Jump to content

Zephur6788

Premium Member
  • Posts

    18
  • Joined

  • Last visited

Nexus Mods Profile

About Zephur6788

Profile Fields

  • Country
    Canada

Zephur6788's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. I made a massive mod and noticing people are having missing texture issues, i checked some of the nifs and made the rookie mistake of not setting the file path to start from the textures folder, so a chunk of people with the mod that dont have the game installed in the programs x86 folder are having issues i have THOUSANDS of nifs in this mod, its too god damn many to go thru and fix, i dont have the time, is there a faster way of doing this>?
  2. Haha kk well, i already finished optimizing the home so it should work better for anyone. Worse case scenario, i make an optional mod breaking the house into 2 halves. My computer has quieted down a little bit, but i am having some lighting issues now, which i can figure that out. maybe eliminating shadow-cast lights will help
  3. ooouuu i just watched the first minute of the fox guy and he described exactly my situation! thank you very much, i watch alot of his videos but optimization didnt sound like something interesting to watch haha
  4. im about half done the home, so no i have not optimized, and dont know anything about it, ill check these videos out
  5. EDIT: Sorry dunno if this was in the right forum - but this question is in regards to creation kit for Skyrim Remastered heya there I am making a blue palace-sized gem home for The Gemstone Collector mod its getting fairly large/dense in size and i may have to break it up into a main floor and a basement. I REALLY dont want to do it though since i personally dislike homes broken up like that, however my computer sounds like its usin a bit more juice when testing it. im at about 35% capacity, which i think is around 60 MBs of a cell and im wondering where the cut-off should be? 50%? 60%? I have a pretty good gaming computer that can handle this, but for the average player downloading my mod (may not have a computer like mine), where should i try not to go over so it doesnt make the gameplay choppy? is there a certain limit not to go over that is agreed upon the modding community for making homes? and are Xbox1 players not affected by this since the system has a pretty good engine?
  6. ive waited too long for a tropical skyrim for the SE that ive decided to borrow all the assets and make a tropical island, but damn its alot of work lol
  7. i figured out how to rescale the mesh and collsion on 3ds max, exported it with the new collision, opened creation kit and as soon as i put the object in the program, it crashed, startin to piss me off lol
  8. "Don't try to scale the RootNode, it won't be retained. Instead scale individual NiNode, NiTriStrips or NiTrishape" ive done that recently with making gemstones in skyrim, but when you do that, the collision doesnt scale, is there a way to scale it on nifscope?
  9. okay i FINALLY figured it out, for anyone else wondering, DONT SCALE the BSTriShape of a mesh, or right click, transform and scale that fun and easy way, if you do it that way, the collision keeps the same original size, to scale both at the same time, i found that i had to change the scale in the BSFadeNode, or whatever the name of the top of that tree is called, in my case it was the BSFadeNode worked beautifully!!!!! wooohoo
  10. so i found an option that shows the collision geometry in nifscope, still trying to figure out how to scale it to the object size tho
  11. can you redo the collision in nifscope? or is that a blender thing? edit: so i created an NiNode somewhere in the original tree on that gem, and there was a scale there, i set it to 0.500, reloaded the mesh into creation kit and the gemstone is now invisible...
  12. So im working on The Gemstone Collector, im tryng to figure out why my gems are floating, its an issue ive had for years!! so i take meshes from skyrim and re-texture them into gemstones, sometimes the meshes i use are sometimes twice as large as i need them. So for example, i took the boar meat, which is huge, and scaled the mesh's size down to 0.500 using transform/scale. when i add it to the game, the gem hovers off tables a few inches or so, looks pretty bad actually, my only guess is that the scale doesnt affect the rigidbody and wondering how i can match both of them so i dont have hovering stones, or stones halfway in the ground, i attached a picture in this example
  13. ah i turned off the glow filter on nifscope and it was invisible, so its gotta be a glow, just dont know where to remove it
  14. anybody know? im trying to make a gemstone mod and id like to incorperate the soul gems, however they leave a purple hue on all the stones, is it some kind of glow, how do you remove it?
  15. omg it worked!!! TYTYYTYTY now i can sleep at night!!!
×
×
  • Create New...