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Hvergelmer

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About Hvergelmer

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    https://www.facebook.com/HvergelmirsMods/
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    Hvergelmir#0080
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    Denmark
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    Streaming on Twitch.tv/Hvergelmir85

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  1. I had this issue a while ago. I narrowed it down to being Realistic Lighting Overhaul. I replaced it with a different lightning mod.
  2. make more of these please, SO necesary! http://www.nexusmods.com/skyrim/mods/30411/?
    1. Hvergelmer
    2. JockrisLatour

      JockrisLatour

      more shapes of beards and eyebrows, you have no idea how wonderful my character looks xD, (well, hopefully apachii aadds soon dread hairstyles, xD
  3. I am eagerly awaiting a fix for this issue so I can mess around with Caliente's new BodySlide 2.0
  4. What inspired you to modify and/or make textures?
    1. Hvergelmer

      Hvergelmer

      The horrible vanilla textures and the fact that I had the skills to do something about it.
  5. In response to post #7518395. #7518465, #7518489, #7518493, #7518554, #7518969 are all replies on the same post. The issue has been fixed people... at least for me it has.
  6. In response to post #7518395. #7518465, #7518489 are all replies on the same post. Excellent. I managed to get the file header to work, so ignore that part.
  7. In response to post #7518395. For the time being the new file background/hot file image function is not working as intended for me. When entering the page, I select the area on the image to crop and save. I get redirected to another page with an incorrect crop of some other image (looks like to me the first image uploaded to that specific file) and the image is not actually applied as the hot file nor background image. I attempted to do this on several of my files. I am currently unable to provide screenshots, but I'll provide some later if you couldn't understand my gibberish. I am currently rushing out the head door as I've got somewhere I have to be soon.
  8. Already fixed that myself - but thanks for pointing it out.. I've double checked everything several times, the paths are correct. Don't think that is necessary. I obviously checked ALL my brow styles, each with a different normal maps and they all end use the same default vanilla one (my own edited one or the vanilla if I deleted my edit). The difference between my .nif edit and the vanilla .nif is that the edited use the new normal map instead, but behave in the same manner (all brows use the new normal map instead). All this stands very clear to me, so I think screenshots here are completely irrelevant and you'll just have to take my word for it. This is worth a try. Now that you downloaded my mod, did you test it yourself?
  9. Alright. As far as I can tell there's no similar bug here as loading up the CK and looking at the brows everything is still a-ok. Same goes for the Texture Sets. All is perfectly fine. Just doesn't seem to want to use anything but the normal map specified within the mesh. I've already been redirected to the official forums, so I might give that a try.
  10. Hello Nexus. I recently released my eyebrow replacer mod that replace the vanilla textures with high resolution hand painted ones. To begin with I went with the vanilla method of using one normal map (both genders has it's own) on all brows by merging all of them together. While this is a very simple and usable method, it is not entirely desirable for me and I wanted to give each brow it's own normal map for that extra detail and realism. With the first release of Brows I also included a bunch of additional brows of my own design and gave them their own normal map - I just never realized until yesterday while working on a large update for the mod, that giving the brows it's own normal map within it's Texture Set (in the CK) it doesn't change a thing. It still uses the default vanilla texture. Unfortunately I just never noticed this until I deleted my edit of the vanilla default normal map and noticed in game that the brows looked awful, and then it was already too late, I already HAD created all the normal maps. http://lthot.dk/har/help/1.jpg Img #1: Here you see my Texture Sets, all correctly created and prepared with the light and dark variants. All is good. http://lthot.dk/har/help/2.jpg Img #2: For the purpose of example I picked one of my non vanilla brows. All paths are correct and the diffuse map show up properly in game. The normal map does not despite the path being correct as indicated with the shown correct normal map in the preview. http://lthot.dk/har/help/3.jpg Img #3: Detail of correct path. For clarification, this is within the original Skyrim install folder, not a work folder. http://lthot.dk/har/help/4.jpg Img #4: Here's all the added brow styles, again properly created and prepared with light and dark variants. http://lthot.dk/har/help/5.jpg Img #5: All brow styles have been properly edited to use the correct Texture Set. Despite this, when loading up Skyrim and selecting brows, all the correct brow styles show up. But none of them use the correct normal map and instead use the default vanilla one. This is most unfortunate and undesirable