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Invctus

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  1. Hello, I've been trying to make an armor set using the arms of the Steel Plate Armor and the chest and legs of another armor type (from a mod, and yes I have permission to use those components). How would I go about doing this? I have 3ds Max, but the tutorials I've seen online deal with creating armor from scratch, which I am not doing, and in my previous attempts to make this armor I can export it as a .nif just fine, it looks great in Nifskope, but is invisible in the Creation Kit and in-game. :confused: Any help (or directions to a relevant tutorial) would be appreciated! Thank you!
  2. I added in a BSINVMarker from the Daedric greatsword, but still no results. Also, the weapon is completely visible when sheathed (oddly, it sheathes on the side instead of on the back, like a greatsword should) but invisible when wielded.... As for the armor, I scrapped the idea of using 3ds to put it together and instead used trusty NifSkope. I got it to appear in the Creation Kit (yay!) but, for some reason, it looks like this, with the arms detached from the body and hanging in space above it (see attached photo). I know why this happened: I applied a transformation to the arms because of some noticible clipping with the rest of the armor, and got the warning message: "On animated or skinned nodes Apply Transformation most likely won't work the way you expected it." I applied the transformation anyway and this is what happened. Thoughts on how to fix this? And thank you for all of the replies!
  3. I'm watching the tutorials now...hopefully I'll learn what went wrong ;D Also, attached the the mesh for the problematic weapon (a greatsword, again saved as a .7z within a .zip). Does anyone know what the problem is? Thanks so much!
  4. And thank you, Ishara! In the Creation Kit I put the _1 mesh in the armor add on, but still having the same problem. :/
  5. Thank you for the replies! Db86, I'm completely new to modding meshes and don't understand what you're saying lol...I just got 3ds Max a few days ago and have been playing around with it without having looked at a tutorial yet. The mesh I created is a modified version of an armor created by another modder (permission granted to mod his mesh). What I did was keep the chest and legs and replace the arms with the arms from the Steel Plate armor. I imported the 1stpersonnordplate armor mesh for the arms, though. Could that have caused problems?
  6. Hello, I'm trying to make a custom NPC have the ghostly effects (looks blue and translucent, turns to a blue puddle when killed). How do I do that? I tried adding "Defaultghostscript" to the NPC but it didn't work, and now they don't even show up in-game. Thanks!
  7. Hello! Today I put together a custom armor set and textures but when I tried to get it in the game using the Creation Kit, it wouldn't show in the render window. In-game, it doesn't appear either, and when I try it on it makes the parts it would cover (legs, arm, torso) invisible. On a similar note, I put together a custom weapon using modder's resources, and it shows up in the render window of the Creation Kit and the player inventory in-game, but when equipped the weapon (a greatsword) is invisible. My character is holding the invisible object as if it were a greatsword, and it does damage and makes the proper sound, but the model is invisible. Any suggestions as to what may be going on? Attached is the problematic armor mesh (compressed as a .7z within a .zip_. Thank you!
  8. This is a common error in Skyrim, where walking into certain areas cause immediate CTD (for me, this always happens on road running along the base of the Throat of the World). I don't know whether it's caused by mods or is just a bug with Vanilla Skyrim (or in your case, Dragonborn) because I have so many mods and so never tried to uninstall them one-by-one to diagnose which may be causing the problem. The "remedy" for this is just avoid the area causing the crash (Fast Travel!) or, if the problem is serious and game-breaking (I can't go to location X for quest Y!) you need to go through your mods one-by-one and uninstall them to see if any of them may be the problem. Sorry I don't have any better advice :confused:
  9. Hello! I'm trying to make a mod that would allow the Banish Daedra spell to work on Dremora. To do this, I added every Dremora (under EncDremora[whatever]) to the DaedraFaction (without removing the DremoraFaction, if that's relevant). After doing this I tested my mod out in-game and, weirdly enough, when I hit Dremora (of low enough levels to be affected by the Banish/Expel spells) the animation occurs, but the Dremora don't disappear. They do, however, run off and cower in a corner, which I found interesting. I went back to the Creation Kit for a look under the hood at the BanishFFActor magical effect and noticed that, under target conditions, a condition was that the target has keyword ActorTypeDaedra. And so I gave every EncDremora the ActorTypeDaedra keyword. In-game, the effect is the same as before: the animation occurs but the Dremora just flee in terror instead of vanishing. Have I missed something? Does anyone know how I could make this work? Thank you!
  10. Hello, I was wondering if anybody would be willing to create a retexture of the Thalmor boots to make them look like they were made of steel plates attached to a boot (you know, like the vanilla iron boots and Imperial boots), without the fancy lines and all that. Just a simple armored boot, like this: http://preview.turbosquid.com/Preview/Content_2010_08_23__02_22_27/Medieval_Armour_Boots_00.jpg2b0c51e0-4696-413c-9876-e8f87cc47bddLarger.jpg Thanks to anyone who takes a look at this! :sweat:
  11. Thank you, everyone! I figured out Noobo's method on my own while I waited for a response lol. But thank you all for your responses! :biggrin:
  12. Hello, I created a heavily revised version of the interior of Castle Dour for a mod, but somewhere along the line I made a disastrous, stupid mistake and it seems to have replaced the original Castle Dour cell, thus ruining the Imperial Legion/Civil War questline (because everyone who used to be in Castle Dour is now gone). Is there any way that I can copy the contents of the edited cell (which I spent a LOT of time on) into a blank cell in a different .esp? So I can continue my work without breaking a major questline. Thank you!
  13. Hello, In a custom home I've been working on I have a dining room table set with silver plates, goblets and food. I put five chairs around the table with (or at least I though) enough space between them and the table to allow the player and NPCs to sit down. However, whenever the player sits (not sure about NPCs; never seen them sit down) all of the table settings go flying, like if you shouted Unrelenting Force at the table. I replaced the chairs with benches that I moved further away from the table and the same thing happens. Does anyone know why this is going on? Is there any fix? Also, is there any way that I can make it so that the platters, food etc. don't get moved by anything? Like some script that disables the in-game physics and makes them static objects? Thank you!
  14. Wow! Thank you so much! It looks fantastic. Thanks for doing this so quickly and so well :happy: I'm always amazed at what people can do with meshing because, while I can do a lot with the Creation Kit and modding in general, meshing is not one of them :wallbash: So again, thank you so much!
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