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tinylampe

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  1. My 24th birthday is the 12th! Almost perfect, damm it! ;)
  2. No I did not retexture the helmet. I got this retexture from the bsa file of Martigen Monsters Mod. Of course one option would be to edit the cuirass, greaves etc until I get a result that is more or less similar to the helmet. However, succeeding would be at best unlikely since I'm not familiar with GIMP (or other similar programs) at all. That's why I was asking if there is a simple method to copy the color palette from the helmet and 'import' it to the cuirass. Does such method exist? Thanks.
  3. Hello there, I have found several helmets that have been retextured to look worn-out. I'd love to have a full armor set with the same rusty look but it seems that only the helmets were retextured. Coud it be possible with GIMP to somehow import to color palette from to retextured helmets and then use it to modifiy the color palette of the vanilla cuirasses, greaves etc? To clarify below I attach two pictures. The first one is a retexture of a mithril helmet. The second one is a vanilla miithril cuirass. I would like the cuirass to look like the helmet. Thanks for any advice!
  4. Wow, I think I got it right this time! My first armored skeleton as it appears in the rendering window of the CS: Time for making a mod! ^^
  5. Wow, what a noob mistake! 'Fortunately' there are still some problems left (and I say fortunately because it would be really embarrassing if they only problem had been the small cube in the blender window...) when I tried to equip the adapted cuirass using the CS the following message popped up (see attached pic) In order to fix that I tried two things: 1) Delete the skeleton using nifskope. Didn't work 2) In Blender, exporting the cuirass without selecting the skeleton. This didn't work either, but at least the CS rewarded me with a different message: "Could not find parent node extra data for 'Base/creatures/skeleton/skironcuirass" (skironcuirass is the name of the cuirass) Any other ideas?
  6. Hello there, As the title says, I'm trying to equip a piece of armor (more precisely a cuirass) to skeletons. After doing some research I learnt that this is not straighforward to do since armor is meant to be used with the skeleton.nif found in meshes/characters/_male and not with the skeleton.nif found in meshes/creatures/skeleton. So I need to adapt the mesh of the cuirass to the new skeleton and as far as I know, one can use blender to do that. Unfortunately I know nothing of Blender. Fortunately, I found a tutorial by LHammonds that guided me through the process quite nicely... until the exporting part, in which Blender started to complain. Link to the tutorial: http://wiki.tesnexus.com/index.php/Blender_import_and_export_armor_for_Oblivion What I've done so far in Blender 2.49b: 1. Loaded the cuirass and got rid of the default skeleton 2. Imported the right skeleton 3. Added armature. This part was a bit confusing: in the tutorial LHammonds went to a menu to add armature and then he instructed us to type 'scene root'. However, in my version of blender (his was 2.46 when making the tutorial) this whole process seemed to be done by default. I attach a picture to illustrate. The picture shows how my blender window looked before starting to 'add armature'. Has blender become more automatic perhaps or amb I misunderstanding something? How can I check that the cuirass is indeed adapted to the new skeleton? Ignoring step 3 for a moment (I assumed that blender was indeed more automatic than before), the program complained when I tried to export my adapted armor. The message I received was this: "Non-UV texture in mesh 'Cube', matieral 'Material'. Either delete all non-UV textures, or in the Shading Panel, under Matieral Buttons, set texture 'Map Input' to 'UV'" Now I mentioned that I'm a complete noob at Blender right? So, exactly, this message was (is) confusing. The funny thing is that I went to the aforementioned shading Panel and the 'Map Inout' was ser to UV (and not to Orco). I tried to learnt a little bit more about UV maps (I found a video-tutorial also by LHammonds about this topic) but it didn't help much. Any kind soul who cares to enlighten me? (the skeletons from my game really want their cuirasses :biggrin: )
  7. Thank you so much fg109; CTD's were indeed caused because the synx.esp was not included as a master. Everything running now! Tiny Lampe.
  8. Hello guys, As the titel says I tried to import the face of a CM partner I like (Isabel, from the recent Synx race) and I faced some unexpected problems. First of all, I do know how to import faces from NPC's. I used this tutorial and it worked very well: Second: when I try to do the same with Isabel, I still have no problem with the construction set part (that is, copying Isabel's face into the actor called "player"). Look at the attachment to see what I did (left face is the player's face, right face is Isabel's face). I think everything is OK but if you spot any mistake please do tell. After the construction set part is completed I save my work in a new .esp and, as the tutorial says, I start a new game. Here is when I have problems. When I click on "New Game" the loading window appears and, when the game finishes loading, bang! instant crash to desktop. After playing around a little bit I've realized that this only happens when trying to import the face of a non-vanilla race, which doesn't make much sense because I obviously have the non-vanilla race in question (the Synx) active in my load order. I also have the CMpartners.esm loaded so I really don't know why this crash to desktop keeps happening. Any ideas please? Thanks, Tiny Lampe.
  9. Hello, I just read an old post from a user of the official forums saying " I use a geometry mod which makes hits in my back basically an instant kill" I don't know if this is a public or private mod and I also don't know if this system only affects you or both you and the NPC's. However, it sounds like a very neat addition to combat. Have anybody heard about this mod?
  10. Some very interesting info about magic that I didn't see in the first post: "he put together a fire spell with an area-of-effect shockwave to add a fire effect to the radial blast. I didn't get a sense of how many different spells will be compatible with each other, but this looks like a pretty fun system to play around with". (source) "In one hand, he equipped the circle of protection, which warded off the undead foes; in the other, he equipped chain lighting, which blasted foes to pieces. Between how they looked and operated, the magical abilities in Skyrim reminded us of the plasmids in the BioShock series. One of the ways our character could learn new spells was by collecting magical tomes". (source)
  11. Modded Oblivion can only look better than vanilla Skyrim in screenshots. If you install QTP3, 'weather - all natural', the newest OBGE, and unique landscapes, then yes, there are reasonable chances that Oblivion may look better than Skyrim...provided that no NPC's are around. However, if you compare how both games look in motion, then Skyrim wins hands down. As you said, just look at the trailer ;)
  12. Thank you. I've done a little research and I've seen that ambient dungeons is compatible with darker dungeons (and perhaps with similar mods such as "let there be darkness"). With this in mind I now believe that the ambience from the video I posted may have darker dungeons (or similar) added as well. I'll try this combo as soon as I can.
  13. Hello, I found this video: And I would like to know which graphic mods were used to create this fantastic ambience. My guess is that this is OBGE2 + ambient dungeons but I'm not sure. Opinions?
  14. Hello, Does anyone know where to find this outfit? Thanks in advance, Tiny Lampe.
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