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haldir307

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    Greece
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    Elder Scrolls Online
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    The Legend of Zelda: Ocarina of Time

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  1. Hi guys, if anyone know about mods porting from Elder Ring to SkyrimSE/AE, please i'm asking if someone would like to port 3 armor mods of KRDCD, that would be much appreciated! 1st. https://www.nexusmods.com/eldenring/mods/2519 2nd. https://www.nexusmods.com/eldenring/mods/2530 3rd with sword and shield. https://www.nexusmods.com/eldenring/mods/814 Please
  2. Is this mod dead even before of it's release? So many years of wait for nothing!
  3. First of, hello. Since there are not many dlc/replaceable mods ported for W3, i decided to do myself. I'm a fast learner by watching video tutorials, i learned in few minutes the basics of blender. Now my fist mod is to do a replaceable sword model i found free with very good textures and shaders. *The problem is on modkitchen, it uncooked everything but it does not export the w2mesh, just empty folders, no fbx no xml!
  4. Is anyone interested to turn this armor set as dlc mod? Would be awesome to make this mod, its like Witcher 3 style Link's tunic.
  5. I've added the cubemap path, in ck i do not get the message in ArmorAddon, but in game the issue persist, that was never in the original mod even without the cubemap path.http://orig04.deviantart.net/6697/f/2016/324/1/5/issue_by_haldir307-dap1cp2.jpg
  6. Hey people, good news, my mod is working now very well, thanks to all of you for helping me, but there is one problem now with the capes in creation kit and in game. In CK i'm getting a message when i load the esp: "Warning MASTERFILE: Armor 'SRSCape' (010053C3) used invalid Biped Object slot 46 for race 'DefaultRace'" and i click "Yes to All", then i open the Biped Model of every cape in ArmorAddon i have on my mod, i get this message: "Warning TEXTURES: (null) : (null) is missing an environment map" i click "Yes to All" again, then i see the capes have weird shine over them, but in game its a very dark shadow. What can i do? By the way, should i use the SSE NIF Optimizer after editing the meshes? Is it highly recommened? Also how can i make the arrow craftable as a 50 pack instead one arrow?
  7. It wasn't when i saw that topic and started to edit. :D When i have the textures path set from "textures\armor\imperialrangerset\irboots.dds", then the mesh is white, no textures on it: http://orig10.deviantart.net/f9b8/f/2016/321/d/f/2_by_haldir307-daoq11w.jpg and when i the textures are set from "C:\Program Files(x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Textures\armor\ImperialRangerSet\IRboots.dds" then the mesh has it's textures: http://orig04.deviantart.net/06c7/f/2016/321/a/f/1_by_haldir307-daoq190.jpg so, what is correct? Having the textures viewable on the meshes or not?
  8. @To all Thanks to SydneyB i saw that i didn't made triangulation and not added tangets. >< Why because Arthmoor does not mention those two parts on his tutorial: http://afkmods.iguanadons.net/index.php?/topic/4633-skyrim-se-things-to-know-when-converting-standard-mods-to-sse/ Damn what waste of hours for wrong editing. -_- So i will try from the begining with the source tutorial SydneyB gave me and i'll let you know, thanks everybody. :smile: EDIT: When i do the third part, i'm getting a message "Update Tangets Spaces failed on one or more blocks (Block 8: Insufficient information to calculate tangents and bitangents. V: 1452, N: 0, Tex: 1452, Tris: 2416). But after that i doing "Update All Tangent Spaces" and save, when i reload the meshes are fine, not like that: https://staticdelivery.nexusmods.com/mods/1704/images/1168-0-1478112773.jpg so i do not need anymore to make the process twice, still not saw in game how it looks, first i need to edit all meshes and the esp to the end.
  9. No no, they are ok as original skyrim meshes, check it out if you want: http://www.nexusmods.com/skyrim/mods/56902/? but i do not know why is this happening on sse.
  10. I tried it out, it did what it did successfully and still the issue remains on the meshes.
  11. I mean no one has issues with the textures so far on the original mod and game even when the textures are set from the desktop's path, but the issue i wrote on the third post, that issue still remains on the files i took from your link, i open the meshes, getting the same messages and the object is not there. EDIT: I made a test, i exported from meshes0.bsa the monkvarianthoodf_0.nif and monkvarianthoodf_1.nif, the same problem happens to the vanilla sse mesh! So this changes everything, or the problem are from those meshes or from the NifSkope. EDIT 2: So, i loaded the esp on the new ck and saved it, but in game everything is invisible except the quivers and it has 0 weight, the bows have a giant red triangle with a white ! in it. What now?
  12. The texture path has nothing to do with this issue, no one had a problem before on original skyrim, but i will change that now. :) I'm still getting this issue, did you zipped the correct ones?
  13. here they are http://www.mediafire.com/file/oc4hg8huda173r6/meshes.rar
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