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Posts
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Everything posted by Martian1
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Thanks for the clue. I found the full instructions here: https://www.reddit.com/r/skyrimmods/comments/89eray/oh_noes_skyrim_se_got_a_new_update_1539/
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I'm not playing Fallout 3.
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Aah, I havn't spammed since my days back on PSP-Hacks.com
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Haaaaaaaaaaa!
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Post next if you are a loser.
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hmm, shame about the crap shoes.
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It is not illegal to modify a game on any format, and adding data to a game will not void your warranty.
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(Video Tutorial) How to get Skinned Meshes into game
Martian1 replied to somuchmonsters's topic in Skyrim's Skyrim LE
Thanks for posting both of your armour videos Joe, they're very useful and helpful. I was having a problem using your morpher earlier and kept running into export error "You have attempted to add a child to a ninode which already is a child of another ninode." But after reading through the other video thread I found a hint and tried importing my modded armour nif without skeleton. Now it works beautifully, thanks for the great tool. -
How do I make a Retexture mod? [How To]
Martian1 replied to AlvinTheBest's topic in Skyrim's Skyrim LE
after much searching for tutorials to use myself the best I've found are here... http://cs.elderscrolls.com/index.php/Category:Texturing_Tutorials you'll find some gimp stuff there and you will probably find it usefull to look into nifskope too if you are going to be editing armour. -
Can I? why not just try it and see what happens? if you crash you crash, no big problem. If you start testing with a clean data folder it will be easy to find any mod files you need to remove if you do cause a crash.
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While you guys are doing basic mods, the Chinese are doing this
Martian1 replied to Kayvaan7472's topic in Skyrim's Skyrim LE
Our mods are basic because they dont have a gui to toggle settings? As much effort goes into many to the large retexture pack mods, even learning how to get your first mod working perfectly can be a stressful time. Stop slapping our faces. Now get of the computer and go have a merry christmas. -
I guess peeps cant find the endorse button, or else they are not checking their download history to remind themselves to endorse. Its easy enough to make an imedite comment when you download, but with the 1 hour wait to endorse some people must just forget to come back. Perhaps your mod is just too good and they are not having a reason to return to the page ;P [merry christmas]
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Advice needed: Scaling armour in Nifskope
Martian1 replied to Martian1's topic in Skyrim's Skyrim LE
Yes Ghogiel, I mean that translation is only offsetting the pivot point. Its a shame that nifskope wont work to scale the mesh as I expected. I have been tinkering with a combination of scale and translation but still get the same result as I originally posted. edit: Scrap that... I have it! http://img23.imageshack.us/img23/5619/wootzg.jpg ........^ before ...............................................................................................^ after......... After a closer examination of the nitristripdata block details I realised that I could manipulate each vertices individually, whereas before I was trying to rescale the whole armour at once. Thanks for the translation tip FavoredSoul, you certainly pushed my tinkering in the right direction. Just a few more adjustments and I can get a good fit. Thank you FavoredSoul and Ghogiel for your assistance here, and a very merry christmas to you both. +1 kudos each ;D -
Advice needed: Scaling armour in Nifskope
Martian1 replied to Martian1's topic in Skyrim's Skyrim LE
hmm, after shifting around with translation it seems to only offset the mesh in one direction per axis. Is there a way to perform two translations per axis to allow me to stretch the mesh between two points? -
Advice needed: Scaling armour in Nifskope
Martian1 replied to Martian1's topic in Skyrim's Skyrim LE
Thanks, I will start experimenting with your advice in a little while and let you know how I get on. -
Advice needed: Scaling armour in Nifskope
Martian1 replied to Martian1's topic in Skyrim's Skyrim LE
