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dalsio

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  1. Note that I am fairly inexperienced when it comes to 3d modelling so take what I say with that in mind. Still, I'll share what I know. I use Blender so I don't know what tools are available to 3DSMax users but Blender has a uv unwrapping projection called smart projection that, when using the right settings, can get you pretty darn close with your UVMap which saves a lot of time. I don't know if 3DS has this, but I would check and see and if not, you can probably import the mesh into blender, unwrap it, and export the UVMap back to 3DS or just export the whole mesh straight to .nif. Also, I know that there is some UVMapping software out there, but I've never tried them so I don't know if they're any good. The nipple cones are a bit odd, not necessarily because nipple cones are odd in general, but simply because they don't fit the tone of the outfit. The outfit seems to covey modesty, sophistication, elegance, and serenity but the cones and even the back cone suggest roughness, barbarism, aggression and sexuality. I would take the cones off the nipples and back as but you can put a sort of "button" on the back to serve as a termination point for the straps, and have another one in the front in the center of the chest for the other termination point. Also, if you want more flare in the chest area, you can add a bow to the front Sailor Moon style. Another way to take with the straps is to make them go all the way around into the armpits and either go back up terminating into the button, or wrap around the waist. Also, you can remove the button altogether and connect the straps, making them a single strap that goes around the back which is somewhat rather elegant, flowing, and traditional to chineses and japanese clothing. I also recommend adding borders to some of the ends like at the wrists and the hips, and flaring the sleeves out a bit more at the end. This is just me, but the breasts are a bit too spread out, flat, and defined for my tastes, as if they have zero support and are just naked breasts. I mean, it doesn't need to be a quadruple push-up wonder-bra or a extra-tight corset, but even the blouse alone should at least slightly lift, constrain, and obfuscate the breasts. But again, that's just me and my preferences. I suggest using higher polygon counts any time there are curves, when something is separated from the body like the collar or the sleeves, and when something is especially prominent or eye-catching like the breasts. The straps fit all three categories and thus should probably have one of the highest polys-per-inch in the whole outfit. Inevitable, it doesn't matter what body you make it for because a person can convert it for use with any other body type with Bodyslide and Outfit Studio. Still, you can do some things to make it easier for someone to do the conversions or even provide your own UUNP/CBBE Bodyslide files to make it doubly easy.
  2. Worst comes to worst, you can always get the formID of the horse when the player activates your cave door, disable the horse, and re-create it as a new objectreference on the other side.
  3. I'm a bit late to the party but if you still need to know (and are still reading this thread) a weapon's enchantment amount controls how much it can be enchanted by the player. So, you can only enchant an iron weapon with so much power on your own, if you want a stronger enchantment you need both a stronger soulgem as well as a weapon with a higher enchantment amount. Think of it as enchanting potential. It will not have any effect on enchantments given to it by the editor.
  4. Yes, you will need to modify the navmesh.
  5. An ENB doesn't necessarily have a noticeable performance impact. It simply refers to a program that modifies the visuals of the game after the game produces them but before they are rendered to your monitor. While it it usually used for graphical enhancements, it can do a variety of things depending on the addons, settings, or presets but by itself you wouldn't see any change whatsoever. Further, simple changes to lighting or colors wouldn't have much of a performance impact as long as no other visual-enhancements were attempted.
  6. When using the "help" command in the console, it goes by the name not the Editor ID. So for you, "help nude" would bring up the "Nude Body" armor. Also you should know that if you wanted to (doesn't have much of a point now that you've already made a new one) but there already is an ArmorAddon in vanilla that uses the base body mesh. Look for "NakedTorso" and it will come up. Also note that if you want the armor to look right, you will need to use different addons for different races, especially Argonians and Khajiit, since right now your armor displays human torsos with nord/imperial/breton skin textures.
  7. Just set the mod to use the vanilla body mesh. Any body mods would overwrite it, and your mod would use theirs instead. Either extract it from the BSA in it's proper folder structure or use TES5Edit to manually set the file path to Actors\Character\Character Assets\Malebody_1.nif and Actors\Character\Character Assets\Femalebody_1.nif Also note that you cannot tell the CK to use a file outside of the Data folder in your skyrim directory.
  8. There's many vanilla dungeons that do not level with the player. Plus there are mods that specifically de-level the enemies to make it more like Morrowind or other RPG's and many mods that add dungeons have fixed or limited-range leveled enemies.
  9. There's a number of ways to get all the NPCs in an area. With SKSE this is the most straight-forward: Cell currentCell ;represents the cell, however you set it int totalRefs = currentCell.GetNumRefs(43) ;gets all the references of form type 43 (npc) int i = 0 ;the iterator while i<totalRefs ObjectReference target = GetNthRef(i) ... ;do stuff here with the target i+=1 endWhile This will iterate through all NPC's in the cell, allowing you to sequentially operate on them however you like. It can be attached to the cell or you can attach it elsewhere and get the cell some other way (property, event, etc.). Another way is to have an invisible magic effect on the player that has a large area that "marks" all nearby actors for use in a script. This has some limitations but can be useful in certain cases.
  10. How exactly are you setting the model? Are you using TES5Edit or the CK? Are you trying to access a dir that doesn't exist? Make sure you are running the CK in administrator mode. Also note that you cannot select vanilla meshes while they are in a BSA (the way they are by default). If you don't have a body replacer installed (in which case you would simply select the meshes provided by the body replacer), you'll have to extract them from the "Skyrim - Meshes.bsa". I use BSABrowser for this, but you can use whatever you like. If you need further instructions on how to do this, you can google BSA packing/unpacking or just let me know (if you're willing to wait for my reply).
  11. I'm not familiar with Fallout4 scripting. If you tell me what you're trying to do, I can tell you how to do it in Skyrim.
  12. If you have your mod require that his/hers be installed (ie. you aren't including any of their assets in your mod, only references to them) then you have no need for their permission. That being said, you might be able to contact them on the official Bethesda forums. I don't know if this is the same Dragonis0 but it's worth a shot. Their Profile Page
  13. To create an "invisible" armor just point the ArmorAddons to the body meshes (the male biped model to the male body and the female biped model to the female body). You'll basically be "equipping" the base body mesh, making you appear naked.
  14. Yes, that would work, assuming you use SKSE. I suggest making sure that the cast actor has a level >0, as a GetLevel() of 0 means that it isn't an actor.
  15. Your relationship has no parent set (it's set to a null reference). Reset the parent to your NPC. Note that you also have made the NPC a part of the player faction. This is not necessary for him to be a follower, nor is it a good idea.
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