Jump to content

wetblanket

Premium Member
  • Posts

    363
  • Joined

  • Last visited

Everything posted by wetblanket

  1. TES4Edit is the quickest way to see exactly what a mod changes/adds.
  2. Not true. I was suggesting those mods as a source of alternate reticles for the OP to add to their game themselves. There is no obligation to install the entire mod, just use the nifs.
  3. Weapon mods like RH Ironsights. Apocalypse Armory, 20th C Weapons, eXcalibre have alternate reticules. Presumably the big overhaul mods do too.
  4. An alternative is Blender Portable. Although I successfully installed Blender and all the Python goodies on XP and Win7 systems, Win8 defeated me. Blender Portable avoids all that malarkey although I've admittedly only used this version for Fallout 3/NV.
  5. Yes, all up it's simpler. Arkngt actually already told you that in their first post ;)
  6. The only way a re-texture mod can conflict with another mod is if it does more than just re-texture. No esp file, no conflict. Perhaps you could give an example of a re-texture mod you would like to use?
  7. I think I had the same problem a few years ago. Thread here. edit. fix is at bottom, no need to read the whole thing :)
  8. As far as I know there is no That's one reason why those flags are used, to avoid clipping. I think you have two choices: either create a mashup of a particular hat/mask combo or chop the top off the hockey mask, both options in Blender.
  9. I would suggest editing the appropriate levelled lists eg. 'CondLaserRifleEnclave1' and 'CondLaserRifleEnclave2' are, as the names suggest, for providing a range of health % (condition) for Enclave laser rifle spawns.
  10. At one time I cleaned up a lot of meshes, mostly hanger pieces, but am a little rusty on it now I'm afraid. A few points off the top of my head: - using Blender 2.49b - selecting Fallout when exporting to nif - having everything on one layer and making sure it's all selected before exporting - being very careful not to delete collision meshes when fixing the object meshes (they have a big circle around them I think) If you post a specific mesh name I could refresh my memory then walk you through it. Good luck.
  11. I think it may be the texture you are using (as opposed to the normal map you presumably modded to get the gloss). A smoother texture, ie less variation but still high quality, should help. You could try these in combination with your new normal - they are quite glossy by default.
  12. Have a look at Basic Primary Needs by Maskar... You're right, Maskar really is 'a wizard of the most wondrous wonders' ;)
  13. Possibly in this somewhere. Haven't listened to it, just a stab in the dark based on the readme credits.
  14. I'm afraid I don't know what the issue is but have installed Blender enough times to sympathize. Have you heard of Blender Portable? Just unzip it somewhere and run, no installation. Only used it briefly so far (import and edit) but works fine. Stroti (a prolific modeller and modder) endorsed it so it must be pretty good.
  15. The GIMP is very powerful but not that easy to learn. For a beginner/casual texturer, Paint.net is probably more suitable. Apart from anything else, it imports/exports *.dds (textures) natively without having to install a plugin. Read up on DDS export options - it's important!
  16. You are not limited to those premade shapes. Any object you create can be used for collision too. This is generally necessary for complex shapes in particular. For efficiency's sake (size of the final model) it should be an approximation and slightly larger. Depending on how detailed your main mesh is you can just copy it and use that. Try importing a vanilla mesh to see how Beth did it, something round like an Ayleid well would be appropriate.
  17. Blender 2.49b is the correct version for nif export. Some use the latest version for actual modelling and 2.49 just for export. I know nothing of Skyrim modding but you can have multiple blender installations, just install to different folders.
  18. Don't use that tutorial, it's out of date. Have a look here instead.
  19. It's covered in the Wrye Bash docs but I'll try and whip up a precis for you after work. OpenOffice is fine by the way (Calc is it's spreadsheet program). edit. In the Wrye Bash 'Mods' tab right-click on Oblivion.esm > Export > Stats Change file name to something like 'Claymore_Stats.csv' and save in 'Oblivion\Bata\Bash Patches' Open this file in Calc, you should get a Text Import dialogue -make sure the 'Seperated by' radio button and 'Comma' checkbox are selected. Select all and go to 'Data > Filter > Standard Filter' on the main menu. You may need to click on 'More Options' and 'Range contains column labels' Select 'Editor ID' as the field, 'Does not contain' as the condition and 'claymore' as the value. Delete all (seriously!) Now if you go back to 'Data > Filter > Remove filter' you ought to only have claymores left in the file. Make the changes to reach that you desire, save and exit. Note. This assumes all claymore-type weapons have 'claymore' as part of the Editor ID; this may not be the case. When you rebuild your Bashed Patch you will see 'Claymore_Stats.csv' under the 'Import Stats' section. Click the checkbox and that is that. I believe you can also right-click on the Bashed Patch and select 'Import'. This will presumably inject the new data into the Bashed Patch without having to rebuild. I haven't ever tested this and know nothing about it. Good luck!
  20. If you use Wrye Bash then you could export the weapon data, edit it in Excel or Calc then apply as a tweak when creating your bashed patch. This is much faster than using the CS but isn't for everybody.
×
×
  • Create New...