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echo1162

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  1. Killer Kreos skimpy armor set actually includes a non-skimpy conversion of the DB armor for CBBE (i think its for v2 though). I made a conversion myself before realizing there was a cbbe version already. I never released the basic DB armor, but used it as a base for another custom armor set. Here's Killer Kreos Skimpy CBBE An image of my unreleased version Link I think there is a version of Killer Kreos that is bodyslide enabled (i haven't looked into this personally, so I may very well be wrong). Otherwise you'll have to wait for Caliente to release her official CBBE conversion.
  2. You wouldn't necessarily need extra texture sets, just different meshes that use the same texture. Mesh files are pretty small. I thought of something like this for one of my armors (great minds think alike), making a graduated armor set of my Dread Hunter/Huntress mod. You can temper say a main torso armor to make it stronger (fine to legendary), or you would be able to use a lower level armor as a smithing ingredient to make a better rated, more visually complex piece. You need to have an mesh that will be the final stage/most complex armor mesh. Then strip away components (like leg protection or pauldrons) from the mesh, a few pieces at a time, to create different stages or levels in the armors development. So, you start with something very basic, then use it to make the next level which is slightly more complex. Say 4 or 5 levels until you get to the final product. I though it would be good to have requirements for each level, like a minimum smithing and heavy or light armor skill level to be able to re-craft. Min 20 smithing for level 1, min 30 for level 2, or whatever. You can temper each level, but the base armor rating gets higher with each level so there is incentive to re-craft the armor. A good vanilla example would be the scale armor. There are 3 or 4? different variants ranging in how much of the body is covered. You take the one that would look like it provided the least protection and call that level 1. To get to level 2, a medium protection armor, you use level 1 as a crafting ingredient. Level 2 adds maybe 4 AR to the base of level 1. The higher level armors dont have any variants, so that would be some work to simplify the meshes for different stages. I suppose you could do something similar for weapons, but weapons aren't my expertise. Hope this makes sense. - Echo
  3. I sent a message to zotman12 (Hentai) asking for permission to convert this to CBBE v3. Hopefully I'll here back soon. I've released a couple mods for the CBBE body, and I think I can convert this without too much trouble. I'm very surprised that it hasn't been converted yet.
  4. Thanks Ghogiel, that fixed it. I deleted the old bsdismember skin modifier and created a new one that selected all the polygons of the altered body. It exported fine and I got it in game. Everything looks good so far. Much appreciation for the help!
  5. I just started using 3ds max yesterday, so if this is a stupid question please bear with me. I'm trying to convert the vanilla Savior's Hide to CBBE v3. I got a model into the game successfully (using 1 mesh for both the 0 and 1 nifs, I don't want to mess with weight sliders yet). My problem is, I need to delete parts of the CBBE body that are covered by the armor. I tried but 3ds max gave me an export error and crashed. So, I just moved the vertices in to hide the body underneath to get it in the game. Predictably, there is major clipping. Can someone help me out or point me in the right direction? Here is a picture of what I got into the game.
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