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Stephen999

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About Stephen999

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    United Kingdom
  • Favourite Game
    The Elder Scrolls IV Oblivion

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  1. Hello Im trying to make an EGM for a custom head... I have been following a tutorial from the modder LazyRadley, but am at the exporting stage Ive set up the morphs and what not but once exported and viewed in CS it conforms badly and not as it should be I have shared a video demonstrating how the head conforms in Blender to how it conforms in CS Any help would be most appreciated as Ive tried everything but nothing seems to be working
  2. Hello this Forum Post is more or less the same issue i think as what i'm having but no one has replied to it? https://forums.nexusmods.com/index.php?/topic/3843515-eye-mesh-strangeness/ Do you happen to use Discord as there its so easy to share images and the like and talk
  3. Hello did you ever fix this issue if so how did you do it as i'm having the same problems as you
  4. Hello did you ever find a fix for this as i too am suffering from this bug/glitch?
  5. Hello i am requiring help with fixing this eye Alpha issue i believe something happens once exported out of 3DS Max here is a Zip file containing some screenshots showing the issue? i did try to upload some here but it kept giving me an error message? any help in this matter would be much appreciated at this time Link: http://www.mediafire.com/file/ljwf0jkymrausjl/Eye_Alpha_Bug.zip/file
  6. Hello i am working with the Fallout 4 London Team my role is a 3D Artists and have converted a Police Helmet into the game. Its a Metropolitan Helmet which at the top has a Headlight that i would like to get working to as in-game it can be turned on and off. I have searched on the CK and have looked closely at the Mining Helmet for instance but still have little to no idea how to integrate a working Headlight. I replaced the Mining Helmet with the custom and all i get in game is once the headlight is turned on it is far behind the player no where near the actual helmet Headlight. Sorry i cant upload anything on here as it keeps telling me that there was an error Please reply ASAP Or please send me a Direct message elsewhere like discord Stephen999#0844
  7. Hello i need help from an individual who has experience in working with these modifiers as i am in need of urgent help with a custom mesh i am wanting to add to the game but is invisable? please reply to this post ASAP? The issue is i have one part of a mesh set to the torso that appears but i also have another piece set to torso and that's invisable so part A i can see but B i cant?. Kind Regards: Stephen999
  8. Also the reason why i want to know is i have created a Custom race using a mod called Oblivion Facegen by Scanti. but the eye lids are clipping with the eyes this happens when i change the shape of the face but i thought at that was what EGMs was for to control various shapes? i just need help fixing it somehow. :(
  9. Hi i have a script for 3ds max that opens Tri files and i took a look inside HeadHuman.tri. and i could not find those morphs specified inside.
  10. Hello i basically need help locating where the Blink Morphs and squint Morphs are for the Oblivion Human head i have looked in the Tri File but i cant find the morphs specified. Any help would be much appreciated on this is someone find them can you post a Screenshot telling me where they are. please reply ASAP. the reason why i want to know is i am in the making of editing morphs but i want to edit those specified. as i said any help on this will be appreciated. Regards: Stephen999
  11. Hello there i am hoping that someone knows how Bethesda have done this where when you discover a new location either a Fort or Town it has its own Music/Sounds for it. what i want to know is one how and where in the CK do i search to fin out how they did it. and two how do i go about adding new music sound for Locations being discoverd and i dont mean replacing either i mean keeping vanilla but adding knew ones there must be a way of doing this and im hoping someone in the community can lend some advice as it would be much appreciated at this time. :) thank you. (Stephen999)
  12. Hello i am hoping that someone can help me with this situation as it is really annoying me now after costant trial and error. First) first off i want to get a custom mesh into the game it is a skinned mesh it is Humonoid. i have added an Sub Index Modifier to it but i dont know how to set those up so any support on (BS SUB INDEX MODIFIERS) would be much appreciated. Second) when i texture the mesh in Nifskope i copy the Branches from a vanilla mesh over to my custom. then i save the mesh and move to the CK. i have created all the nessasary Armor addons and skins for the mesh it appear in the preview window but not in the Render window. i dont know why i have followed all tutorial regarding this issue one said about Bone Data and the bounding sophers. but i dont know. any help would be appreciated on this.
  13. Hello if anyone sees this forum i really need help from anyone who have had experience with making Tri Files for Skyrim heads and Beards ECT. i need to know what export options i need during the exporting process of each morphs as an OBJ i am using 3DS Max. And yes i have looked at this tutorial already but it doesnt help much http://wiki.tesnexus.com/index.php/Working_with_Skyrim_head_TRIs please someone who is generally experienced with making Tri Files for Skyrim but uses 3DS Max to create and export the morphs. please sent me a message either on this forum or post a personal message to me directly. the issue i am having is i have created all my morphs in max and they all work really nice and as they should. But then when i export each head morph out and create a tri File and load up the Creation Kit the mesh is all streching and pulling but it wasnt doing any of this in 3DS Max so im guessing it must have something to do with the exporting part something is being messed up but i dont know what. please reply ASAP as i really need some good advice from someone who knows. :(
  14. Hello i need advice on how my current load order looks and whether or not i need to change anything. here it is :smile: [X] FalloutNV.esm[X] DeadMoney.esm[X] HonestHearts.esm[X] OldWorldBlues.esm[X] LonesomeRoad.esm[X] GunRunnersArsenal.esm[X] ClassicPack.esm[X] MercenaryPack.esm[X] TribalPack.esm[X] CaravanPack.esm[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] taleoftwowastelands.esm[X] oHUD.esm[X] Project Nevada - Core.esm[X] Project Nevada - Equipment.esm[X] Project Nevada - Rebalance.esp[X] Project Nevada - Cyberware.esp[X] NevadaSkies.esm[X] ELECTRO-CITY - CompletedWorkorders.esm[X] ELECTRO-CITY - Highways and Byways.esm[X] DarNifiedUINV.esp[X] DYNAVISION 3.esp[X] TTW_StartupMenu.esp[X] TTWOptions.esp[X] The Mod Configuration Menu.esp[X] TTWVaultSuitHotfix.esp[X] MoriartysTestFix.esp[X] Project Nevada - Dead Money.esp[X] Project Nevada - Honest Hearts.esp[X] Project Nevada - Old World Blues.esp[X] Project Nevada - Lonesome Road.esp[X] Project Nevada - Gun Runners' Arsenal.esp[X] NevadaSkies - TTW Edition.esp[X] NevadaSkies - Pitch Black Nights.esp[X] Centered 3rd Person Camera - Unraised.esp[X] CASM with MCM.esp[X] My Merged Patch.esp
  15. Hello to my knowledge I have already tried this suggestion but thanks for the suggestion though anyway means a lot. could you take a quick look from your end and see if I have forgotten to do something. please :)
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