. is this or something like it the case? Also, I do know that nodes are used for positioning, but then again, the names of the nodes never get read anywhere, at least to my knowledge.
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https://www.nexusmods.com/skyrim/mods/72684/ This mod. Ohhh, this mod. I got permission from the owner to remake and update it for today's mod connoisseurs, and . . . It's almost all in French. Or bad english. Naturally, I translated as much as I could, but the scripts are confounding. I'm almost done with my mod, but one problem eludes solution: I can't figure out how victories in the arena are tracked. It's practically impossible to understand his scripts from a novice perspective, but the victory threshold needs to be lowered in order for today's more impatient gamer to stick with the mod. If anyone could look through the mod and figure out how victories are tracked, I'd be extremely grateful.
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Hey everybody. I had just installed wrye bash into a fresh skyrim install file. When I used it before, the installers' sub tabs displayed important data. Yet this time each tab just displays an empty comments pane. Would anyone be able to help? I assume that someone has already had this propblem, and solved it. But, I have yet to think up the right search terms to find that answer. Thank you.
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So I'm having a crack at animating, and these four programs are apparently what I need to animate for FO3. As editing .kf files and .nif files requires them to work together, I have had to install earlier releases that will recognise each other. The versions of each that I currently have installed are as follows: Blender 2.49b Nifscripts 2.5.8 Python 2.6.6 32-bit PFFI 2.1.10 32-bit My question is, what are the most up to date versions of these that will all work together? I initially tried installing all the very latest 64-bit releases, but for instance Nifscripts 2.5.9 did not recognise Blender 2.68a, and thus would not install. I had similar problems with PFFI 2.2.2 and Python 3.3.2. I am running Windows 7 64-bit, which appears to be another problem as Nifscripts requires Python and PFFI to be 32-bit installations.
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- blender
- nifscripts
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Hello everyone! I have noticed that there are not many new mods dragon age origins that include new models, animations, textures for new models... I believe reason for this is that we have tools that are outdated, and don't really allow us to do mods like what people are doing in Skyrim (lots of animations, body and armor models, hairstyles...) So what this topic is about? There is this great tool Dragon Blender that has been left unfinished and became outdated http://dragonage.nexusmods.com/mods/268/ My questions are: Is there anyone who can make use of it and create new import export script and create fully functional tool? Is there anyone who can make changes to existing tool and make it compatible with new versions of Blender and Python? If both answers are NO then my question is why not? What is exactly the problem? What is it that changed so much in new version of Blender that makes it no longer possible to create fully functional import-export script for DAO? I have also noticed that there are similar issues with modding Skyrim with Blender. So why are this scripts not getting updates to work with new versions?
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I've searched around the nexus for awhile and found not much of anyone creating an anaconda or python revolver but the only one I found was by that ripoff artist which was pretty bad but I've decided that if someone could make the weapon then I would highly appreciate it. If anything I was thinking of this model right here : http://p2.la-img.com/46/22890/8035558_1_l.jpg, http://www.arsenalguns.fr/images/Image/Anaconda%20.jpg, http://world.guns.ru/userfiles/images/handguns/usa/revolver/1287756043.jpg, and http://www.theboxotruth.com/images3/e88-1.jpg . If you can have the time to add either or both Black and Silver with a scope on each that would be wonderful. Thanxs!
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2021-05-02 22:13:36.960000: # ===================== Wrye Mash started. ===================== # Traceback (most recent call last): File "mash.py", line 42, in <module> File "zipextimporter.pyo", line 82, in load_module File "mash\mash.pyo", line 85, in <module> File "wx\_core.pyo", line 8631, in __init__ File "wx\_core.pyo", line 8196, in _BootstrapApp File "mash\masher.pyo", line 5177, in OnInit File "mash\masher.pyo", line 5324, in InitData File "mash\masher.pyo", line 5334, in InitData_regular File "mash\mosh.pyo", line 3440, in refresh File "mash\mosh.pyo", line 3132, in refresh File "mash\mosh.pyo", line 3202, in refresh_Morrowind File "mash\mosh.pyo", line 2909, in getHeader File "mash\mosh.pyo", line 1956, in __init__ File "mash\mosh.pyo", line 716, in __init__ File "mash\mosh.pyo", line 727, in load File "mash\mosh.pyo", line 1961, in loadData File "mash\mosh.pyo", line 606, in unpackSubHeader UnicodeDecodeError: 'ascii' codec can't decode byte 0xbf in position 0: ordinal not in range(128) 2021-05-02 22:31:14.554000: # ===================== Wrye Mash started. ===================== # OnInit returned false, exiting... it starts, it recognizes the morrowind.ini e data files but it does not save the setup settings so whenever i click on the program it starts again with the setup
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kindly, could someone help me to understand what error is it? I have searched but for these line n ° I have not found any correspondence I am new to all this, and I am now starting to use blender, I had it and knew it for a long time but I have never used it due to the difficulty in using it on my laptop as for the use of the button on the wheel or the numeric keys that a laptop does not ha, and so here I am on blender 2.93 (I also have 2.78 but I have a hard time using it, I have problems, and I keep it just for scripts that only work on that version) ...I'm using the latest version of niftools for blender, import and export work without any problem but when I try to export the collision to nif I get the error in the image.I also set the rigidbody taking a cue from another weapon...
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Hey guys, I'm currently trying to mod an armor for my FO3 character (basically a mashup of existing T6M armors; don't worry, it's only for private use). Most of the armor meshes I've brought in have no issues (Raider Badlands Armor, Underwear, Armored Vault Suit), but others, namely the Leather Armor, give me this error that I haven't been able to find online yet. Tell me what you guys think. File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\bpymodules\nif_common.py", line 1235, in gui_button_event self.gui_exit() File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\bpymodules\nif_common.py", line 1598, in gui_exit self.callback(**self.config) File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\import\import_nif.py", line 3771, in config_callback importer = NifImport(**config) File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\import\import_nif.py", line 254, in __init__ if root in [c for c in b.skin_instance.skeleton_root.children]: AttributeError: 'NoneType' object has no attribute 'children' Here's what I'm working with: Blender 2.49Blender Nif Scripts 2.5.9meshes from Izumiko's "T6M Equiptment Replacer" (Again: ONLY for personal use)Some extra details if it matters: The T6M body attached to the armors imports just fine along with the other armors that are working. It might also be worth noting that my FO3 character uses the Daughters of Ares body, so far I have made her armor by changing textures of unedited T6M armor meshes with NifSkope, then removing the T6M body underneath and setting the armors as "Body Add-ons" in the GECK, this way the armor fits but does not alter her existing android body mesh. HOWEVER, attempting to open her DoA body meshes in Blender results in an indefinite freeze, which can only be gotten out of via Task Manager.
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- blender
- blender 2.49
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I just can't manage to set it up. The "How to install" is no help, because it is apparently from 2008 and none of the mentioned .exe files exist anymore, so you have to set it up manually from the .zip files, but I cannot find a full on tutorial or anything that helps with setting up everything. Which versions are the best? where do I get these version? Where do I put them? Is there a specific order in which I have to set stuff up? I would really appreciate if someone can just give me step by step instruction how to set up blender with nifskope for skyrim. Or maybe someone can publish a .zip with a folder in which everything is set up.
