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BlazeLeeDragon

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    Marvel Future Fight, Dragon Age, Dragon Age II, Guild Wars, Guild Wars 2, Shining Force CD, Jade Empire, Oblivion, League of Legends, For Honor

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  1. Maybe I'm missing where to go....however I am a voice over artist and would like to lend my voice to some mods. What is the best way to get in touch with other modders?
  2. As far as I know Olnorton, no... The old blender needed a nifscript to import them properly and python etc. If someone makes those types of additional files for an updated version of blender than maybe. However as of today I don't think it's possible.
  3. Yeah that would be pretty cool. Unfortunately I am a major NOOB when it comes to modding and have only played with the weapons so far. Hopefully this techinique can be expanded into all custom models.
  4. Thanks ResolveThatChord, I've seen a lot of the same, to go back to 2.49. However I like modeling in the current version of Blender. I hope people find this useful.
  5. In case anyone goes to this thread I did find a solution that worked and allowed me to upload my custom sword. I created a tutorial thread for it http://forums.nexusmods.com/index.php?/topic/1948619-tutorial-custom-weapon-blender-to-skyrim-using-blender-271/
  6. Greetings, I was trying to find a tutorial on getting custom weapons into Skyrim and was not able to find a method that worked for me. After playing around with blender and nifskope I finally found a method that works without having to use the old version of blender. That's right a method that utilizes blender 2.71. so here is how I did it. I used Blender 2.71 when I tried this You need the following: blender: http://www.blender.org/ nifskope: http://niftools.sourceforge.net/wiki/NifSkope FO3: http://www.nexusmods.com/fallout3/mods/34/? 1) Model your weapon in blender (2.71) 2) UV Unwrap your model 3) Create your texture .dds files 4) Use FO3 archive utility and find a skyrim mesh that is close to the weapon you modeled 5) Open mesh with nifskope and locate the nitrishape data under the weapon name 6) Export this as a .obj file 7) with your model open in blender import the .obj 8) size and orient your model using the obj as a guide 9) delete the imported .obj and save your blender file 10) again open nifskope, but this time export the nitrishape data as a .dae file 11) import the .dae into your adjusted blender mesh 12) NOTE: the .dae is tiny, tiny, tiny compared. Just use it to rotate your blender mesh around the center (use curser rotation) so it's laying the same way as the weapon 13) again delete the .dae and this time export your blender mesh as a .3ds 14) In nifskope highlight the weapon name and import the .3ds 15) right click the name of your weapon you imported over the old one and click transform then edit 16) adjust and align the mesh (I only had to zero out all the positions to center my sword) 17) with your blender mesh still open you can delete everything except what would be covered by blood and repeat the above steps for blood effect and lighting 18) blood effect and lighting requires you to rename the string to blood effect and lightning after importing the .3ds 19) for the scabbard you will also have to rename the string to default scabbard and you will also have to play around more with the transform edit 20) under your BS shaders select your texture location and file names 21) save the .nif under it's new name 22) utilize skyrim creation kit and create your .esp with your new weapon... DONE. I hope this made sense if not, here is a video tutorial I made on youtube: http://youtu.be/MwJDy5rNTmo
  7. I did set up the textures no good... But I found two things out... First when I click on the sword and go to textures and then edit UV it shows no UV at all, on the scabbard says it can't find data to open with UV Editor. When I export my weapon as a 3DS it loads, and will even display the textures, the problem is, A) when I import the 3DS into a skyrim nif it's out of alignment. even though I lined it up with an exported .obj from the same .nif... and B) when I drew the sword it took the Scabbard with it and of course I was not holding proper, hand was up on the blade area. So the question is how do I line up the 3DS or how do I retain the UV mapping for the .Obj?
  8. Ok so I was playing around and exported from a differnt version of blender as an .obj, this time it worked, when I importanted into a nif and uploaded to the game, none of the textures were there...gotta find out why...
  9. hmmm still blank even from edit mode, only shows 0NiNode and no image...
  10. I was in object mode and had the object selected, will that work? or do I need to be in edit mode when I export?
  11. So I've created a mod with weapons almost 2 years ago now. I don't remeber how nor can I find the weapon tutorial online that I used... I have blender 2.49b, I have python, pyfii, nif scripts and all work. I modeled my weapon in blender, when I export as a .nif it doesn't show up and doesn't so the NITriShape...I've tried the method of exporting as .obj and as a 3ds and uploading them into a weapon from the game and it doesn't show in the view screen. it's blank and does not display. Can anyone direct me to a tutorial? Or know what is going on?
  12. Actor Stats Age: 32 Gender: Male Website with demos: http://blazeleedragon.wix.com/blazeleedragon You can see all the things I've voiced for and listen to demos on my website, on the site there is the option to request a quote, however for Skyrim mods I'm offering to volunteer my voice. All I ask is to be in the credits and let me add the project to my resume and voice profile. I can do a wide range of voices, check out some of them and let me know if your interested in having me voice act for your mod.
  13. AWESOME thanks :D so I don't have to re-nif anything that will SAVE TIME. :D is there a good video at aiming textures? I have the basics of crafting and tempering did that with my custom weapon meshes. Just haven't done anything with armor and I want a stand alone .esp that will not recolor armor in the game already. thanks :D
  14. Ok so I am trying to recolor armor, use the same .nifs from the game. But what I want to do is add these as NEW armor with it's own properties and stuff. My problem is when I go to the .nifs, there are TONS, as example it will have the name _1 or the name _0 what's the difference? do I need both? Also stuff like monk robes with all the variations on color, but when I click the .nif they are all aimed at the same texture. how does that work? since we are using the monk robes as an example I was going to recolor the texture, then take the .nif edit in nifskope to aim at the texture of my choosing then add through creation kit. help please...
  15. Could try used to edit TF2 texture and do some random mod background on Black Ops (Btw Yea when I clicked on your mod I was like ok a good katana then I looked at the screenshot and did : He probably cant texture well XD ) Dont take it personally, it happens I don't....I can't texture at all actually...
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