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LivewareCascade

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Everything posted by LivewareCascade

  1. Yes, I have. I've then hand-sorted a couple - maybe the last three or four towards the bottom, since They need to go below a lot of the unrecognised mods. However, the issue is identical before and after BOSS sorting. Which ones in particular caught your eye?
  2. The game has only just recently become highly unstable, and I'm at a loss as to why. My load order is below: Active Mod Files: Anybody have any ideas what might be causing it? I thought I noticed it during weapon switching, but it's apparently deeper than that. I've been using FPS weapon wheel as well, and I removed it, but the crashes still occur.
  3. Hi Twizzler, thanks for your detailed input, what you're saying seems to tie in a great deal with what I've been hearing from other places too. Somebody mentioned displacement maps as a way to get detail/carved patterns onto the model, which I intend to look into. I think I plan to do the high poly method to achieve better quality, but I'll need to decide on the actual artwork and detail before I start sculpting.
  4. Thank you, this is great. Would it be possible to do some patterning like on the vanilla steel weaponry without using a high poly mesh? I wouldn't mind creating a high poly mesh, but I'm uncertain as to how I could begin taking patterns from vectors or textures and converting them into 3d geometry without doing it all by hand - or is that how people do it usually? Surely for extremely fine detail, there may be a tool to convert 2D patterns to 3D geometry? If not, I've suddenly gained even more respect for modellers than I had before.
  5. Thanks for the advice man, a relief to hear it's faces and stuff are OK. I was mortally afraid that someone might tell me I'd have to start over again. As to your question regarding what's next, see below, I'll answer both of you at the same time Hi there, yes, I'm aware of the rotation problem, I hadn't bothered to rotate or scale the bow since I found it easier to work with in this orientation for the time being. Once I import a reference skeleton to use I figured I'd start the match up then. SO WHAT'S NEXT: OK, so both of you have now talked about normal mapping and detail work, and this is now where I'm a bit stumped. Put simply, I have no idea what the next stage in my workflow is, but I have foreseen a few potential issues. 1. The bow in it's current state is generally serviceable enough that I could whack it into the game as is, right now. However, I was hoping to do a bit more detail work. The current standard for high-quality bows that I have seen is The elven longbow from the LOTR mod: http://skyrim.nexusmods.com/mods/5727 InsanitySorrow's steel/Iron bows http://skyrim.nexusmods.com/mods/29647 http://skyrim.nexusmods.com/mods/32725 The elven bows from Addonay's Elven Weaponry: http://skyrim.nexusmods.com/mods/13234 http://static.skyrim.nexusmods.com/mods/images/13234-4-1332650886.png I would love to have a level of detail for the metal furniture of the bow, like the patterning that you can see on default steel or nordic weapons. My problem begins when I consider how t start unwrapping the UV's of the bow: In the case I've attached, it would be a simple planar map for the side of the bow, another for the front, and one more for the back. Mirror as appropriate, and bam, simple - at least, I think. Actually, what I'd like to try to achieve is a smoothed version of the mesh. If you go ahead and apply NURMS to the scene, or a turbosmooth modifier with an iteration value of 1 - the result is a much smoother mesh, but I cannot for the life of me work out how I'd go about unwrapping it. Because the sides now blend into the front and the back, I don't see how I can use a planar map - and I don't see how a cylindrical map could work either. This is something that I could DEFINITELY use a bunch of advice on. As for the detailing I mentioned above - well, it would be lovely to have that level of detail, but it's something much further downstream of the workflow, and really, the only reason I mentioned it was to give people a sense of what I'd like as an end result, and also so that people could warn me if I'm doing something now that could influence it then. As a short term goal, I'd be well happy if I could achieve texturing quality similar to what artisanX has done with his bows: http://skyrim.nexusmods.com/mods/32405 These bows seem to be simple in both geometry and texture, yet have good quality to both. So, to summarise: What do YOU guys think should be next?
