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freddagg

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    New Zealand (Aotearoa)
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    Skyrim
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    Skyrim & Thief Deadly Shaddows

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  1. Thanks, yes that would explain it. So I make the assumption I do this in the Outfit Studio? Looks like I need to find a manual or tutorial for this thing.
  2. Along the same lines as this, how do you get armor and clothes to even show up as an item to select in the group manager. Mine shows a handfull of items but no where near the amount of available items. Being a new user to bodyslide, how do I get these "missing" items into the list?
  3. Yep, that worked ok but still Mod Organiser takes over anything I do. After a lot of trials (an entire day), nothing I did made the alterations in the game data folder work so it looks as though MO does not even look at stuff (meshes/textures) in the data folder. Have decided to install the mods I want directly into the game so I can work with them, remove them from MO and just use MO to test new mods. MO is really very good however it is a pain in the butt when it comes to taking bits of some mods you want to alter and some you want to keep as is and some bits you don't want at all. Much easier to rename a folders to prevent overwrite than to work in MO's data file system. Now working directly in the game data structure. Thanks for all the input.
  4. I have just run a few tests and got some advice from the mods forum. If Max is anything like Blender, it will be looking for the texture as defined by the Nif file in the BSlightingShaderProperty(s). I know Blender will not open those textures when you use the import utility, you need to go find them manually and make that the "material" that is imaged onto the UV layout "unless" the textures already reside in the correct game path as required by the nif file.
  5. Thanks IsharaMeradin, Yes it can get meshes from inside MO's structure but textures will not show in NifScope because the BSlightingShaderProperty in the nif file is not looking for textures inside MO's data structure, it is looking at the original game path. I could duplicate the game path elswhere and unpack the BSA textures into that and set it as an alternative directory in NifScope. Haven't tried that yet - might work.
  6. Thanks everyone, I will do some trials. Why would anyone want to use the data folder? Nifscope wants to use it for one thing so do my 3d cad programs. I want some things to be fixed in place "unable" to be changed. I will work on these ideas.
  7. Not sure if this is the right place to post but here goes. I have done a lot of reading and understand how MO works but not finding the specific answer I want. I would have thought that if I put files into the Steam....Data/ <folders> as created by the original install, such files would take priority over any that may also exist in Mod Organiser. Is this correct? Is this always the case? Do I also need to remove any reference to these same files or textures from Mod Organisers file system or do I need to create another mod last in the mod order to ensure the meshes and textures I particularly want are used? Any clarification on this subject would be appreciated.
  8. @redrakiton - that is a handy little tool. Thanks for that. Could have done with that a few months ago. @skybroom Yes, Mod Organiser will cause you some issues, not so much with the creating of what you are doing but maybe with it's implementation. I am finding issues right now and I am still working through the extent of how it interacts with the original skyrim ...data/meshes or textures directories. My thought was that these directories in the skyrim system would take priority over Mod Organiser but it does not seem to be totally correct. Still working on this one. I am running out of time as I have another project I need to finish so will make another post on this subject, you may wish to follow it.
  9. The settings look to be ok. So, does the mesh come into Max ok? I am thinking that if you have all the mesh and it looks ok then you might just need to tell 3dsMax where to find the texture file.
  10. QED - then you have finally provided the answer that will give the rest of us (if indeed there are any of us left following this thread) a guide as to how to solve your issues. You are using an x64 (or 64bit if you as others prefer to call it) computer system. Please don't be offended but God it took a long time to get that answer out of you. Such a simple thing to ask yet such a long time in specific reply. All you had to do was tell us your operating system right from the begining and the previous two pages of user posts would have beem quite different I am sure. Ok, so now that we know this, where EXACTLY (oh yes, you do now need to be specific) is the issue?
  11. Please confirm your operating system, this will help me a lot more. The easiest way to find out in Windows without going through any detail is just to look at the folder names on your C drive, if you see "program files" AND "program files (x86)" then you have a 64bit PC for sure. You would not normally see any reference to x64 anywhere on your PC if you were using an older 32bit PC or laptop.
  12. Ok, so after some further reading, yes - there may be some issues with 3dsMax and 32bit plugins. My first post may be correct after all. You may well need to install a 32bit version of 3dsMax to get everyting to work. WE NEED A 3dsMAX USER TO MAKE SOME COMMENTS HERE - pretty please.
  13. for Skybroom, Ok, I just checked the Autodesk forums. I suspect I may have found your posts but I maybe wrong and I am also going to "read between the lines" here. I need to know a few things to be able to help... how old is you computer? 64bit laptops and PC's have been the norm for a long time now. what is your operating system? XP, Win8, Win10 (if indeed you run Windows).Like I said, I could be wrong and this may sound silly but your post on 25th did not make sense in that you must have downloaded the 64bit version of 3dMax as the 32 bit version has not been available to "students" since 2013. Yet you say that it runs, just that having trouble with UV mapping and rendering of texture (.DDS files) Redrakiton125 is totally correct. 64bit programs will not run on 32bit systems and also very correct that 32bit programs (or plugins) will / should run on a 64bit machine so I can only conclude that you have a 64bit PC/Laptop and the problem you are experiencing is getting the 64bit 3dsMax to recognise the 32bit skyrim plugins / textures etc? Could this be correct (anyone please comment)?
  14. Not too much of an issue. Just check on the autodesk forum that your licence can be transferred to the 32bit version and download and install that one from Autodesk. Oops, forget that comment. I just re-read the prior post. This may not solve your problem (as far as I can understand) version 9 is the last of the 3dMax 32bit programs. I will do some research for you.
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