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FavoredSoul

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Everything posted by FavoredSoul

  1. Flower Power http://skyrim.nexusmods.com/mods/39541/? Hair Flowers http://skyrim.nexusmods.com/mods/38728/? EDIT: The main reason why there aren't very many head adornments is because of clipping with hairs. Its very unpleasant to work with.
  2. My PC isn't the best, I turned off SSAO and there was a noticeable improvement. I barely notice SSAO in the first place anyway.
  3. This one looks fine. Try stick to *.nif and *.obj formats.
  4. Screen 1: White + wireframe => clean mesh with UV coordinates, but no texture currently applied. Screen 2: Grey, unshaded + NO wireframe => f'ed up mesh without UV data (aka no longer functional). Screen 3: A mesh imported into skyrim that has no UV data (that's why it's black) and a corrupt Skin modifier (that's why it's exploded) Regarding the exploded mesh, Either you made your modifications to the base mesh WHILE the skin data was still applied, and thought you could get away with it. OR You made your modifications to the base mesh, attempted to re-apply SKIN data after you were finished, and it just didn't work. If the latter try again, if the former, you should not be doing that. The data must be collapsed prior to making modifications, and then reapplied when you are done. You need to follow a proper skyim blender export tutorial to avoid having errors like this. I'd point you in the right direction, but I'm a Max user. Regarding the loss of the UV data, The UV data was not exported along with the mesh when it left Blender.. I highly doubt it has anything to do the "export options" you had selected when you exported your mesh. It is more likely that you managed to screw up the mesh while you were modifying it, and it is now unsalvagable. You'll probably have to start over. The joys of modding Skyrim... good luck.
  5. This belongs in the Mod Request forum.
  6. You will need to create a new race. Start here
  7. Hiya. I am in the process of using the publishing wizard to publish a new file. Step 3.1 allowed me to assign a background image for my page, but I messed it up and want to redo it. Using Manage Images, I select a new image I want to use for the background and crop it, but when I hit SAVE, I am moved to the confirmation page and I see my old background image still there. I figured it might be a cache issue so I hit refresh and I still see the old background image there, but now there is an error message above it: Incorrect image size . Whatever is going on, its not working. It can't be an image size error because it was the same image I used for the first time. I have also tried it with different sized images, still no joy. Suggestions?
  8. I too am experiencing the intermittant image issue. Trying to upload a new file and get past the image management section... impossible. It just isn't working.
  9. PLAN A: In 3dsMax, Tools Menu => Display Floater... => A little window will pop up => Object Level Tab => Uncheck the checkbox for Bone Objects. The display floater should look like THIS If Bone Objects is already unchecked, check it, then uncheck it. PLAN B: Did you even import a skeleton into the scene? ImportSketelon is a manual toggle that must be selected when importing *.nif objects into a scene, otherwise no skeleton will be loaded. The file path for the skeleton.nif must also be specified, and correct.
  10. Why not just use the existing tree meshes ? All you have to do is give them a new texture. The leaves of a tree mesh is just a bunch of flat planes; a suitable blank slate allowing you to create any shape of leaves you want. As for the tree itself, the bark texture is an easy switch.
  11. You'll probably wait 10 lifetimes for someone to make this for you. You know, Hrormir's ice staff looks like a white version of gandalf the grey's staff from lord of the rings... If you were to download THIS mod and retexture it with one of the glacier textures, and make it slightly transparent or give it a cubemap, it's the best you'll probably get in a short timeframe. PS: The link you put up doesn't work.
  12. Your reference to the mace of molag bal falling under the category of 'vampire oriented weapons' seems kind of arbitrary to me. Legitimate question. What characteristics make for ' vampire oriented weapons ' ?
  13. Load your helmet mesh in Nifskope. Find the BSLightingShaderProperty for your helmet, Make sure under Shader Flags 1, the SLSF1_Cast_Shadows flag has been checked.
  14. You probably haven't set the correct Skyrim Shader Type for the hair part of your helmet mesh (hair tint). This must be done in Nifskope.You need to delete the BSLightingShaderProperty currently attached to hair branch of your helmet mesh, and replace it with the BSLightingShaderProperty of a vanilla hair mesh.
  15. You aren't doing anything wrong. Expect seams with your combo of mods cause those two texture sets were never made "seam free".
  16. Trying to explain the steps in idiot speak is tantamount to requesting a tutorial, lol. There are many, many blender tutorials specifically for creating meshes in Skyrim, you should run a forum search, visit TES Alliance, TES Wiki, the tutorials section of Skyrim Nexus, or a google search to locate them. As for the last step, proper Scale, Position and Rotation should be incorporated into step 1. Import a vanilla mesh into your scene that most similar to what you're trying to create, and be comparative. Texture linking in nifskope is simply where you link your mesh to the textures you created in gimp, so that they appear in game.
  17. +1 on this. Its good. Thanks for pointing it out.
  18. There is no solution for getting amulets to show up over armors. Your only option is to re-mesh the (desired) amulet to match the (desired) suit of armor. Problem is, if you alter the mesh to make sure it rests above the armor you want, (a) it might fit the armor you meshed it to but it won't fit all the other armors out there. (b) when you're not wearing armor anymore, the amulet will still behave like its resting above armor (aka, not rest against the body) You will need to create a copy of the amulet just for you to use, and only when you're wearing that armor.
  19. +1 I own this game, but sadly, haven't played it! I have got to see all these amazing outfits.
  20. Someone needs to make a tileset based game with the multiplayer and modding capabilities of Neverwinter Nights 1, not this typical F2P MMO crap that people are gonna get bored of in months.
  21. There are two meshes for each dagger so you have to repeat the process twice. 1. Load Nifskope. 2. Load the Dagger Mesh. 3. Look in the Block List window for the branch with Name NiTriShape and Value Scb. Select that branch and the row should highlight itself in blue. 5. Press CTRL + DEL to delete the branch. 6. Save Scabbards are no more.
  22. Many months later and I still find myself lusting after this armor set... Part One: Sandals of the Saint http://www.favoredsoul.com/images/TESV-2013-06-01-21-34-26-20.jpg http://www.favoredsoul.com/images/TESV-2013-06-01-21-34-26-19.jpg
  23. You're not going to get anybody interested in your 'request' if you're aren't going to tell anybody what it is.
  24. It's about time and effort. It's one thing to have to go to the effort of making one piece of armor with two morphs, but to have to do that again and again X the number of bodies available... its extremely tedious, and there is little to no benefit for the extra effort you have to put in. But hey, some people probably get their jollies out of making an armor that everybody can use. Then it comes down to time. I'm sure i'm not the only person who wishes he could not work, stay home all day and make countless renditions of the same outfit for the plethora of body mods... When I make armor, I make it for the body I use, and no others. For the most part, i've already spent enough hours modelling and texturing it, I just want to get it out of the way so I can move on to my next project already.
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