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TurelimVampire

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  1. I've tried 3 times to upload a file to the nexus and each time it says there is an error and the file name can only contain letters, numbers, spaces etc. The first time I tried to upload it it had an "&" in the title so I renamed it and it wouldn't work. I deleted the mod entirely and tried again twice, deleting the previous attempt each time and it still gives me the same message. Is there some kind of problem with the site?
  2. In 3DS Max in the import window it will have a box that you need to tick that says "import skeleton". That's the skeleton inside your character that animates them. It's like a stick figure. Without it the npc won't move in game.
  3. Hey I did LOD for my world space the other day & some vanilla mountain meshes (some may have been the falmer ones from Dawnguard but I haven't checked them all yet) are still vanishing & reappearing as if they have no lod. Also on the world map none of the custom meshes I've made show up. I've never done LOD before so I have no clue what I'm doing really, certainly in regards to custom meshes. Does anyone know what the problem is? Thanks
  4. https://www.creationkit.com/index.php?title=Adding_Voice_Intermediate_Tutorial Perhaps one of those?
  5. Hey I made a helmet for my mod & while it looks fine in Nifskope, in game there is a hole in it on one side. Does anyone know what might be causing it? I sculpted it in Sculptris & Skinwrapped it in Max using the iron helmet, btw.
  6. A fix for these boots in particular or a fix for glossy textures? Glossy textures are caused by the specular map being too white. Follow this :
  7. @LeVosgien So if I use a different xml file for Nifskope that will fix the collision material problem? Because that's the issue - there are no collision materials to choose from in ChunkMerge. I'm using Nifskope 2, btw & I've tried using Nifskope 1.1.0-rc4 but it's the same either way. I can get the mesh ingame & it has collision but there are no footstep or impact sounds. I changed the chunk material property but that hasn't fixed it either. The integer in BSX Flags was 642, btw. I changed it to 130 (Tamira said the integer for statics is 130 in this thread https://forums.nexusmods.com/index.php?/topic/3688275-chunkmerge-collision-problems/) but it hasn't helped. The startup version for my Nifskope 2 is 20.0.05 & the user versions were 11 & 11 but I changed them to 12 & 83. I also read the startup should be 20.2.0.7 but nifutils would crash when I tried to use nifconvert with that number so I changed it back to the default. It's so frustrating being so close to getting working meshes in game but falling short :/
  8. Hey, I've managed to make a 3d model in 3DS Max & texture it & create a collision hull in Chunk Merge but it has no havok material. I can't walk through it but if you hit it or shoot arrows at it they make no sound. In Nifskope under bhkMoppBvTreeShape it says the material is Hav Mat Stone but in Chunk Merge there are no materials in the material list to choose from when creating a collision hull & in game it has no material assigned...does anyone know what the problem is?
  9. Hey, would it be possible to make a new head for a character & then switch it with the original so it has the custom head as default? I read that when you equip armour in Skyrim it's actually replacing that body part & the npc in question (dragonpriest) wears a mask so I'm assuming it would work. I'm making a kind of lich & it's easier to just replace the dragonpriest's head with the new one. I'm assuming if I made it as a piece of armour then the player would be able to remove it once the dragonpriest was dead so that's not gonna work. It would need to be his actual head. Can anyone point me in the direction of a tutorial, perhaps, if this is possible. Thanks.
  10. That does sound like LOD, though. If you haven't generated LOD then that's the way it is.
  11. It's exactly the same process. Maybe you need to do this ---> http://www.nexusmods.com/skyrim/mods/31404/?
  12. What I mean is - in order to import the nif into Blender you export it from nifskope as an OBJ file. Then when you've done whatever you need to do to it in Blender you export it as either a 3DS file or OBJ which you can import into nifskope then save as a nif file then put into nifutils.
  13. Export the mesh from Nifskope as an OBJ & import that into Blender instead.
  14. That might answer your question -------> https://forums.nexusmods.com/index.php?/topic/964154-creation-kit-help/
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