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stormshallow

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    http://www.youtube.com/user/SCWatchman
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    Skyrim

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  1. Hello, haven't seen this form till now but if someone does still want to do this I may have broken a little bit of ground for you. Christian Skyrim Movie Makers Tools http://www.nexusmods.com/skyrim/mods/59591/?
  2. My laptop computer is down and out for now. Could be a while before I can work up the money to build a new one. Hopeful a good desktop this time that will not overheat. I am only part of the team though, and I will be back eventually. Armor, Weapons, Costumes, and Textures in general can be done at a later stage.
  3. I've hit another snag now When I go to sculpt I get ERROR: Cannot sculpt on unlocked shape key and I don't know what I did wrong
  4. Oh WOW I just discovered something huge Lets say that you want to make Lord of the Rings elves Well if you follow the instructions above it will work but here is a quick and easy trick. After you copy the Race name (in my case "OrcRace [9]") ... Look below and you will see a slider it will be 0.00 - 1.00 for the race head power. Now select the race or multiple races and move the sliders until you get the combination that you like Now hit "Add Shape Key" and change the "Key #" to "OrcRace [9]" And it will keep the shape that you chose. Move all the sliders back to 0.00 to check it out. :) You will have to redo the "DremoraRace [10]" (or any race that is above the one you are editing. It is easy just select the race Move the slider for that one up and all the others down and "Add Race Copy" and save with a higher shape key #. Now remove the old shape keys. Maintain the order and the numbers will correct themselves when you save and reload.
  5. Hello, I am trying to do something kind of advanced (for me anyway). I'd like to change the male Orc face to look more like Azog from The Hobbit. Here is a basic picture of what I'd rather have the Orcs look like. https://elliotthc.files.wordpress.com/2014/12/orc-2.png I have Blender 2.49b and the .tri plugin. I can open the "maleheadraces.tri" file and view the faces under EDITING (f9) in the Shapes tab. I'd like to eliminate the Orc head and replace it with the Nord head and then sculpt that into the Azog head. If that makes sense and you know how, could you walk me through how to do it? Or maybe point me to a tutorial :) Thanks in advance.
  6. Orcs are not always bad in AshathOtherworld Orcs are always bad Some Material Orcs are good They are not like those of Skyrim
  7. Ok, so I'm a machinima maker, a Modder, a writer, etc. and I'm looking for a much easier way to make machinima with Skyrim. I have tons of Skyrim modding software, so please don't mention the Creation Kit, Nifskope, Blender, Fallout Mod Manager etc. I use them all but none of them works like the WoW Model Viewer did when I used to make WoW machinimas. (Granted my productions weren't very good at all, but that was my fault not the fault of the tool that I was using.) That simple little program was better than anything else that I have ever used for designing a character, positioning the camera and then recording an animation sequence with lighting in front of a greenscreen background. If anyone knows of a tool exactly like WoW Model Viewer only for Skyrim, please let me know. If anyone knows of a way to program WoW Model Viewer exactly like that or design something like that, please do so and leave a link here. I'm sure that every Skyrim machinima maker would appreciate such a tool. Thanks for your time. Please comment if you want this also.
  8. Thank you very very much RGMage2 I new that this was possible. I literally worked all day on this crown for like 3 days, following tutorial after tutorial and never got this made. Then you provided this quick and easy to understand tutorial and I was able to get it done and into my mod in 2 hours, (textures and all).
  9. I've tried putting the BSDismemberSkinInstance in manually via NIFSKOPE but then it will not open in BLENDER to add the weights. :( can anyone advise? Is there a way to add the BSDismemberSkinInstance manually in Blender? I want to learn this but if it is impossible in BLENDER then could someone just do it for me in 3DS MAX? Or is there some other way? Any help would be appreciated. :) Thanks in advance.
  10. I created a jukebox that plays sound and will not stop in my "TTOA: The Tombs of Anak" mod, if that type of file is what you are looking for, but it is not mobile. You might also try looking into one of the bard mods.
  11. At this point (after loading in the NiTriShape and saving as a new nif) it is best to re size and position in BLENDER but we have to make it compatible = before we exit NIFSKOPE we need to go to NiHeader down in the Block Details (you may need to save &/or reload to see it at the top of the list) and change the User Version from 12 to 11 and the User Version 2 from 83 to 34. Next delete all BSLightingShaderProperty files and save as a new nif. Now we can open in BLENDER 2.49b (with nif plugins). Re size and position in Editing Mode: Delete BP_TORSO New, rename to BP_TORSO, Assign add New Material, Assign Shading (F5) Texture (F6) Add New TE (texture) type "Image" hit Enter go to Material and under Map Imput choose UV Export as 3DS again as a new file. Exit BLENDER and enter NIFSKOPE. Open the vanilla Circletm1.nif again and import the new 3ds file into the NiNode. Resize the NiTriShape in Block Details under Scale from 1.0000 to 10.0000. Copy Branch the BSLightingShaderProperty from the Static NIF to the NiTriShape. Save as a new NIF. Now the file is in place. But we still need to know what to do about the BSDismemberSkinInstance. Otherwise the object will not be connected to the character's head. Does this make sense? Am I doing anything wrong?
  12. Yes, this is the way that we make it into a Static object. I guess it should be step 2 after making the object in 3DWINGS. Next we open this file, that we have made, and the vanilla CircletM1.nif and "copy branch" and then "paste branch" (the NiTriShape) to the NiNode of CircletM1.nif . At this point the question becomes, How do we create the BSDismemberSkinInstance? (Because if we don't it will be at our feet instead of on our head) If we copy and paste it from M1:4 or M1:5 we end up with a wrecked mesh so I assume that we have to start from scratch.
  13. I don't know if this is relevant question, but does it seam to work fine in the CK preview window, but not in the CK Actor editor window?
  14. The way that you can check is by looking at your file in Nifskope NiNode ----NiTriShape -------BSDismemberSkinInstance Then look down in the block details Partitions ---Partitions --------Body Part if it is a circlet then it should say SBP_142_CIRCLET
  15. I'm not that knowledgeable about this kind of thing but, perhaps the problem is in Nifskope with the number for the BP_TORSO or maybe it is a problem in the numbering in the creation kit.
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