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ImsumDave

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  1. I know this is way late, but this is for anyone who may looking for similar info. There is a little bit of info about what each shader flag does in the interactive help built into nifskope, however, I don't know how accurate, or old, all of the information is. You can enable it in the help dropdown menu. You did ask for a more detailed tutorial related to the shader flags. I'm sorry I don't currently know of one, not that it does not exist. If anyone knows of one please post it here.
  2. Update bump: - improved formatting - added information on diffuse - added information on normal maps - modified info in introductory information section - added additional info to introductory information section - uploaded illustrative files to nexus linked them - reorganized alpha/transparency/opacity section - added additional info to introductory information section
  3. Thanks Ishara. I forgot to mention that one; I did find that previously. I tried experimenting with the webtool linked in the article. It does about 10% of the work that would be necessary to get a good view of things. No pre-computed stack PUSH/POP time, and it strips out the info about the stack instruction source object ID, name, and script name. I have to transfer the data to a spreadsheet to analyze the data in any useful way. I don't think it would take too much effort to create something to translate the information in a profile log to something much more useful. Which is why I thought there might be a well-known obvious tool I'm overlooking.
  4. Is there an existing tool that can organize and analyze papyrus profiling logs? I've looked all over and cant seem to find one. I tried Papyrus Log Viewer, seems to be for log files only and not for script profiles. Tried the tool included with Fallout 4 CK with my Skyrim script logs, no dice there either, just get an error. This game is coming up on 10 years old, there must be a script log viewer somewhere. Please help me find it. I'm dealing with inconsistent and high script lag, and sometimes non at all with the exact same script.
  5. Another Update: Seems the problem was the bhkCollisionObject (collision block seen in Nifskope). I have it as a collision node on a sub NiNode of the BSFadeNode. This is so that it moves with my animation. However, the target value on the bhkCollisionObject node was set to the root BSFadeNode, instead of the sub NiNode. Changed that to the NiNode and the problem went away. Why it resulted in this behavior, I have no idea.
  6. Update: I've created a separate esp with just the object. The object is a movable static with a nif/gamebryo animation and a nicontrollermanager (multiple animations contained in nif). The issue seems to be unrelated to the quest or reference alias. I am experiencing the same behavior, where if one object is placed in the cell, the object is not visible. However there is collision but it is not to the correct scale. If two of the objects are placed in the cell, one appears in the first placed objects place, and the other is not visible.
  7. I'm having a seemly an unexplicable problem. I have a quest, that quest has a reference alias, that reference alias is forced to an object reference in a certain cell, that object is initially disabled, that reference alias has an attached script that enables said object reference. I have effects and sounds that play during the same function in which the enabling occurs. The object reference is an enable parent to two triggers boxes. The effects and sounds play, the triggers are enabled and trigger (EDIT: one trigger is enabled elsewhere and the other does not enable and does not trigger), but the object reference that is being enabled is not visible. That is unless I place a duplicate object reference of the same form in it's proximity. In creation kit, the duplicate is not initially disable, but it does not appear in it's placed location in game. It seems to take the place of the object the reference alias points to. I have absolutely no idea why this is happening. Any ideas? I have tested it on two different clean saves.
  8. I think Bethesda would be more concerned about legal issues than backlash over removing a popular stolen mod. If someone uploads your mod to Bethesda's service and the T&A agreement gives them rights to that mod, if they don't remove it as soon as they are made aware of the issue they risk possible legal action. Although, I doubt any modder would take legal action against Bethesda over such a thing, they would probably have grounds for pursing legal action. Basically, Bethesda would be hosting and distributing content without permission from the actual content owner.
  9. Generally, texture resolutions are powers of 2 (256, 512, 1024, 2048, 4096, etc.). 1080 is not a texture resolution you will often encounter, however, modern graphics cards have no problem with non-power of 2 texture resolutions. A texture is an image. A model has uv mapping, which defines what area of the texture is applied to each polygon. Whether a texture that is a resolution of 4096x4096 is overkill or not is based on the uv mapping of the model and how the model is viewed in-game (orientation, size, position in relation to camera).
  10. You should check out Nifskope 2.0. It's still in development, but it hasn't given me any problems in it's current, pre-release state. Among other things, it has upgraded viewport shaders that give a good representation of what you will see in-game, within Nifskope. Seeing as the main headache for me when making something for Skyrim was checking changes in-game (restarting Skyrim to check changes after every change), that is significant. A user named jonwd7 is doing a large amount on it and deseres to be showered with praise, along with anyone else who is contributing. Download NifSkope 2.0 Pre-Alpha 2 HERE
  11. I've been making mods for a while now. I started small back in Oblivion, when I didn't have a clue how to model. Modding was a secondary thing to 3d modeling. I used modding as a driving factor to motivate me to see a model through to the end. I have always been interested in mods. I downloaded many a mod for Oblivion and Skyrim. Unfortunately, I was bit late to the party for Morrowind, playing it a couple years after it's release on a sligthly smashed xbox. It's still my favourite of the series. I've never considered the possibility of making money off of modding. Even with the donate button, I have yet to receive a single penny for my mod work. I never expected to and it's not why I do it. However, if the opportunity arouse, I think it would be stupid of me to not take advantage of it. It's true that the thought does make me feel a bit uncomfortable. Money complicates things. At the moment, I like how things are and I wouldn't mind if they stayed that way.
  12. What ScrollThief1984 says should work. The nifs labelled as 1stperson are used for both 1st person and 3rd person, as well as NPC equipped weapon meshes. Normally, a vanilla weapon will have at least two nifs associated with it: a 1stpersonweaponname nif and weaponname nif. The nif sans 1stperson is used as a ground model. It's what will bounce around on the ground when you drop a weapon. I believe it is also used for weapon racks/plaques, although, I'm not sure about that.
  13. No problem. It's why I made the thread. If you have anymore questions/issues, just ask and I'll answer if I can. I agree, the effect is visually interesting. I think a similar effect is used for the ebony mail armor, as well. I might use the effect, or something similar, for a future mod.
  14. I looked at the Flamemesh of one of the bound weapons. As is, the NiAlphaProperty is setup for additive color blending while using the alpha channel as a mask for the flamemesh. If I understand correctly, you want black flames? With additive settings black will not show in-game. Now comes the more complicated part. The blending uses the alpha channel of the models vertex colors to fade the ethereal flames along the outside edges of the model. I had not considered vertex colors when thinking about transparency before. Vertex colors are tedious to edit in nifskope and require 3d modeling software to edit effectively. Lucky for you, you don't need to edit the vertex colors, in this case. All you need to do is setup the NiAlphaProperty flags as follows. Source Blend Mode: Zero Destination Blend Mode: Inv Src Alpha Enable blending: checked This will give a result like so: http://i.imgur.com/VBbYqsq.jpg (bow refraction mesh is hidden and there is a zbuffer issue with the flame mesh)
  15. Update bump: - slight changes to formatting - added information on refraction - added information on color blending and alpha testing (threshold) (sub-section 4.1) - added "Notes and Miscellaneous Information" section - Normal map not working? - DDS image format as it pertains to Skyrim - Layering
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