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Posts posted by FavoredSoul
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I love grecian style armor, and by extension, all grecian things!
I'm rather tempted.
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I want my character to walk...actually walk, not run, when I just move forward, but also let's me sprint.
Ummm... just use the run toggle? That will let you sprint whenever you want, and walk whenever you don't want to run.
You may also like to have a look at this thread.
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I do not think its sucky -smbody worked upon it and it exists
Yeah, somebody... :rolleyes:
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What you're describing doesn't really make sense. The skirt bones are no different to any other bone on the human skeleton. How did you come to the conclusion that the skirt bones were to blame?
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Fiddly, yes, time consuming, no.
Seams: => Point to Point Seams (to place all the seams exactly where you want them to be) => Select a face => Expand Face to Selection to Seams => Pelt Map => repeat
(If Pelt map doesn't work, or isn't necessary, I use Projection Mapping (usually planar or cylindrical; occasionally Mapping => Unfold Mapping; but it can get messy)
When all your islands are done, use Relax (I also use Reshape Elements => Straighten Selection; a lot!), and then arrange them all together in the tile.
As easy as it gets, (imo).
No need for 3rd party plugins. Unwrapping UVs in Max is easy, and after a while you get fast/proficient with it.
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EDIT: Oh wait. Why did I even bother answering. OPs been banned.
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If by Map Modder you mean... world building / area & level design?
Yes, its fine for you to add your experience with Bethesda's Creation Kit to your cv for such ends, but, 2 points...
- [*]It probably should
[*]It would also be ideal if, by map modding, you aren't just modding (i.e., altering) somebody else's work, but have been able to create something entirely of your own, from nothing.
I'm not saying that you fit this profile, I don't know you, or what mods you've made, this is just a general statement.
So, you need to be able to demonstrate that you are able to use someone elses tools to create/build something that looks great, functions great, and is popular with people who've downloaded it, but also prove that you did not get there by using somebody else's work to start you off. All that is going to do is prove that you have the technical skill to use a set of modding tools, but not necessarily, the talent, originality and aesthetic knowledge to prove you can actually create something beautiful, functional and well made on your own, from literally a blank screen.
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Well then we have the Angels of Skyrim Mod?!
Angels in Skyrim? LOL. What a sucky mod. The guy wants badass vampire lord wings!
As for you, OP, what you've attempted to do with nifskope is definitely not going to work. Those Vampire Wings are rigged to bones not present in the human skeleton, and you cannot just copy-paste bones between skeletons. You will need to open the vampire mesh in Blender or 3dsMax, strip away everything you don't need and then recreate the skin data using bones from the human skeleton. For static wings, its about 5 minutes work.
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If I am changing the slot to 55 for an Eye Patch, how do I make sure I have all the right files.
I've never seen these eye patches before, but I can tell just by looking at their names that you've got them all. There's the ground mesh (beyepatchl_go.nif), and two different types of eye patch beyepatchl and beyepatchkl. For both these eye patches you have a male and female version.
are there any ... traditional naming conventions? Because beyepatchl.nif and beyepatchl_go.nif don't have the same data as the other filesThat's because these meshes serve different functions.
GO stands for ground object; Its the mesh you see when the eye patch is not worn, and is dropped on the ground.
If there is an 'f' in the file name, it means its for females.
I know nothing about the programThis tutorial should be everything you need. That's why I include marked pictures and clear instructions.
Another error I got which makes me wonder about the files and their naming conventions was this also.Don't worry about any warning meshes you get when you working with the Creation Kit. It's all rubbish. Always hit yes to all.
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Id make a recommendation, but I use UNP :happy:
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The body and feet use the same texture. If there are seams at the ankles, you've downloaded a texture made by someone who isn't using the right tools or methods to get rid of them.
Navetsea doesn't know how to get rid of seams properly. Just look at any of the screenshots, you can clearly see them.
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There's nothing wrong with your ring.
If its randomly appearing and disappearing, its probably because your game is screwing up, or your esp is bad. Make a new one.
I have a helmet mesh that disappears at random times. I just quicksave, and reload, and it appears on his head again.
One other thing, you don't need to put the whole address in your texture path.
c:\program files (x86)\steam\steamapps\common\skyrim\data\
You can delete it.
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In Skyrim, only ONE item can be equipped to an equipment slot.
