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Kaspar482

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  1. After login, my nexus site looks like this, is this something on my end? It happens with adblock disabled. Browser is firefox.
  2. In response to post #72142518. #72142618, #72238413 are all replies on the same post. A simple backup folder in the install path shouldn't be that hard to add, what speaks against it?
  3. I don't know if this has changed in version 1.0, but in a previous version installed vortex on a separate partition (drive D:). I later reinstalled windows (drive C:) with D untouched. Skyrim still works but Vortex lost all settings, install data, basicallly the whole setup. Would be cool if Vortex stores all its settings in the same install folder to avoid this windows reinstall mess.
  4. My permission? Of course, I made it for you :smile: So you want a Citrus head? It doesn't take long. I'll msg you the files. Edit: Btw, the files I linked only work for Skyrim Special Edition.
  5. Ok, try these. Headparts and Esp included. Don't use the .bsa file to test it, delete it. (oldrim .bsa files don't work in SE). Use loose files and overwrite with my files. Edit : Try this (previous had glossy eyes bug)https://mega.nz/#!8bhDiYCR!b0fnLXdAYRNFtOHt3If2DUuM6IESSpYVJvRmW6Oj5CE I could also make him a Highpoly Citrus head If you want.
  6. I made Azogs head for skyrim SE. Tell me if it works for you and if you want the .esp and headparts aswell. https://mega.nz/#!gPIFzDAa!mWScxQsQd4m8M2sIbygkTFs2bBo7TaZMGW7jC3OdhrQ
  7. I need help with a custom Tes5edit script. How can I let the tes5edit filter list only Nord race NPCs? Does anyone know?
  8. You need to uv-unwrap your objects and then paint them or bake the materials. And a good tutorial for Skyrim can be found here. http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1
  9. First of all, you use a Blender Render material in Cycles. Delete it, switch to cycles and THEN create a new material. I dont exactly understand what you mean by "not letting you zoom in". Does it clip out? If yes, adjust your viewport lens angle to something like 60. Could also be that you have another object in zoom focus. To change that, select the "Hair object" in Object mode and press Numpad . (dot/Del) and try to zoom in. Yes you can get rid of the white outline. For some reason, the alpha channel is premultiplied, resulting in an ugly white outline. http://i.imgur.com/a7MXGUF.jpg However, you can get rid of it by inserting a math node, set it to subtract. This way you can remove the white in render mode, but the Material view is now translucent. Not that important, since you can just switch it on when you need to render. http://i.imgur.com/Pt7IeT6.jpg EDIT: You might have noticed black faces on your mesh, this is the result of overlapping meshes on top of each other, and sometimes the backside of those meshes push trough. Those are either shoddy made meshes, or the result of inaccurate import export tools. However, in material view you can get rid of those dark spots by turning on "Backface Culling" in the View properties or change the mesh to Double Sided. In render mode it's a bit tricky, since those dark places are the result of transparent shadows and overlapping meshes. You can reduce the effect to a minimum by simply adding a subsurface modifier. Don't apply it though when exporting, this is just for rendering. EDIT2: Scratch the above. It's probably a bug in the way it reads the .dds file. Save the the texture as PNG and the problems go away.
  10. In Blender Render, those transparency settings are for rendering, not material mode. You are in material mode. In cycles, the node setup is intended for rendering. You are in material mode. To see the transparency in material mode, you need to set the alpha blend mode in material settings to "alpha clip" or "alpha blend". http://i.imgur.com/RAukNek.jpg
  11. I it depends on what you want to do. If it doesn't involve heavy scripting and skse, mods usually work for both games. If you make a mod for Skyrim, it should work in Skyrim SE.
  12. You want to render some stuff in blender? Use the cycles render engine, the node setup is less confusing than blender render. I recommend blenderguru.com or its youtube channel https://www.youtube.com/user/AndrewPPrice Just posting a screenshot would help in these situations .. Switch to cycles, and if you have a specific question, just ask again.
  13. That solution sounds good, better than approximating and shrinkwrapping the citrus head. I will try it in blender and update the howto if it works. Edit: It works. However, you cannot use the "Shrinkwrap" modifier. You have to download Rich Colburns "Surface follow" tool. Unlike shrinkwrap, it actually pins vertices to the other objects surface. The result in combination whith a shape-key is a perfect morph of two different topologies. That didn't work for me. For some reason I got the black basic head bug whenever I did this. One advantage of the headparts method is that you can use the facemorph and tint tools in CK, since Racemenu is not yet available in SE. And if you use a Textureset on the head you don't have to worry about the facegen being updated.
  14. You would probably have to find the FaceGenData NIF file of the NPC and import the mesh into Racemenu.
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