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foretrenty

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About foretrenty

  1. i tried the Editor and i cant get it to work..

    what i wanted is to create a standalone follower (not edit an existing one)

    these are the steps i took

    -opened the editor

    -went to lydia

    -renamed her

    -changed her race into Ashen (that Ashen mod)

    -Unique, Essential, are ticked true

    -changed her stance

    -changed appearance

    -chang...

  2. @tunaisafish: Yes that makes plenty of sense. That first two digit are the 0-based index to the master file list provided in HEDR of the TES4 record. Where can I find more of this type of info, it will help me greatly in development of my tool. And would you happen to know or can point me to where I can the latest BSA hash algorithm for Skyrim? my tool uses Oblivion's (which is all I can find) and I am guessing its outdated.
  3. Haha, I remove my previous statement because I realized something else and solved the FormID conflict issue. (for NPC records) --What described below is for NPC records, I do not know how other records behaves - although it might have the same results -- What I learned is if your FormID starts with 00, the game will NOT append it. If you have an NPC with formID 00016969 (In plugin) for example, when you type 'help <npcname>' in console you get 00016969. So if you have 2 plugins with 00016969, they conflict. However if you add some numbers to the first '00' - change 00016969 to 10016969, the game WILL append it giving you 0e016969 depending on how many plugins you load. i.e. type 'help <npcname>' gives you 0e016969. So if you have 2 plugins with 10016969, they show up in game as 0e016969 and 0f016969 - hence NO CONFLICT. But now you have the problem of meshes and textures filenames for the NPC. The solution here is NOT to name those file as 10016969.nif and 10016969.dds, but instead leave them as 00016969.nif and 00016969.dds. You can have many versions with the same FormID because they are prefixed with the plugin's filename. i.e. meshes\actors\character\facegeom\sneabelone.esp\00016969.nif AND meshes\actors\character\facegeom\sneabelone2.esp\00016969.nif It seem like the first '00' of the FormID is a switch to let the game know when to append formID to prevent conflicts. So there. :)
  4. Step 4: Applying complexion/frekles. saturate(http://i1148.photobucket.com/albums/o569/foretrenty/Step3.png * (4.18, 3.98, 4.18) * http://i1148.photobucket.com/albums/o569/foretrenty/complexion.png) and applying normal & specular = http://i1148.photobucket.com/albums/o569/foretrenty/Step4.png Step 5: Correcting final color. http://i1148.photobucket.com/albums/o569/foretrenty/Step4.png Red * 1.2; Green * 1.4; Blue * 1.2; = http://i1148.photobucket.com/albums/o569/foretrenty/Step5.png I believe step 2 is wrong. With step 2 correct I should not need to correct the final color in step 5. Usually the diffuse map is multiplied by the skin map, but the result is a very dark head. Step 4 could be wrong too. Since the blank complexion map has uniform color of (61/255, 64/255, 61/255), I multiply the map by (4.18, 3.98, 4.18) to scale it back to 1,1,1 before multiplying it to the combined textures. Any experts in 3d shaders or modellers can help me?
  5. The following render method is used in my Skyrim NPC Editor: Step 1: Adding the diffuse map and apply normals and specular. http://i1148.photobucket.com/albums/o569/foretrenty/diffuse.png and applying http://i1148.photobucket.com/albums/o569/foretrenty/normal.png and applying http://i1148.photobucket.com/albums/o569/foretrenty/specular.png = http://i1148.photobucket.com/albums/o569/foretrenty/Step1.png Step 2: Adding the skin map. http://i1148.photobucket.com/albums/o569/foretrenty/diffuse.png + http://i1148.photobucket.com/albums/o569/foretrenty/skin.png and applying normal & specular = http://i1148.photobucket.com/albums/o569/foretrenty/Step2.png Step 3: Multiplying NPC makeups/warpaints map. http://i1148.photobucket.com/albums/o569/foretrenty/Step2.png * http://i1148.photobucket.com/albums/o569/foretrenty/makeups.png and applying normal & specular = http://i1148.photobucket.com/albums/o569/foretrenty/Step3.png
  6. @GomuGomu64: The discoloration could be caused by not having a 'npc makeup/warpaint texture'. Every NPC has a face texture in their own textures in textures\...\skyrim.esm\. Notice your new Muiri dont have warpaint. They are named just like the meshes, 13282e.dds or example. Look in textures.bsa. Your new NPC need a new NPC texture. Name it <NewNPCFormID>.dds, put it in the right path in the textures folder. One of the reasons I havent add that feature in the editor.
  7. I had that problem too, and I wound up just using a different npc after using the console to kill and markfordelete the old one. Also, when i use the created nif file, the game crashes to desktop when loading from the main menu. Try the latest version. It fixes those issues.
  8. Skyrim NPC Editor v 0.50 Version 0.50 is out. New Updates Includes: - Very Stable NPC Mesh Construstion. - Allow editing ot Stance for female NPCs. i.e. Stop female housecarls from standing like a man. - Facial Hair and Hair editing fixed. - Eyes editing now only changes eyes color to prevent distortion. NPC missing an eye by default will still have the missing eye. - Change to complexion is now in effect. - Essential, auto-leveling, corpse looting are now editable. - A more comprehensive loading that will stop people from having start-up crashes. - Added RefID to faction lists. Bugs reports and suggestions welcomed.
  9. @NeighborlyNinja: I havent figure out where the weight values are located in the data files yet. Let me know if you do.

    @Lavar1

    Try using console commands to disable and enable your NPC to see if your changes made are in effect.

    Also try out the latest version. It have some bug fixes.

  10. @NeighborlyNinja: I havent figure out where the weight values are located in the data files yet. Let me know if you do.

    @Lavar1

    Try using console commands to disable and enable your NPC to see if your changes made are in effect.

    Also try out the latest version. It have some bug fixes.

  11. How does this mod work exactly the script commands are not working and the mod isn't affecting my game at all can ya help.
  12. Could you add a character weight setting option for your new Skyrim character editor? Pretty pretty please?
  13. Here's an example: First you need the NPC's editor's ID as known as Base ID. i.e. for Hroki You can find it in TESSsnip or type 'help Hroki 0' Look for entry with NPC_ and you'll get it. Its 1339e. Open your BSA app - FOMM preferrably, open meshes->actors\character\facegendata\facegeom\skyrim.esm Find 0001339e.nif, extract it Open TESSsnip, open Skyrim.esm, goto NPC_ and find Hroki's entry under 1339e. Copy and paste it into your esf template. Here what ever you changed must match the content of the .nif file. i.e. If you change the Hair Style, the old hair mesh in the nif file must be replaced with the new hair mesh. I usually use data from another NPC with identical hair style to the new hair style. Lips type, eyes type and nose type etc also apply if changes are made. Face features morphing values do not matter. This can be a very steep learning curve if you do not know what you are doing. Finally put the .esf in the data folder and the .nif in "Data\meshes\actors\character\facegendata\facegeom\skyrim.esm\" Launch the game with launcher, make sure .esp is ticked in Data Files.
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