BUT, any ONE item can occupy more than ONE equipment slot. For example, some armors out there might not just replace the nude body, but replace the boots and hands as well.
There are however, MANY equipment slots available. If you want to wear a piece of armor over the body, and then something else over the body as well, one of those items must be assigned equipment slot 32, so the body will disappear. The second item must be assigned one of the UNNAMED body slots.
Please draw your attention toward THIS tutorial.
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You do know this is a resurrection of a dead topic from over 12 months ago... right?
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The same configuration you use for normal meshes doesn't work because skyrim's visual effects aren't normal meshes. You won't be able to use 3dsmax to edit them, ever, because Niftools can't export particle systems.
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You're very welcome
What do you think about the design? :dance:
Put a texture on it, or take a screenshot, and ill comment :)
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Whatever you do in private is your own business.
If you port it into Skyrim and post the mod on Skyrim nexus, you will get in trouble if these assets belong to another game, or another user who has not given their permission. If you 'found" these meshes on the internet, then they are the intellectual property of another individual, and you definitely shouldn't post it on the nexus sites.
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Firstly, when exporting weapon meshes from max there shouldn't be any modifiers applied to it, and there shouldn't be any collision meshes made.
Secondly, don't paste data FROM other weapons INTO your *.nif files. Do it the other way around.
Your process should be something like this:
- Open two Nifskope windows and load 2 *.nif files, one containing your mesh, and one with a vanilla weapon. If you're making a 1 handed weapon, make sure its a 1 handed weapon.
- Paste the NiTriShape branch holding the data for your weapon mesh onto the vanilla mesh's BSFadeNode.
- Expand the NiTriShape branch you just pasted and delete any of the unwanted NiMaterialProperty, NiBinaryExtraData and BSLightingShaderProperty nodes that came from max. Also, don't forget to give the branch you just pasted a unique name, because it will have inherited the name of an already existing data tree.
- Click on the NiTriShapeData node for your mesh, and in the Block Details window set Vertex Colors to Yes, Num Uv Sets to 4097.
- Copy the BSLightingShader from the vanilla weapon mesh's NiTriShape branch and paste it onto the NiTriShape branch for your mesh. It will fall outside of the branch, so you'll have to attach it manually by clicking on the root node for your mesh (the NiTriShape root node), scrolling down to the bottom of the Block Details window to Properties, expand it, and inserting the reference number for the duplicate BSLightingShaderProperty in the value column field.
- Adjust the BSLightingShaderProperty to your specifications.
- Delete the root node containing the vanilla weapon mesh from your file, as well as any "EdgeBlood" NiTriShape branches. Worry about these later. You can't even get a basic weapon working in game yet. Don't forget to delete the scabbard too. If you want one, you should have exported one from max that fits your weapon.
- Spells > Batch > Update All Tangent Spaces
- Save
Duplicate the file you just saved to make the 1stPerson version(s) etc.
- Open two Nifskope windows and load 2 *.nif files, one containing your mesh, and one with a vanilla weapon. If you're making a 1 handed weapon, make sure its a 1 handed weapon.
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I think it would be easier for someone to help you if you just put up a link to your custom mesh and texture files, rather than play a guessing game of what's wrong.
If you don't want to make it public, send me a private message and I can do it for you.
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For future reference, it seems like the Creation Kit is a bit screwy. Restart and reset the path to your _1 versions in the ArmorAddon properties. Seems to be the solution as it has happened to me several more times tonight.
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Restarted the CK, remade all the items with a new ESP, also moved the folder with my mesh files to a different directory just in case. After that the problem magically resolved itself.
P.I.T.A.
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I feel your pain.
I'm trying to get a bunch of new amulets in the game and they are ALL refusing to morph. They just sit at the large version.
I've done this PLENTY of times, and never had this problem. Why now?
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You got some nice work, i'm impressed!
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Is there a way to get a mod that uses a nonstandard body part area to show up in first person because I'm having trouble with this? (it shows up in third person just fine thanks to these instructions)
I'm way too late, but for anyone else inquiring about this issue, I have added the necessary information to the original post.

Lost Skyrim Artifacts
in Mod Ideas
Posted
Why don't you write up the names of all the artifacts from the previous games. Or a link to where it can be found, if you're not bothered.
I had forgotton all about these. I'm always looking for more random little things to make and add to my mod of assorted items. I'd probably like to make one or two.