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WolfeSpeider

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  1. I have a mod made and ready to go, but as this is my first mod I don't really know what I am doing when it comes to working with Vortex; I have the files on my page (esp, nif, textures) and as far as I can tell everything should be working, however trying to download them via Vortex, it fails with the message "Server could not process this request. Maybe the locally stored info about the mod is wrong or the mod was removed from Nexus". This is occurring even after publishing my mod and reopening Vortex several times. Looking through how this process goes there isn't a lot of helpful information in terms of what files are needed and in what order or orientation in regard to file paths. My Vortex is also the latest version. Any and all help would be appreciated.
  2. I have a mod made and ready to go, but as this is my first mod I don't really know what I am doing when it comes to working with Vortex; I have the files on my page (esp, nif, textures) and as far as I can tell everything should be working, however trying to download them via Vortex, it fails with the message "Server could not process this request. Maybe the locally stored info about the mod is wrong or the mod was removed from Nexus". This is occurring even after publishing my mod and reopening Vortex several times. Looking through how this process goes there isn't a lot of helpful information in terms of what files are needed and in what order or orientation in regard to file paths. My Vortex is also the latest version. Any and all help would be appreciated.
  3. You're giving me too much credit lol. I did manage to get partially it working, but only by adjusting the alpha of the second NiTriShape. I guess I'l keep trying to brute force it in the mean time. Thank you for the help all the same.
  4. This is a dumb question, but how and where within the block list does this glow shader need to appear? Could I just duplicate the existing NiTriShape for the sword and only apply the glowmap to the duplicate or would that cause issues? Half the battle with this is figuring out how NifSkope works; as I previously stated I have no idea how to move one child block into a parent block, which seems to be a part of the problem.
  5. So I have just started modding and managed to get a sword and its textures I had modeled a while ago into the game, however as I anticipated I am having trouble getting one of my textures to work properly; it is an emissive texture, aka a glow-map. While the normal, base color, and occlusion/metallic maps are working fine, the emissive texture is not. Attached is how the sword appears rendered in Unreal 4, and how, if possible, I would like it to appear in Skyrim. I have tried using a "NiMaterialProperty" block within NifSkope in order to use the emissive property, but I can't figure out how to nest this block within the existing "NiTriShape" block. I have looked up and down trying to find decent tutorials on this matter or if someone else has had a similar issue, but so far not much has worked. I would appreciate any and all help.
  6. No worries, I appreciate the help, I'm beginning to understand this a lot better. Currently I'm having an issue with locating the master file/plugin for Enderal itself, which I think has to do with Enderal being installed in a separate location than where Skyrim was initially installed; I had attempted to copy the .esm for Enderal and paste in the same location as the other plugins that did show up, and after doing so Enderal DID appear in the menu for selecting plugins, however when I attempted to make it the active plugin in order to go through and start editing as you say, I received errors and CK immediately crashed. Is there a way to load in plugins directly through CK, or do the necessary plugins and files for the plugins HAVE to be in the same location?
  7. This is excellent information, thank you for replying. Enderal does use .bsa for their meshes but I do have the BSA Browser. My concern is that replacing the model for this one sword would do so for all of the swords in-game that use the same model (as the model used for this weapon is the same model used for the very first type of swords found in the game, that are also used by various undead enemies in the game). Would this process that you have outlined account for just replacing the model of this one specific item as opposed to just replacing the models? Trying to search for the sword's name under meshes was unsuccessful, I was only able to find the model that is used as opposed to the sword's ID or name underneath the meshes within Enderal's BSA meshes.
  8. So I have been playing Enderal: Forgotten Stories since it dropped on steam to experience the DLC and I love it save one unique sword I found that has a basic, bland model as opposed to a unique one. I've been trying to find a way through the Creation Kit, or any methods, to change the model of this one unique sword in particular to a model (mod) I had downloaded for replacing the model for a vanilla skyrim sword, specifically Red Eagle's sword. I am not experienced with Creation Kit any way, nor do I consider myself a modder, but I've been stuck on just this one particular issue for some time now, and I'm still unsure as how to even start. I tried messing around with Creation Kit for a bit, and I believe to go about doing it I have to edit Enderal's esm (Master file), however my Skyrim installation is in a different hard drive than where I have installed Enderal. Would this be a part of the problem? Any help/suggestions would be greatly appreciated.
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