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STSG

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  1. Are there any tutorials or guides to help allocating weights when skinning armor? I don't mean about how to add weight but how to properly arrange it between bones to bring clipping to minimum. :ohdear: (Sorry if I'm not using the right english terms here). I'm trying to edit an armor a bit and for now I have been mostly following common sense and try&error methods but without satisfying results (it starts looking okay when crouching but it starts getting holes when running, it looks fine when running but it looks terrible when walking while crouched, etc... :wallbash: ). The original mesh isn't of much help as well since it has the same issues.
  2. I actually find the lvl 1 saves useful as presets (for the second char on). Even though I would edit them to adjust to my own preferences I prefer to start from something I already like and the inherent presets aren't very good imo.
  3. If you know where that ref id is located you can check that cell with fnvedit or similar I guess.
  4. The game stores it's original data in the .bsa archives in Data foulder so you'll need the bsa extractor from FOMM or equivalent. For importing from 3ds max you were probably reading this?
  5. You could have at least put some clothes on her... Oh, and added some stuff to aid her in afterlife like food, mead, weapons, slaves... :armscrossed:
  6. Trying to edit an armor, body has been copy/pasted inside nifskope. Anybody can point/kick me in the direction of the issue? I have supposed it was a skinning problem but I can't see anything weird in the mesh (though I'm quite usual to search the whole house for a pen which was lying right in front of me when I started looking for it so still might be it). EDIT: nevermind, fixed.
  7. Are you sure? I remember getting money from the store even if my spouse has been following me the whole time and I didn't even had the "I decided to set up a store" dialogue yet.
  8. Here is one of guides which should do that. However, I'm not sure it'll help you - at least it didn't help me (no fps increase at all after disabling all shadows).
  9. I open console and type "player.additem f 5000" :P
  10. Just extracting 2 copies of outfitf_0.nif and outfitf_1.nif from Ryhpez's mod to data/meshes/clothes/magejourneyman and renaming them to magejourneymanrobesf_0.nif and 1stpersonmagejourneymanrobesf_0, magejourneymanrobesf_1.nif and 1stpersonmagejourneymanrobesf_1.nif respectively should do the trick. The textures would be nocturnal's default ones. If you want those found in the master mage replacer (if they are any different from default of course, i haven't checked), just move or copy robes.dds and robes_n.dds from that file to data/textures/clothes/nocturnal foulder and rename them to outfitf.dds and outfit_n.dds.
  11. Just a pair of tips: 1) if you want somebody to do something following your instructions better make it easy for them to read. 2) splitting a wall of text in more then 2 sentences, using capital letters at the beginning of each sentence, splitting long texts into paragraphs, etc... helps people read them.
  12. I do like some of these retextures, but being specific the things I would like to see more of are new mages robes, RP outfits (not always skimpy), some cool original looking armour sets (not always badass), some hair mods that don't look like I have just opened playboy or been imported to Japan, faces that are nice looking but not always perfect, so keeping some character, this especially on elves! Although this last one is difficult as beauty is in the eye of the beholder etc... new player houses in nice areas of Skyrim. Is this kjind of thing hard to do in mods? I honestly don't know, so I could be being really unfair to expect it. I would like to have a go at creating some of the things I have mentioned above, I literally have no idea of how hard this is though. So would need to start at the most basic level, I wondered if maybe I should start by doing something in Oblivion to get the hang of it first as there are a few guides specific to Oblivion? I don't know how different it is to modding in Skyrim though, do you find modding Skyrim easier? Things you described belong to different "zones" of modding (I know "zones" is not the right word for it, but can't rememebr the right english one currently, sorry ><). If you want to retexture or edit/create new meshes you could start already (photoshop or gimp for textures, nifskope, 3ds max or blender for meshes are the usual choices I believe). You can find on download here on nexus tutorials to import weapons and armors from oblivion if you'd like to do that. You can also follow a similar process to import hairstyles as well (if you find something you fancy in oblivion mods, I'm not sure what you are looking for). Maybe somebody could help you import from other games as well (not sure it's allowed here on nexus though, due to copyrights?). If you are willing to learn and work on 3d modelling you could try to create your own meshes and then convert them to skyrim nifs to use ingame. For new player houses and similar better wait for CK in my opinion, since it should be released quite soon. It's doable without using workaround programs like tessnip, skyedit, etc. but those aren't fully adapt for skyrim and require much more effort. You can practice with oblivion's one for now since likely they will be very similar.
  13. Well, retexturing, recoloring and removing pieces of armor calls for less effort then even just importing new armor (let alone make new from scratch) - this according to my personal experience only so I might be mistaken of course - and that would explain the large ammount of those compared to rest. That would actually depends on what you plan to do.
  14. I strongly disagree with you both D: Obviously a human with 4 arms, green skin with pink heart shaped spots, red eyes and no hair is the sublime example of both intelligence and beauty and should have been the first type of body added as soon as people started working with body meshes! Bleh and all those anime and realistic mods, I don't even want to look at them :(
  15. Take over what, sorry? You mean there are too many 12 year old modders and not enough older ones?
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