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GraysonTheWolf

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About GraysonTheWolf

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    Elder Scrolls V: Skyrim

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  1. I LOVE YOU, BEAR MY CHILDREN AND MY CHILDREN'S CHILDREN! ._. I can't believe it was that simple lol You've really helped me with my new bound FX. You're going in my credits now :D I'll post an edit later with my results haha :0 EDIT: I will post tomorrow, too late for me now. I'm sleepy. But the bow mesh and weapon meshes I'm using are gonna be almost pitch black, a few light textures for details and depth, but this way it looks like pure darkness for my bound "abysmal" weapons >:U Anyway, pics tomorrow, and I'm updating my mod finally to the fullest extent visually now because of your help here. I can't thank you enough, I used this tutorial for testing my meshes before to see the combinations of results I'd get. It's really interesting stuff :>
  2. How would I make lets say... a "FlamesMesh:0" node (typical in bound weapons) to be transparent in the WHITE regions and keep the black? I have an edited dds file with black flames, and I've gone through your alpha-flags section and still, everything I've tried doesn't work, all I see is my custom shaped "refraction" mesh on my weapon in game. I've tried: (Always kepts enable blending ticked, the one time I didn't, it turned the whole flamesmesh:0 black so you can see the ugly vertices-points and stuff) Source Blend Mode: Src Alpha Destin. Blend Mode: One Enable Testing? Yes Alpha Test Function: Less or Equal Alpha Test Threshold: 128 Source Blend Mode: Src Alpha Destin. Blend Mode: Zero Enable Testing? No Alpha Test Function: Greater Alpha Test Threshold: 128 and like 30 other combinations I can't remember or didn't write down. I could be sitting here forever trying to reverse engineer this, or I thought I'd ask you to see if it is even possible or if the system will always use Black for transparencies and white for white, and greys for color shaders from the effects file path...
  3. Well the issue is that you have custom textures. I'm not sure that it would work for yours. Mine worked because I "cheated" nifskope. Here's the tutorial that I followed: http://www.modelpoof.com/sectvideopub.php?sect=6%20-%20Skyrim%20Creating%20Custom%20Armors%20Step%20by%20Step&curvideo=15%20-%20Setting%20up%20Nifskope%20Part%202,%20Fixing%20the%20Textures%20Part%201 His tutorial series are PERFECT. But the issue is, you don't have an original model that you're take the texture from (to copy to the new model). Which is the only reason why it worked for me. I copied the BSLightingShader node thing from a GLASS armor nif file, and it fixed my modified version since it's the same shape/UV, just deleted some parts and combined the meshes into one model. It was much easier to combine in 3DS than when I tried combining models in Cinema 4D. And Nightasy goes in FULL depth of everything you need to know for both vanilla and custom armors with 3DS Max (2012 student version, which is free if you sign up to Autodesk education center). Cinema 4D was fine with the new weapons I tried making, but I didn't have a good texture to paint with, and you end up using mudbox anyway (another autodesk software), so might as well get the 3-year free student license with 3DS Max. haha :p /rant So back on topic: No. of UV's is set to 4097? Meshes are faced normals? did you check the BSLightingShader properties? Are your textures in the right order? Here's a useful thread, idk if it'll help, but it's useful nonetheless :P http://forums.nexusmods.com/index.php?/topic/1188259-bslightingshaderproperty-basics/ Also, in that section, is your shader properties, "Shader Type" (at the top of the details box) set to 0 or 1? I think you need it to be set to 1.