Thanks FavoredSoul, I will try using Translation instead of Scale. Just incase I have another vertical misplacement, could you give me a rough starting figure for how much I need to drop the Z axis based on the image above? I have tried to get my head around doing this in blender as my first attempt at using any modeling suite, got as far as importing and scaling but then got a massive headache trying to save the file back out to nif. At this point I dont really understand the relationship of models and the various maps ect. I have been reading the wikibook Blender n00b to pro, but at this time of year I dont have time to study properly. Hence why I'm looking for a quick fix with Nifskope. -
Hello Nexus modders, I hope someone will have the time and knowledge to help me out here. So, I have modified the female Elven cuirass, but would like to eliminate clipping between the armor mesh and the merged femalebody mesh. here is my uploaded mod... http://www.skyrimnexus.com/downloads/file.php?id=4296 I have read that the way to correct this is to rescale the armor, which can be done with nifscope alone, but when I do so I end up with the armor sitting too high on the player model. In this image Lydia is wearing a merged armor/body cuirass_1.nif at default scale. My player character is wearing a merged armor/body cuirass_0.nif with a scale of 1.0075 at 1.1.1 xyz. http://img535.imageshack.us/img535/5527/helppy.jpg Why is the armor out of vertical position and what can I do in nifskope to correct it? I have tried rescaling the cuirass within the merged mesh, and I have also tried rescaling the cuirass on its own before merging it with the body mesh but I get the same result either way. If anyone could give me some pointers on this I would appreciate very much. Or if you have found any good comprehensive but easy to follow tutorials please link me.
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pah. I tried running 1.3 after removing ENBseries patch but still getting stuck on books, also found that the yes/no dialog box for smithing is unclickable, though you can select with y and n keys instead. For now I have rolled back to 1.1 interface.bsa and menus are functioning as they did in 1.1. Well, thats enough for tonight, I think I will try a clean reinstall tomorrow hoping all goes well and I dont end up with a bunch of different problems.
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I held off updating to 1.2 but went for 1.3 when I saw there were some cpu optimisations in this patch. Now 1.3 installed and my UI is messed up. You can now easily use mouse to select items and options in the menus and loot screens, but key control is now broken. I was playing quite happily until I tried to read a book from Items/Books, no keys where displayed at the bottom of the screen and tab would not work to exit the book. I had to alttab out and end process.
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you guys with no problems have not seen this then?... http://www.youtube.com/watch?v=WzHkvz3FhBI
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Darn. I have been looking forward to patch 1.2 hoping for some optimization, which nobody has mentioned yet anywhere. I guess I'll stick with the bugs I have now instead. The most amusing being when I get off a horse while next to a wall only to see the poor beast catapulted 100 meters through the air. Yes it only rarely happens on every occasion.
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After some testing with fSunUpdateThreshold and fSunShadowUpdateTime I have found that a good ratio for smooth shadow updates is 20-1. Or 20 drawn shadow increments to 1 sun position update. fSunShadowUpdateTime=20 fSunUpdateThreshold=1 I have read on other forums that the default setting for sunupdate is 0.500, so I have tested with... fSunShadowUpdateTime=10 fSunUpdateThreshold=.5 but could see no difference in shadow movement speed or any difference in movement of the sun itself than using whole numbers like 20-1 Also I did not encounter any framerate change between default or 20-1 or the value recommended on the steampower forums which is 0-0. 0-0 is jerky. From my estimation during testing, the position of the sun in the sky will stay matched to your in game timescale, so anyone using the timescale mod should not have any problem with the sun falling out of sync with the clock. I use timescale 5 and everything looked fine to me, shadows moved the same distance in the same timeframe no matter if I used 10-0.5, 20-1 or even 60-3.
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I am finding that playing skyrim as a woman gives me a different perspective of the game. When playing as your own gender it feels like you are building your own story, but being slightly detached from the female I feel that I am watching her story develop. I like to hear the ncps comments about my character being an empowered and strong woman, and I'll be interested to see the differences on a playthrough as a man in regards to lines from npcs and the amount of female warrior npcs.
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I am a white male, my nexus avatar depicts my current skyrim character, a dark skinned female redguard. Why? I just fancied a change from my usual rpg routine of making an ingame replica of myself.