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ArchPhaeton

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  1. Yeah, I moved around for a while and at different times and they are now functional. Thanks for the assist, may the ground quake as you walk.
  2. Well I wasn't trying anything funny script-wise, just a copy paste of the one in the light script link, minus the bracketed text, sice the CK told me it wasn't gonna accept brackets in the script. I took my time to make a clean as possible skyrim setup, and retried this - Oddly enough, it worked for the light above but not the one below. I copied the working one, put it at the entrance, and apparently they are working now :) Not sure if the scripts still make CK crash, I'm staying away from that to avoid a frustrating scenario. Thanks a lot for your replies! [/img]
  3. https://forums.nexusmods.com/index.php?/topic/506207-questions-re-skyrim-texture-formats/?p=4140883
  4. Thanks for your reply. Yeah it's hard to see them, that's why I circled them. They both are "WhiterunFireLightNS" light markers. I can see their brightness both in game and in-editor. I tested that Exterior emittance method in the interior and it behaved the same, the marker's light shuts off and never comes back on. Using CK 64 bit "newrim version".
  5. Indeed I know nothing about that. I'm a tutorial follower rudimentary modder. This is the setup: I wanted to follow this method to make the light markers turn on/off, but CK just crashes. I don't mind the light fixtures at all since they don't give actual light and my interest is to illuminate the entrance and rooftop of the tower at night. Thanks for your suggestion - I tried it but the light marker shuts off both in the ck preview and in-game, but doesn't turn on or produce any light at day or night.
  6. @OP I basically answered your thread a few threads ago. Here and here.
  7. That's weird. I do it like this: stand in a clear position tfc put the camera where I need it showracemenu It does the usual zoom but after that, it jumps to the tfc camera edit what I need R Naming/saving character tfc While I'm pretty sure what you want to do is doable, the people in-the-know either aren't around anymore, or don't bother sharing the knowledge.
  8. Pretty sure I replied to this before. Just hit R, end character creation, unequip clothing, move away from the wall, then call showracemenu from the console and edit to your liking. Old ECE had camera moving functionalities but this one doesn't for whatever reason. If I need to adjust something not in normal view, I use TFC, position the camera, then showracemenu. It will display the camera position you chose in TFC.
  9. I need someone to add a simple light switch script to two light markers I've added to my worldspace, so that they only turn on at night. I've tried everything and already extracted scripts.zip in my data folder for no avail - CK crashes as soon as I fill the script content and hit OK. I've spend the whole day trying to fix this crash and I'm at my wit's end, so if someone can pick the mod and do that simple step please pm me, thanks!
  10. To directly answer OP: As these people have stated, making models from scratch for Newrim is a total PIA. The current 3dsmax plugin doesn't have full functionalities (at least I havn't got them to work as they are supposed to) It can export nifs (model files) that Creation Kit and the game recognize, but for stuff like collisions you'll need all the oldrim tools needed for this. To make kemono wearables you'll need... A. Oldrim software 1. A modelling program. I use 3dsmax 2011. 2.The corresponding nif export/import plugin. There's one for max and other for blender. 3. A graphics editor that can export DTX5 .dds textures, I use Ps. 4. Nvidia plugin to export the textures. 3. Nifskope, the old one for oldrim files. 4. ChunkMerge or NifUtilsSuite, to add collisions and other tweaks. B. Newrim Software 1.Nif Optimizer, to convert oldrim files into newrim format. 2.Nifskope, the new one, to tweak the nifs as needed. I barely managed to get my hands on a max2011 version. If you're gonna get it from the internet do it asap - it's nearly extinct. The nif plugins are in the oldrim nexus. The nvidia plugin is available from them, I think. Old nifskope is in the nikskope website. Chunkmerge/NifUtilsSuite, you can find them if you look hard enough Nif Optimizer is in the newrim nexus. Newrim Nifskope is in their website. Personally I have not made any armor mod , figuring out how to make a static with collision took me like a week... But there's a tutorial in steam that teaches how to implement a hat model using the skyrim files as guide. I know there's a bunch of things you need to set up like bones, world model, etc. it's all covered in that tuto. To make the ears themselves it's not that difficult - here's a rudimentary example: 1. box shape 2. FFD modifier, moving control points 3. Clone as copy, resize, reposition and cut out the ear hollow with a boolean. 4. Unwrap UVW modifier, render template and use it to create the texture. 5, Clone, reposition. Better with a vanilla file as guide, for sizing and positioning. I find UV mapping and texturing to be the most boring task. If you really have the will and time to go for it, i'd suggest you to try and do this with just a box or cylinder shape, from zero up to the game, so you learn the process. If you nail it then you can take your sweet time modeling and texturing. I put this long answer 'coz, while it is a long and tedious process, I don't think we should discourage you right away. The world needs more strong willed people. Who knows, perhaps this is down your alley. If I get a little time I could even model something simple like this and you do everything else.
  11. Well, that worked! thanks a bunch man. You just made my life several hours easier. I'll add that bit to the answer to myself.
  12. Custom nifs I've made in 3dsmax show and work well, however in the preview window I can't select them the way you can select most scene elements, let's say if you want to reposition a npc, a light marker, a furniture element or anything, you click on it then use the gizmos - I can't do that with my own nifs, I have to pick them from the scene items list and then use the gizmos. I thought it was because my nifs had no collision before, but this one can't be selected by clicking on it either. :confused:
  13. I followed the niftools tutorial, which covers material type (STONE for me, picked single type in chunkmerge) and I read somewhere that Weight is better left at 0. I finally managed to get the collision to work. After using the chunkmerge, I copied a BSXFlags node from another static (integer 130) under 0 NiNode and blam! Here's the working nif if you wanna check it. My only gripe is i can't directly select any custom model i've made it from the preview window, with collision or without. So to answer myself here, to make statics for Newrim with working collision: -Get 3dsMax 2011 -Get Havok Tools 2010-2-0_20101115 and install the max plugin. Make sure both of these match your operating system (32 or 64 bit) -Model your nice stuff in Max 2011 (I modeled it in 2018 and couldn't open in 2011, had to export as .obj then import to 2011), and a separate collision mesh that coincides with it. -Follow the niftools tutorial. Remember all reference meshes/templates have to be from oldrim (old nif format). -When you got this final mesh with the collision added, check if it has the BSXFlag node, under 0 NiNode (the scene root). If it doesn't you can paste it from another static vanilla nif (Integer value 130) -If the root node is 0 NiNode, right click->block->convert->bethesda->BsFadeNode. -Run Spells->Sanitize->Re-Order blocks. -Pass it with nif optimizer -It should work in CK and in-game now. So no, no direct creating newrim meshes that I know of. Thanks to BigAndFlabby for his valuable insight.
  14. After a bumpy ride I managed to gather all the tools to create oldrim nifs with meshes, then using the optimizer to make it a newrim nif. Everything works to the point of putting it in CK, it even displays the collision with F4; however when I put it in-game, there's no collision...
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