as I've put too much work into this to turn back now. As a work around, Timmy19992 suggested in my mod comments that I edited the mesh instead to point at the desired normal map. While this method works, it still only uses the selected normal map, despite recognizing (to my understanding at least) that the mesh is supposed to look for the Texture Set applied. This just complicates things even further as it requires me to duplicate the brow mesh for each brow style and correct them all to the proper normal map and once again do additional editing within the CK. In the end this is just more work than it's worth... http://lthot.dk/har/help/6.jpg Img #6: Here showing the edited mesh within Nifskope. The original vanilla texture is called malebrow1_n.dds so I've redirected it to my malebrow_1.dds specific normal map malebrow_1_n.dds instead. It works, but now all brows use this normal map instead which is undesirable. If anybody knows anything about this, knows a solution instead of the troublesome work-around given I'd more than that happy to hear about it. The last thing I wanna do is going back to use only ONE normal map as in vanilla Skyrim, but I may have to instead of going through that complicated process. Note: I looked for the Mod Author only forums and were unable to find it. I'm fairly certain I'm categorized as worthy to enter that forum as I fulfill the given requirements.
  11. Alright fellow modders. Some of you may know me as I've been around for quite some time and "recently" started modding Skyrim for the public. More specifically (re)texturing and it's all good and fine. I recently started a side project that started off with Beards, which is also going fine - but it doesn't stop there as I'm also working on other aesthetic/cosmetic retextures including eyebrows, hair and various tint masks specific to make-up. I've never had any problems handling DDS files and going through proper compression. Always used DDSopt to further optimize my textures before release... but.. some of you may be aware of the horror that is tint masks and saving them in DDS format that doesn't result in blockiness. So, my plea is to those of you who's been through that horror and found the solution - or a temporal solution! I seem to have tried it all! From being uncompressed with no mipmaps not going through DDSopt to max compression going through DDSopt with mipmaps suitable for the tested sizes (512 to 2048). Done it all... DXT5, 8.8.8.8 etc. There doesn't seem to be any visual difference and extreme blockiness on the tint masks. I also seem to remember that one point that there were mention of a general problem with tint masks bigger than 512x512? Enlighten me. EDIT: To show the problem though I suspect many already know what I am talking about - the most obvious being the lips tint mask here: http://static.skyrim.nexusmods.com/images/30027-1356476303.jpg
  12. Yes, I follow the suggestions posted by you (and others) over at http://skyrim.nexusmods.com/Images/163262 and the ENB .dll was the problem. I now manually rename the .dll file before I launch the CK. More indepth information can be found following that link. Thanks for the help people - problem has been solved.
  13. Unfortunately it is NOT true in my case. (Trust me, I've run the CK a billion times already attempting to either ignore or retry to get faces to show in vain, then restarting the CK to try it all again). When the obvious problem solving attempts failed I attempted to reinstall, verify cache AND defragment the cache.
  14. EDIT: Problem has been fixed, the culprit was the ENB .dll file all along. My personal fix was a manual rename of the file before launching the CK and then renaming it back again when done. There's also a batch file written by rpgjaguar called ENB Disable for Creation kit to do this automatically for those that prefer such a method, more information about that can be found following the link. Hello everybody. I am Hvergelmir - some of you may know me as the author of texture replacer mods such as Hvergelmir's Armor Retexture, Hvergelmir's Shield Retexture and recently Hvergelmir's Steel Armory (and soon to come Hvergelmir's Weapon Retexture). But, besides that I also do other kinds of modding occasionally, such as Hvergelmir's Redesigned Housecarls. Unfortunately I am currently stuck, unable (or rather limited) to use my CK for anything. I get this extremely annoying pop-up warning every time I attempt to view face or body of NPC's in the CK. I've already used my impressive Google skills to scour through the internet for a solution and while I was able to find similar problems and supposed fixes, I found nothing that could solve mine. The pop-up error says: So now I ask you, the community if any of you know anything about this issue and how to fix it - I'm not so much looking for suggestions, but actual known fixes. I've tried pretty much everything I can think of to fix this... http://static.skyrim.nexusmods.com/images/30027-1353324696.jpg EDIT: Problem has been fixed, the culprit was the ENB .dll file all along. My personal fix was a manual rename of the file before launching the CK and then renaming it back again when done. There's also a batch file written by rpgjaguar called ENB Disable for Creation kit to do this automatically for those that prefer such a method, more information about that can be found following the link.
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