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FavoredSoul

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Posts posted by FavoredSoul

  1. Nevermind. I figured it out myself.

     

    If there's information on it somewhere it should be more accesible (or more formally documented) considering how prevelant a phenomena it is.

     

    For posterity, one simply uses the 8.8.8 RGB or 8.8.8.8 ARGB DDS formats. It was 'hinted' at in the No More Blocky Faces mod but the actual solution was not listed. It should be.

  2. Character Creation has a Morpher where you can go from small to large.

    This is achieved by having TWO version of every mesh (armor and body meshes that is)

    Each time you hit the slider, Mesh A incrementally morphs into Mesh B until Mesha A eventually becomes Mesh B. Vice Versa.

    Mesh A is denoted by _0.

    Mesh B is denoted by _1.

     

    If you want to replace a piece of armor with a new piece of armor, there are many steps involved. All of which are detailed in any one of the many tutorials available. Check out the Tutorials section of the Nexus sites for this information.

  3. If you're experiencing a problem with getting a particular body/armor mod available on Skyrim Nexus to work, you should post your problem(s) with it/them in the comments thread(s), or, if you're going to do it here, you could at least tell us what mod(s) you're talking about...

     

    There is no reason why armor or body mods would not work after having extracted the files into the correct folders. Usually human error is at fault.

  4. Perhaps someone should have a look at your mesh files? Something inexplicably weird could just be going wrong, it happens.

     

    Has Vertex Colors is Yes for body parts. Open up any vanilla mesh file and the body parts like everything else are set to Yes.

  5. I've been making plenty of clothing items (not vanilla edits; 100% custom). I get normal maps and skin colors working perfectly fine and I don't believe i'm doing anything special.

     

    As far as materials go all BSLightingShaderProperty nodes created by Max/Blender exports are junk and should be replaced by copy pastes from vanilla assets. Once pasted, fix your texture paths and then give it a little tweak here and there to suit your needs.

  6. I have max 2012, the 64 bit version, same as you, but the entire SoMuchMorpher thing doesn't want to work at all for me. After putting both files in the right places (100% positive of this) and launching Max = Absolutely nothing happens, no pane, no button on the toolbar; it's business as usual.

     

    Even when MaxScript => RunScript and selecting SoMuchMorpher.ms nothing happens. No warnings, no errors, just lots of nothing.

     

    Thoughts?

  7. Done and done.

    Here's the walkthrough I've promised and the mentioned script. It currently only works with max 2012 as that's the only version of max I have on my laptop. I'll convert the morpher to a max 9 compatible file when I get back to work next week. Thanks for your patience! Instructions for using it are in the youtube video. Post any comments or suggestions here if you would!

     

    WIN! Someone get this guy an adult beverage!

     

    That morpher tool/script is a godsend. Thank you, thankyou!

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