Jump to content

Deleted15964729User

Account closed
  • Posts

    263
  • Joined

  • Last visited

Reputation

0 Neutral

Nexus Mods Profile

  1. DXT5 is BC3. If you are unsure what you are doing, save your work as TGA and use Elric to convert your files into dds.
  2. Make sure you update tangent spaces for the mesh. You can do this in Nifskope simply by right clicking the mesh and select update tangent space in the mesh submenu.
  3. 3ds max 2013. You additionally need the official nif export bundled with the ck and havok content tools.
  4. Batch mode in CK might be enough for what you want. https://www.creationkit.com/index.php?title=Batch_Assignment
  5. Hey, I've not had any issues with this. Can you name an exact script that failed?
  6. Any outfits where limb is visible has said limb part of that outfits model. Most have a seperate model aside from that for gands or gloves. So basically you would need to remake every outfit you want to be able to wear. Massive undertaking on par with cbbe or wonderbody, and that's just for the vanilla outfits.
  7. Nice, this is basically the only f4se plugin I really miss during times of updates. Thanks for keeping it up to date.
  8. No clue about cs4 compatibility https://software.intel.com/en-us/articles/intel-texture-works-plugin
  9. It's usually up to using the correct cube map and settings in your bgsm. This requires a certain amount of trial and error in each case unfortunately.
  10. Meshes are exported with medium precision. You can avoid this by using outfit studio to convert meshes http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout_4._Part_4
×
×
  • Create New...