  4. UPDATE: So the meshes are showing up now. Now the textures are just not showing up in the creation kit and I'm getting a really really dark (basically black or dark purple) color all over my armor pieces. Somewhere between NIFskope and Creation kit, the textures are not showing up. I'm using the 1.1.0 rc4 version of nifskope which is used by a lot of modders with the least complaints. Just for some reason, my models are very dark and the shininess depends on whether I add a texture to my cubemap texture path in the BSLightingShaderProperties-->BSSHaderTextureSet. @ The SH0CKER: no no no, this is a bound armors mod I'm makin'. :tongue: The hand, foot, and torso parts are part of one nif file. This saves armor slots. It works for me in game without textures, I've correctly skinned each part to each body part so the weights are fine. Each part in the nif files shows up as a node. The glass cuirass is actually two pieces (if you open up the nif file), My bound armor model that I've made is just 4 pieces now instead of 2. So now if anyone knows why the textures are not showing up at all, that would be awesome ._. 7evenforce and I have the same problem using 2 different modelling programs (he is using C4D, I'm using 3DS Max 2012). Maybe this NIFskope 1.1.0 rc4 just sucks? haha EDIT: It's working! My mod works :D Because I used vanilla textures, my fix was to just copy the BSLightingShaderProperties node from the original mesh (ie "glass gauntlets" to the new mesh glass gauntlets node! I didn't change the name so the node copied over perfectly since it thought it was still the same "parent") In other words.... This thread is solved! ^o^ Here's my model in Creation kit:
  5. Well, if you keep a copy of your downloaded mods, I suggest deleting your ENB and then testing again. If nothing changes, then just extract and place in the root directory again (unless you have to change settings, then just backup your settings file). If you are prompted to overwrite then you may have missed a file to delete. If it's not ENB, then if you have multiple "lighting effect" or "lighting adjustment" type mods, they can (and will most likey) conflict and cause CTD. Other than that, I'm not sure. CTD's are a mystery to me half of the time since even without mods, the gatekeeper's regions of the Soul Cairn will CTD me... I still have yet to fix it or get close so I just use CC to skip parts of the quests... Hopefully someone else will be able to help. Also, if you use Skyrim script extender, it could cause corrupt saves and fresh starts or clean installs may be the only hope you have left if no one else can assist you...
  6. In all honesty, I'm having the exact same problem right now... My armors are all missing their textures (or they're so dark I can't see them) just like yours! hahaha Currently researching to see if there is anyone else out there who resolved this problem.
  7. I forgot the file name to edit and I didn't want to watch the video again because I don't have the problem. I just helped you out, a little gratitude would be nice~
  8. You have SO many mods, you might want to use a mod manager such as: http://www.nexusmods.com/skyrim/mods/1200/? or http://www.nexusmods.com/skyrim/mods/5010/? This will tell you which mods are conflicting with both vanilla and each other. If you get a bunch a red flags, you may want to disable those mods for continued testing. Since no one else is going to have the exact same mod list you do, it's best that you try to troubleshoot on your own with the available tools given in our community.
  9. http://forums.nexusmods.com/index.php?/topic/1140397-textures-showing-black-and-shiny/ This happened to someone else using C4D as well. Turns out they had a problem with the NIFskope version they were using. nifskope version 1.1.0.rc4 My texture problem is that nothing is even showing up, otherwise I wouldn't be having my current problems since I use this version of NIFskope :p
  10. So I clicked face meshes in nifskop for every NItrishape that I had. I didn't face the meshes in 3DS Max. And I didn't UV unwrap in 3DS either. I wanted the original textures. Do I need to UV unwrap the meshes even though I'm using vanilla textures? I deleted some parts of the meshes so I knew that I had to reskin the parts and add new bsdismemberskin nodes. My steps simplified that I followed: 1) import cuirass W/O skeleton box checked 2) import gloves W/O skeleton-- 3) import boots W/O skeleton-- 4) import malebody W/skeleton, then import foot and hands W/O skeleton-- (so I imported the skeleton only once. I don't think the skeleton is problem in other words) 5) deleted parts of the polygons and vertices I didn't like on each editable mesh 6) delete old skin and dismemberskin nodes in editing window 7) smooth --> 2 8.) skin wrap each part to the proper body part (boots wrapped to feet, gloves wrapped to hands, etc) 9) add bsdismemberskin data and delete "skin wrap" node after the the "skin" node is made. 10) highlight the greaves, cuirass, and pauldrons to slot 50 (skyrim, decapitate head) 11) highlight the gloves to slot 51 (skyrim, decapitate neck) 12) export file NIF with "welds" set to 0.0 13) open NIFskope and reroute the proper texture paths and add alpha shader properties to each part. 14) create new objects in Creation kit (this is where I only saw the greaves/boots of my armor, with no textures, just the emissive colors I added) So because I know CK like the back of my hand now, I know that the mistakes are definitely in the 3DS or NIFskope part of my process...
