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Mahws

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  1. Thanks! That worked perfectly. I'll get back to the blender tutorials and try to learn how to do it the proper way, whole reason I'm doing this is to learn, not much point learning a shortcut that just holds me back in the long run. Truth be told the reason I decided to start learning how to use blender/nifskope this weekend was because I got the sudden idea in my head to get some experience so I could try my hand at porting one of your oblivion armours over to skyrim for personal use. So thanks for the help and thanks for all the wonderful work you've given to the community all these years. :)
  2. I'd like to start by apologizing if this question has an obvious answer that I should have already known, I'm new to 3D stuff and nifskope and I've spent most of the afternoon searching and can't find anything on issues for shaders with nifskope. My problem is that I've exported/imported a .nif from nifskope into blender in .obj format for editing and now I can't seem to get the shaders to show up. I'm not sure what I'm doing wrong, but any advice would be welcome. Nifskope: In game: .Nif file: http://www.mediafire.com/?tdw6gf9sc0mrcrf
  3. You sir are a gentleman and a scholar, exactly what the game needed. :)
  4. He's using: Vurt's Skyrim Flora Overhaul Isoku's RWT Realistic Water Either Coverwomen or Better Females Lush Grass And Skyrim HD And by the looks of it one of the MANY FXAA Post Processing mods. Just search the nexus for them till you find someone's settings you like. I'm probably missing one or two things, but those seem like the major graphic boosting mods he has installed. Other's you might be interested in: Xenius Character Enchancement (A fantastic high quality face/body texture mod with a more subtle and natural approach). AOF Believable Hair Enhanced Blood Textures Enhanced Distant Terrain
  5. Yeah I was doing that, but it wasn't changing the texture in the GECK for some reason, so I assumed it wasn't working. Works fine in game however. Something I probably should have checked before making this thread. :P I've bit the bullet and started learning my way around nifskope and making a new mesh file for each item as I keep needing to edit backpacks/multipart meshes now. Not the easiest program to get started with, but unfortunately necessary once you move onto retexturing more complex things.
  6. I'm just using a default mesh and applying an alternate texture. Altering the .nif to a new texture path would just end up doing the same thing but requiring me to include an unneeded mesh with the download wouldn't it? At any rate, I've got it working, the texture worked in game but not in the construction set, like you said. Bit of a pain as it means I have to fire up the game every time I want to check how it looks, but at least it's working now.
  7. Oh damn. Was hoping to avoid having to touch the .nif files. Makes me long for the good old days of Oblivion/Morrowind construction sets. Thanks for the help though. :)
  8. I've been looking at guides all afternoon and I'm struggling to find an answer anywhere. I'm trying to make a copy of an existing item with a new texture (in this case armour). I've got my recoloured version of the texture saved as a .dds, along with a copy of the original normal map texture saved under new names in data/textures/armor/testmod/ According to the guides I've read all I need to do is create a new Texture Set, add the altered texture as the Diffuse and the normal as the Normal/Gloss then save it, then create a duplicate of an item using the same mesh (in this case the T-45d power armour) hit edit under Bipedal Model then set the upper body and arms to the Texture set I just created. However whenever I do that it just uses the standard texture. The preview changes appropriately whenever I apply a different texture set, but the one I'm making just doesn't seem to show up. What am I doing wrong?
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