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16:17, 11 March 2010

Posted by olafreinhardweyer on 00:33, 11 March 2010 in Using Mods

Hi there,

we have all experienced it: We added some mods to our loadorder, activated them and later find out, that they
somehow mess up our game. We remember when it was not so
and want to revert to the loadorder we had before. What we do now is create the loadorder from a savegame in our FOMM savegame-list and import that back. But this solution has a mayor flaw: Sure, you got the perhaps messy mods deactivated, but all mods that the savegame had no information about - all mods that where not activated at the time - will be pushed to the bottom of the loadorder!
What we wanted, was not to loose our loadorder information.
What we wanted was, to only have the mods active when our game was not messed up yet. No ...

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Posted by fatmanmagister on 21:42, 5 March 2010 in Textures

Thing you need:

Photoshop and nvidia dds plugin
Or
gimp and DDS converter 2.


For photoshop:

First you need to have done a simple image with transparent background and the object in white or light grey, this will be your icon, it should have the same style as this:



The black in this image is transparent.


Then you then open up any in-game pipboy icon, select the alpha channel and fill it black.

Make sure your image has the correct size and then paste it into the alpha channel of the in-game icon, then make sure the rgb channel is filled white and then save it with the dds plugin, whitout mipmaps and as DXT3 and now the icon should work and look ...

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Posted by fap6000 on 05:54, 27 February 2010 in General

*update* Some mods it's better to just apply a filter so that it filters out white (single entry) then the flatten trees or whatever (so cells an worldspaces are flat) Then work your way down making edits to the duplicate entries. Most of the time just making them match the master. In cells just look for obvious mistakes, an keep it if you trust the mod (later on any issues will get red flagged) Most of this is just to make sure they didn't change something that you didn't want changed. Then just clean the mod like the FO3edit guide says about removing identical to masters an setting deleted to disabled. Then merge it, then one at a time doing the same thing any major issues will get red flagged in the filter *update end*

...

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Posted by roguehallow on 14:35, 5 February 2010 in Animation

INTRO
---------
This is my first text tutorial for NifSkope, and it will be pretty rough until I get it finished and polished.


REQUIREMENTS
----------------
To adjust a weapon for iron sights (I obviously endorse my own IS mod, found here: http://www.fallout3nexus.com/downloads/file.php?id=6938), you must have the latest version of NifSkope, and Bethesda's GECK toolkit. Depending on how much you want/need to alter the weapon, you may also require a 3D modeling program. I use Blender, but 3ds Max should also work just as well.

Please note that this tutorial assumes the IS mod you are using works properly. I suggest you try not to run any mods other than IS while testing, just in case.
< ...

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Posted by Veterinchild212 on 16:37, 29 January 2010 in Animation

Hey Nexus this is my first tutorial, hope its good.
-
-
OVERVIEw
-
Ok just to let you know this tutorial is not for beiginers. You will have to

understand the diferent terms that I use and have a animation editing program, a

program like autodesk 3ds max and knows the geck like the back of there hand.
-
-
TUTORIAl
ANIMATIONs
-
First you will have to make a couple of "animation sequences": entering the cover,

exiting the cover, a modifacation of the idle, left walk idle & right walk idle

animations. Every reload and shoot animation for every gun. The shoot animations

should be for the Left & Right peak manovers ...

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Posted by mechine on 11:01, 13 January 2010 in Animation

I'll tell you what I found out, an you can take it for what it's worth. I've been kind of kicking it around, but have yet to find a venue. The Articles seems like a great spot. I wish I had visited sooner. Anyhow okay so I play fallout 3 on SLI 8800 GT's in 1600X1200 with a old P4 550 Simulated twin core HT CPU Then often in SLI 32XQ AA an 16 AF from using nvidia's "override any application setting" whereby forcing Whatever AA an AF I want, mostly because fallout 3's lacks in quality an performance. Then Fallout 3 is on Raptor D:/. Probably a middle of the road system.

Fallout 3 was designed for 8000 series cards an above on max settings. So with all the added chaos from the hours of hard work we all spent build ...

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Posted by tequilajusthitme on 04:42, 18 December 2009 in Animation

Hi, I've had some very limited experience with Fallout 3 modding tools. Unfortunately, i am unable to link doors from separate plugins (Tranquility Home and the Submarine Home). When i open both up, no matter which one is active, the doors lead me to blank cells (with the exception of the door i came through) when i load the game up. My hopes were to create a cell in which i could link cells from all mods. Unfortunately, it appears that i cannot have links between plugins. Please help- i really dont want to have to copy and paste cells individually from one mod to the next.

Thanks ...

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Posted by Ghogiel on 09:42, 27 November 2009 in Textures

Hand Creating Reflection Cube Maps for Fallout 3
with Ghogiel

A quick look at Cube Mapping as it pertains to Fallout 3 with a mini tutorial demonstrating how to make your own from normal images, with nothing more than Photoshop. This "tutorial" is largely my personal experiment, documented for the benefit of the community.
Warning - this is not beginer friendly.

Apps:
photoshop
nvidia dds plugin

To make a cube map
Find an image with the scene of a landscape. (I don't do this in this tutorial, but before you start flip your base image vertically)
Judge the area you wish to use. note its width in pixels. make a

new layer. Draw a square box selection on tha ...

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Posted by Ghogiel on 00:27, 26 November 2009 in Models

Fixing bad lighting along UV seams
with Ghogiel

I am using 3dsMax 8 for this tutorial. But the information here is not really application specific. This is also true of models for both Fallout 3 and Oblivion. I had trouble thinking of a good title to be descriptive enough to find easily. The tangent space/UV seam issue isn't the easiest thing to diagnose, once you've seen it though...

The problem:


If your 3d assets suffer from this phenomenon, continue reading

This is caused when tangent space binormals are calculated. As I understand it, when tangent space for the mesh is calculated, it needs to read not only the geometry vertices, but also the verts that are stored in the meshes UV. ...

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Posted by Ghogiel on 14:34, 25 November 2009 in Textures

Environment Mapping in Fallout 3:
with Ghogiel
Aim:
A basic tutorial that demonstrates how to create custom environment/reflection maps, setting them up on your models, masking, how they work in practical use, plus a few examples. I have writen this as it seems I am the only one who figured out how they properly work. As evidenced with all of the released mods I have inspected which attemped to use custom env maps.

Apps:
Photoshop
nvidia dds plugin
nifskope

***To Create a Custom Environment Map***
Firstly I am no expert, I am just documenting my experiments for others to benefit from. So go google cube mapping and Environment/reflection mapping, and you'll know more than me pretty qui ...

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