  11. It requires dawnguard. Any time you edit a dawnguard or dragonborn esp file, you must follow these steps:
  12. Yeah, I know I'm not supposed to double post but I needed to add another picture of the creation kit screenshot. This is how it looks in creation kit. Only the mesh, and the emissive color show. No tetures even. Looking forward to the replies! :D Thank you all again!
  13. Hello all! Yes, I am somewhat of a newbie with this whole "making custom armors" Thing. But, I have been attempting to reverse engineer (and legitimately learn how to model armors or edit vanilla ones) BOUND ARMORS (single suit mesh, or full body meshes)! So far, I've been unsuccessful in getting it to show completely in game! As you can see by the attachment below, the full suit is complete, has alpha properties on it, bslightingshader properties for the textures, and the parts I added are all skin wrapped to the vanilla skyrim skeleton parts (greaves part of the mesh wrapped to the "malefoot.nif" and gloves are wrapped to "malehand.nif" while the cuirass part are wrapped to the "malebody.nif" ... Now, I've followed this set of tutorials by Nightasy (I watched 1-40 in hopes of figuring out how to make multiple parts into one mesh, but he does not cover that): Anyway. The main problem is that in Creation Kit (And in game), my custom armor doesn't show the gloves or the cuirass part at ALL. No model, no textures. But it appears fine in the NIFskope as seen below: But the pauldrons, cuirass, and gloves are invisible as soon as I attach the textures to the armor and put it in creation kit! Is this anything to do with the nifskope plugin, an error I made in 3DS, or an error I made in nifskope? *I only imported the skeleton once *I reskinned and re-added the bslighting shader properties to the model inside 3DS. *I set all of the pieces of the armor to the "decapitated head" slot (slot 50 in CK), except gloves are slot 51 (decapitated neck). Was I supposed to unrap the UV even though I wanted the default textures? I didn't touch the UV settings in 3DS at all, but I didn't think I would need to since I didn't want new textures... Aside from that I followed all of his exact steps of his tutorials flawlessly. But clearly my situation is... complicated. If needed I could always post my nif model in a zip folder if anyone can troubleshoot for me. I felt as though I got everything covered. Additionally, The UV map number in nifskope is set to 1 because Foster XBL's setting is also set to 1 and it still works. Setting it to 4097, and facing the mesh normals does nothing to help. There is either a problem with the programs or I made a minor mistake somewhere along the way that I overlooked. I sure as HELL am not starting this model over again, I deleted SO many unnecessary vertices and faces for my mod... haha I appreciate your time, and if any experienced armor modelling users (with 3DS max) have seen this before and know what I did wrong, I would appreciate a guide in the right direction or even lending a hand in fixing my current mesh (it should still be salvageable! Otherwise I might freak out. I've spent almost a MONTH in almost all my free time trying to get this to work finally and I can see why people make careers out of this lol. If you want a copy of my model and you fix it, you're going to get 80% of the credit for it since I can't fix it on my own most likely... ~_~
  14. Edit: lolz kidding-- you meant something else. I thought you meant mod textures were greyed out.
  15. So I put the bound weapon enchantment (vanilla) on a weapon, then the purple flames appear on it. Great. So I look inside the enchantment to see that there's a magic effect called "Bound Battleaxe FX". Cool, so I go into magic effects and look at the Bound Battleaxe FX. I see the visual effect is called "BoundAxeEnchEffects". Then I find this inside the Art Object section. I make a copy of the art object, make a separate copy of the magic effect, enchantment, and I put it all together... and nothing. What am I missing here? Is there scripting that I need? Because this honestly is more difficult than I would've imagined. I thought I could just recolor the bound weapon flames in nifskope, make colorful effects in my weapons, upload to skyrim, and enjoy. But no. Life is harder than that and I'm not allowed to have fun flames or other textured meshes on the outside of my weapon. Why is that? Has anyone done this before that can help me?
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