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Kyle8497

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Everything posted by Kyle8497

  1. I just checked out the three listed ENB's, but I couldn't seem to find where it said it had the rain drop lens. Fortunately, I managed to find this.
  2. Here's the back story: I was watching a mod showcase video, I believe it was one of Hodilton's, and it was about some mod, but what caught my eye was the rain/water drops on the screen effect. What mod is it that adds that to the game? I've looked through all the past videos of his I've watched.. but I can't seem to find it. The scene in the video where I remember it most vividly was where there was a panning shot of the Riverwood lumber mill. The environment was all dark and stormy, raining. If someone can point me toward that mod, I will be eternally grateful. That is, unless it is an ENB.
  3. (Please notify my if this already exists as I have already tried looking for it but to no avail.) I must of had an epiphany or something, but I was thinking: there should be an MCM plugin that contains all quests/quest lines and if you had completed them, are in the process of completing them, or haven't started them. Under the ones you haven't completed it have a description that hints at how to start it. If you click on one that you've already started but haven't completed, then it would make that your active quest. Thanks.
  4. I don't have any clue what you are talking about. I guess it's better if I don't know about it, huh? I digress, it deeply saddens me that physics can't be exported with Blender to NIFs... *sniffle* Thanks for your help, anyway.
  5. So, I've decided that I want to try something new with Skyrim modding, that that'd be adding physics to meshes. What sparked this interest were several new mods that add physics to things through HDT Physics Extensions, and then I thought it'd be awesome to work with physics. Point being: where can I begin learning how to work with HDT PE/Havok to use with Skyrim game meshes? I can't seem to find any tutorials. Thanks. P.S.: I consider myself quite advanced with Blender/NifSkope, etc, just for reference.
  6. Nope, no replies from that forum.
  7. Yeah, well, I didn't see one.
  8. Just yesterday, (8/19/2014), I was downloading a mod on the manager and my power went out before it was done downloading. When my computer rebooted.. the power went out again but I didn't have the manager open. Then, on the third time my computer rebooted, NMM wouldn't run when I double-clicked it's desktop icon. No matter how many times I try to run it, it doesn't in any way, shape, or form. The NMM "Beta 0.51." splash page thing doesn't even appear. I've uninstalled it and reinstalled it and nothing changed.
  9. Reading the modder's tutorial, apparently I need to own Hearthfire to create it myself?
  10. How does one make a house that's compatible with a player's spouse/children? What's needed?
  11. One. The thing is, I need all the NiTriShapes. Each has a material that is mapped to each part of the helmet and manually mapping everything into one texture would take an eternity. EDIT: So I should remove some of the BSDismemberSkinInstances and leave just one?
  12. @The SH0CKER Here's a gallery of everything: http://imgur.com/a/EJmaI#0 In regards to your suggestions, I tried using 130 instead of 131 and no results, I even tried the other skin partition for hair which is 31 and that didn't work. I also tried 30 for Head, as well. Sf_skinned is checked for all 4 NiTriShapes in their BSLightingShaderProperties. I'm just going to stick with using 31 for now, I need it to keep the player's head visible. Keep in mind that just two days ago I created a separate helmet of something else in which I used SBP_31_HAIR with the same Blender export options and it works perfectly.
  13. Hello, let's get to the point: how do I export an image as a Cube Map from GIMP? (I have the DDS plugin already..) EDIT: the two options in GIMP are grayed out...
  14. Hello, I've a complex situation here... (Slightly involves Blender) I'm creating a new helmet, but I can't seem to get the Skin Partitions working and the helmet to appear when worn. In Blender it's one mesh and skeleton, but four Materials with different textures. I've converted it correctly in NIFSkope (Well, if it were a 'normal' piece of armor then it'd be all ready to go). Although, in NIFskope each NiTriShape (Material) has a BSDismemberSkinInstance with the same Partition set: SBP_131_HAIR, which I want the armor to appear as with the player's head but no hair (Like the Steel helmet that shows the player's face). In the CK I have the helmet's 'Biped Objects' set the same as the Steel helmet that shows the player's face; 'Hair' and 'Circlet' are ticked in the base Armor menu and just 'Hair' in its Armor addon. But here's the thing: since there multiple BSDismemberSkinInstances using the same Skin Partition (SBP_131_HAIR), is that causing my helmet's invisibility problem? Is something else causing an error? How can I go about fixing this? One more thing, the original object in Blender was comprised of multiple meshes with one Material and texture each, instead of one mesh with multiple Materials with one texture each that it's at now. Will this maybe fix it? TL;DR? Does Skyrim not allow multiple Materials in a Mesh? Will that cause armors to be invisible? I can provide all the pictures that are needed if needed.
  15. How do I do that? EDIT: I want the neck and head to be visible like the Ebony helmet since my helmet only covers as much as the Ebony helmet. Problem Solved!
  16. How do you keep the skin of the character.. on the character when wearing a helmet? Biped meshes of armor are supposed to hide parts of skin, but I don't know how to keep the skin there like the rest of the existing armor... Do I just leave the 'malehead.nif' inside my mesh and it'll adapt the skin color, etc, of whoever is wearing it? This question is complicated to ask... Problem Solved by myself! Thanks anyway!
  17. But that's for body meshes and it just going to throw me into mass confusion if I have to try and convert what ever they're saying into creating a helmet..
  18. (For this I am using Blender and the other associated tools) I'm following this great guide http://www.loverslab.com/topic/11495-converting-armors-to-skyrim-the-blender-way/ , but I'm running into issues. (Currently, I'm on the part: Preparing the .nif files for Skyrim. 1) I've exported my rigged helmet, but in NIFSkope, there aren't any NiTriShapes, they're all NiTriStips. 2) The Num Children value is 2 and not 1 like in the tutorial. When I change it to 0 like it says, there isn't a Children branch anymore, it's just Children and I cannot "Open the Children tree and click on 1. Delete that and press Enter. None should appear instead of 1." 3) What does it even mean when it says, in step 17 of Preparing the .nif files for Skyrim, "17. Do step 10., but this time click one of the None. Now input the number that's in front of your BSLightingShaderProperty at the bottom of your tree." What the heck is "one of the None"? I think I just need someone to rewrite that whole section so it's more clear and understandable. Thank you so much.
  19. Quick question, what skeleton do I use to rig it? (I researched a little on rigging) I know there's malebody_0.nif and etc, but what do I use for helmet rigging? I'll just use malehead.nif, but do I have to make one for every race type?
  20. In summary, I have no idea how to rig it and/or set those set the skin partitions (BP_HEAD), etc.
  21. NifUtilsSuite, Blender 2.49b, NyFFI 2.1.9, Python 2.6 and Nif Scripts. EDIT: I've noticed in NIFSkope that biped versions of preexisting helmets have these little pin-like things that are attached to parts of the helmet and the floor that go by the name 'NiNode', so I guess that's what I have to do?
  22. I'm creating a custom helmet with a new mesh, but I haven't a clue how to make a biped model. I read that you change some settings of the NIF file of your helmet (BSDismembermentSkinInstance), but that's absent in my helmet's NIF file. How do you normally put that in?
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