  6. Hi mate, I'm beginning to get to grips with 3ds max, and I'd be grateful for any advice/support you may be able to offer on a bow mesh I'm working on. I'm a beginner with both 3DS Max and photoshop, but wouldn't mind any help you could offer. If you're interested, my thread is located here: http://forums.nexusmods.com/index.php?/topic/969145-new-bow-mesh-advicefeedback-wanted/
  7. Hi everybody. Looking through the amazing weapon mods for Skyrim, I've been inspired to get into meshing and texturing. Please bear in mind I'm extremely new to this - I have beginners skills with both Max and Photoshop, and I've been prodding my way around Nifskope for some time now. I've been working on a flatbow/longbow for Skyrim, and I feel like I'm finally done with a basic low poly mesh. I'd very much appreciate any feedback or advice people can give me, as well as any help people are willing to offer. Before I proceed to the next stage of my workflow, I'd like to see if what I've done with the basic geometry is acceptable - for example, I notice nearly every nif I see for Skyrim is made up of tris, yet my polys are quads - is this a problem? Is the aspect ratio of the polys a problem? etc, etc. Basically, if you're a modeller or texturer that has experience with Oblivion/FO/Skyrim meshes, then I'd greatly welcome any comments that I might not find on, say, a general 3d modelling forum. Below is a render of the bow, and below that, a link to the .max scene http://i.imgur.com/7kpVP1m.png http://www.sendspace.com/file/px7kqs
  8. So I've edited an existing NPC in the CK, and happily managed to export out the facegen with Ctrl+F4. If I start a new game, the NPC appears correctly edited, exactly as I had planned. But if I load a save of the playthrough I'm currently in, the NPC retains the vanilla appearance with the dark face bug. Is there a console command or method that I can use to force an NPC to reset their appearance to whatever the esp/facegen meshes or textures specify, rather than from the save?
  9. Cool, thanks guys. Wonder if there are any others, but I imagine USKP fixes most of them.
  10. So I'm about to start a new role-playing playthrough,(join TG, destroy DB, join DG, Join the legion, complete civil war, THEN everything else). However, I note UESP says the civil war breaks certain quests. I am running all the unofficial patches, but I'd like to know which quests I can't touch, or have to complete before joining the legion.
  11. This info is exactly what I was looking for, thank you!
  12. 1) I'm trying to make a bow. I notice all the bows in the game are more or less, of one size. I'm trying to make a fairly big bow, comparable in height to Legolas's longbow from the LOTR weapon pack. The question is simply this: To make a big bow, do I simply scale my mesh up, or do I have to change the location of the bones too? 2)I'm just getting the hang of modelling in MAX, and I know my way around editing a diffuse texture in photoshop. However, how do I get a good quality normal map? the Photoshop plugin produces fairly poor results, and I've seen people refer either to "sculpting" in mudbox or zBrush to give a better finish, or "baking" a normal map using a high poly CG model. Could someone expand on these last two techniques and point me to some decent tutorials? I'm having a really hard time finding decent ones that aren't using the photoshop plugin.
  13. Dude...awesome. Thank you so much for your effort!
  14. Bump. I'd love to see a sword like this, nobody has produced an accurate enough model of this yet.
  15. I recently built a decent rig for myself that enables me to play with ridiculously high res textures/object counts with a 60+ framerate. I LOVED Towns and Villages Enhanced, and I downloaded and installed all the mods available on Nexus. However, due to a quite a few mod conflicts, particularly script-intensive mods, I manually reinstalled all m mods after deleting my scripts folder, cleaned my load order...and then I read about how Bethesda broke the navmeshes in one of their patches, and how other mods which affected navmeshes were causing CTDs. So I uninstalled TAVE, and started a new game from scratch. The game is pretty much totally stable now, no problems reported at all. I've been toying with the idea of reinstalling TAVE, because I really miss it, and my rig can definitely, definitely handle it, but I'm concerned it might reintroduce CTD issues again - when I last experienced them, they completely and totally corruped my savegames. The mod author claims that his mods don't alter references, so they should cause crashing, etc and I'd just like to know whether they're safe to use. Particularly, is there anyone who has been able to narrow down any stability issues to being caused by these mods? Thanks.
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  17. OK, I spoke to soon. The file that seemed to working fine yesterday causes instant CTD as well now. I don't know what changed, I successfully loaded it without loading it's master. Today, however, it caused an insta-crash. I opened it up in GECK, and deleted the duplicate cells, but this time, the master still remains a requirement. I have no idea how to go about fixing this.
