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artifex0

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    Tetris

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  1. My guess is that it doesn't matter which unity3d archive a game asset is in, so long as it's contained in one of the archives the game loads. If you remove one of the archives, those assets shouldn't load. If you want to modify things like abilities, you'll probably want to use a combination of Bester's Pillars of Eternity Asset Editor and a hex editor. For a discussion of how that's been done in the past, take a look at the comment thread for Zeee's Arcane Veil Modal mod.
  2. Would you mind uploading the current build to Skyrim Nexus? A version of the 3DS Max plugin is being hosted there, so it wouldn't be without precedent.
  3. Well I currently finished adding major support for animation. But it's still a bit untested. If you wan skyrim support then test the current plugin as it is against oblivion or fallout 3. If the new features work fine then I will start looking into skyrim support. I won't even begin to work if some people won't even test it. It's not just about skyrim support but about fallout 3 support too. This is the most recent test version of the plugin: test version There are instructions included about how to install the plugin. If you do get the plugin working with Skyrim, I don't suppose you could include support for previous versions of Maya? Would that be difficult? See, I'm in the same predicament as theycallmecheese, except I only own a copy of Maya from '08. Edit: For anyone who, like me, found this thread by googling the "error reading file" maya nif problem, I think I may have found a solution: In nifSkope, change the "User Version" setting in the NiHeader node (which can be accessed in the Blocks List mode) from 12 to 0, delete any BSLightingShaderProperty nodes, and convert any BSDismemberSkinInstance nodes to NiSkinInstance nodes. In my case, this allowed me to import skinned Skyrim models into Maya. I haven't yet tried exporting back to the game, but I imagine the process is similar.
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