Jump to content

SilverfeetStudio

Members
  • Posts

    17
  • Joined

  • Last visited

Nexus Mods Profile

About SilverfeetStudio

SilverfeetStudio's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Hey guys, I really hope you are able to help me with this as I have been pulling my hair out for days. Ive searched high and low for an answer and must have tried to do this differently over 50 times now. I'm modding an arrow so that it has an animation effect. The animation effect I am using is the reanimatedead hand cast effect (Little blue burning balll) I've attached this sucessfully to the .nif and the animation plays in game when the arrows are placed on a surface such as a tabel, but as soon as they are equipped the animation stops and it becomes a static sprite? I really am at a loss to understand what is happening here! I thought initially it was the animation cycle getting stuck once its equiped, or some how the collision was effecting it, but I've tried various ways and still no luck in even isolation the problem! Please can someone point me in the right direction? Cheers!
  2. I've been into max to look at it, Its difficult to explain what I need so I will try another example The torch.nif has 2 models - it has the peice of wood you hold, and then it also had the rag at the top of the torch that is on fire. In Max these are two seperate models and are not attached in anyway. In Nifscope - these are two different peices of NiTriShape data that are not linked together in anway that I can see! So how does the game recognise "Where the stick goes - the fire goes?" If you block holding the torch, the fire will remain at the end of the torch, how? Whats the cemenet that glues these two together? I'm really stuck! I've looked at nifscope forums, old oblivion tutorials, no where has the answer!
  3. Hey guys, I have been working on something special for a few days straight and I just cant get my head around this last part! I've been looking at arrows, and I cant seem to understand how Nifscope "Attaches" some objects and not others. If I open steel arrows in Max - the mesh is made up of a quiver, a main arrow that is drawn and fired, and then 4 smaller arrows that can be seen extruding from the quiver..... these are all seperate objects in max and are not attached together. So how does NifScope attach them? At first I thought it must be the way the blocks are structured and the number of children, and that children = "Held together" but this didnt work. As an experiment I put the NiTriShape block for the arrow: 0 under a new NiNode. I then added another child to the NiBlock that had its own TriShapeData - as I understood it, what should then happen is the two are linked together? However when I try this out in the creation kit - the second child isnt rendered to the Arrow:0 ? I suppose the long and the short of what im getting at is: How do you attach two peices of TriShapeData together in NifScope? I will give major kudos to anyone who can help!!!!!
  4. Hey guys, I would really appreciate any help on this, I think i'm close to cracking it but need some help from someone who has more knowledge of Nifscope than I! Im trying to attach Flames to weapon types and i'm stumped. I've downloaded the Mod "Inferno Sword" to get an understanding of how it was done but cant really see how the "flame" nodes have been attached to the sword. It seems that the heat refractors have been spaced evenly throughout the sword blade but I cant see what is actually "holding them" in place, I assume this is something to do with the structure of the blocks? Ive looked at the torch nif in Max and it seems to be made of desperate parts, so im confused on how the engine reognises that the flame bit should stick to the torch? How does it differentiate between the blade and the scabbard on the sword? Its really got me stumped? Could anyone help me by talking me through how to attach a flame effect to a certain part of a mesh? Im sure a lot of people would benefit from that! Many thanks, Silver
  5. In the cell window change interiors to Tamrial - that will give you the exterior cell list of all locations in game..... just scroll down OR - in the interior list find a house where you want it - like the riverwood trader place - open the cell and then double click on the door marker - it will load up the connecting cell hope that helps
  6. Hmm, it could be that but looking at the original horse.nif that has skyrim head for all body parts too. I have tried playing with different settings there and it still will not allow me to export I am going to try to export the lion model on its own and see if thats the problem and get it into the game as a static mesh With the eyes, the horse:3 are the original ones from the horse, the ones behind are from the Lion model, i will delete these and see if it has any impact I will try a few more things later when I get home and report back I really appriciate everything your doing on this Gary!
  7. Hmm I was unable to find the tuturial but I have been having a play around and was so sure that I had cracked it! This was my work flow - Import original horse - Import Lion Model Delete original horse but keep the Skeleton (Bones) Assign the parts of the Lion in a similar way to how they were on the horse and rename them Horse:0 Horse:1 etc Assign the bones to the body parts of the lion using the same original settings as the horse Add a BSDismemberPartion to all 4 horse sections I really thought that would crack it but it crashes on export and I cant work out why....If I can get this bit down then its all systems go for completly new monster meshes! I have attached the .max file incase you wanted to take a look - http://www.mediafire.com/?6049k2y76otn7j4
  8. An easy way in oblivion was to create a ring or something that had a constant fire damage effect on it that burned for 1hp damage a second, and then a restore health effect that healed for 1hp a second - might work if the spell system is similar?
  9. Well done Gary! This is a Fab tutorial, really well explained! I know how much you have labored over this the last few days! Edit: Hehe! Got my first Horsey into the game! Thanks again! So I suppose my next question is how to replace the horse mesh with another mesh entirely? For example if I made a lion mesh - how would I Rig the horse skeleton to it, select bones and assign partitions? Btw I noticed your tutorial didnt involve assigning bones like zdzichorowerzysta 's ?
  10. I think oblivion life detection spell had different mechanics, but could you write a script on a timer that automatically recasts detect life after x amount of seconds?
  11. Awesome tutorial, really well explained thanks!
  12. Try resizing the render window and make it much smaller, that made editing on my rig much easier and faster paced
  13. I would really appreciate some help with this too! Could anyone who has this working post a screen shot of their export settings? I've managed to get this working as a .NIF but neither my exported version or the original (using a saber cat) seems to have the dismember nodes. When I try to place the mesh in the creation kit, i get loads of errors and it crashes?
  14. Can you screenshot your export settings? Everytime I try to open in Nifscope it fails? :( Thanks!
×
×
  • Create New...