  18. Never mind mate - I tried cleaning it with FO3Edit, then tested it within the GECK. Opened fine, so I went about navmeshing the bloody thing. Check in game - Instant CTD. File's a write-off. Luckily I was able to revert to a version pre-cleaning, and deleting the cells from within the GECK rather than using FO3Edit seems to have successfully removed the master flag. So, that works, and all I'm out is two hours Navmeshing. Oh well, that's easy enough to do and I've learned my lesson. Thanks for the assist regardless.
  19. I'm working on a house mod. I loaded up another mod (enhanced tenpenny suite) to see how a particular instance had been done, and then proceeded to duplicate a cell from that mod, and save it within my own plugin to pull out an element and compare it side by side with something I was building - nothing fancy, just the FXLightbeams from the ceiling. Now my damn plugin is reading enhanced tenpenny suite as a master and I've got no idea how to safely remove the references from the file. Is there any way to do this?
  20. True, but I wanted something that both forces the player to reload. If I forced the player to reload after the given magsize had been expended, it would be infinite ammo, but would not update the hud. If I didn't force the reload, then you wouldn't get that functionality. I know I'm being pedantic about it, but the idea is to develop as "precise" a function as possible. I don't want unlimited reload, or the ability to only carry one bullet as my store of ammunition.
  21. So I'm porting an unlimited ammunition mod to NV (for the player, anyway): http://fallout3.nexu...com/mods/17666/ I've got the script running, but the FOSE code was this, which works well enough in FO 3: scn UnlimitedPlayerAmmoSCRIPT ref rWeapon ref rAmmo ref rGrenade ref rMine short iAmmoCount short iAmmoUse short iWeaponType BEGIN GameMode if UnlimitedPlayerAmmoEnabled == 1 set rWeapon to GetEquippedObject 5 set rAmmo to GetWeaponAmmo rWeapon set iAmmoCount to GetWeaponClipRounds rWeapon set iAmmoUse to GetWeaponAmmoUse rWeapon set iWeaponType to GetWeaponAnimType if iAmmoCount > 0 && iAmmoUse > 0 && ((iWeaponType == 4 && UnlimitedPlayerPistol == 1) || (iWeaponType >= 5 && iWeaponType <= 6 && UnlimitedPlayerRifle == 1) || (iWeaponType == 7 && UnlimitedPlayerHandle == 1) || (iWeaponType == 8 && UnlimitedPlayerLauncher)) if UnlimitedMode == 1 || UnlimitedMode != 2 if GetItemCount rAmmo < (iAmmoCount + iAmmoUse) if GetWeaponFireRate rWeapon < 15 AddItem rAmmo 1 1 else AddItem rAmmo 2 1 endif endif elseif UnlimitedMode == 2 if GetItemCount rAmmo == 0 AddItem rAmmo iAmmoCount 1 endif endif elseif (iWeaponType == 9 && UnlimitedPlayerGrenade == 1) set rGrenade to GetEquippedObject 5 if GetItemCount rGrenade < 2 AddItem rGrenade 1 1 endif elseif (iWeaponType >= 10 && UnlimitedPlayerMine == 1) set rMine to GetEquippedObject 5 if GetItemCount rMine < 2 AddItem rMine 1 1 endif else set rWeapon to 0 set rGrenade to 0 set rMine to 0 set rAmmo to 0 set iAmmoCount to 0 set iAmmoUse to 0 return endif endif END However, NVSE is slightly different, as I'm sure you guys know. For example, GetWeaponAmmo, which returns the amount of ammo for the weapon in FO3, returns the formlist for weapon ammo in NVSE, so all available ammo types are dealt with. So the only way I can adapt this for NV currently is to delete all but one ammo type off the formlist, since the refill script adds ammo randomly - so the player has to keep switching between Ammo types. Is there a way to set this so that it focuses on one ammo type? I tried to use GetPlayerCurrentAmmo in place of GetWeaponAmmo, but it doesn't seem to work with that, although the script readily compiles.
  22. It is already being ported, at least the Nord weapons - it is WIP and you can follow the thread on the Bethesda forums. It is a VERY big mod, so expect it to take a while. But I am looking forward to it too.
  23. Hey man, me too! Glad to see I'm not the only one - I tried modifying the ISM for nighteye, but I get precisely dick all when I try to put in any fullscreen motion blur.
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