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Everything posted by GraysonTheWolf
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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 :>
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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...
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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.
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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:
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A few missing textures and a consistent CTD
GraysonTheWolf replied to DreamCatcher4815162342's topic in Skyrim's Skyrim LE
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... -
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.
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Creation Kit crashes trying to load certain mod.
GraysonTheWolf replied to mewmew34's topic in Skyrim's Skyrim LE
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~ -
A few missing textures and a consistent CTD
GraysonTheWolf replied to DreamCatcher4815162342's topic in Skyrim's Skyrim LE
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. -
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
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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...
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Creation Kit crashes trying to load certain mod.
GraysonTheWolf replied to mewmew34's topic in Skyrim's Skyrim LE
It requires dawnguard. Any time you edit a dawnguard or dragonborn esp file, you must follow these steps: -
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!
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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... ~_~
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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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Textures are missing, black mesh, pictures included
GraysonTheWolf replied to GraysonTheWolf's topic in Skyrim's Skyrim LE
That's fine, thank you. Now I've just got an issue with editing mesh effects in nifskope... ~_~ I'm trying to edit the flames from the bound weaponry effects at this point. I've made a separate thread. Thank you for you assistance! :) -
Textures are missing, black mesh, pictures included
GraysonTheWolf replied to GraysonTheWolf's topic in Skyrim's Skyrim LE
Yes, so I already tried setting alpha to 1, and it just makes the whole thing black. I actually discovered I downloaded the rc6 version of nifskope instead of the rc4. I also discovered that it was the obj file specifically that trashed my textures. The textures work fine now and the weapon's texture is semi-transparent white because of my emissive color. Oh and thank you! I will fix the normal map with that plugin too since I figured my normals looked strange. Those normals were exported from mudbox. Never again! haha I was actually just following ghosu's tutorial on youtube step by step: So at this point I know what to do in the future and what not to do at least: don't export as obj files anymore! haha -
Just followed this post. Even with the rc4 nifskope I couldn't use obj files. Weird But thank you for telling me the fix (@tamira) I am getting my own custom mod to work properly finally!!! Also, thank you ghosu because I followed your tutorials on youtube (before searching the forums). You guys are great thanks! :smile:
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I've read through so many other threads about the "missing textures" showing up as black on occasion (contrast to the purple plastic mesh mishap). Nothing anyone has stated has helped. I've even read this forum sticky post: http://forums.nexusmods.com/index.php?/topic/1188259-bslightingshaderproperty-basics/?hl=+transparent Now I've been working on a custom weapon model that I edited in Cinema 4D studio, I loaded the mesh within mudbox and got my custom texture applied to the mesh and exported the png file. I opened the png into photoshop and got the three main dds files from it. My normal map is extracted from the model through mudbox (for some reason nvidia's most current plugin doesn't have the filter for the normal mapping on my photoshop CS6) I made sure all the dds files were DXT5 (interpolated alpha). generate mipmaps etc I've made sure all the objects inside the nif had normals set to "yes" and the UV map set to 4097. I got that. Hell, I've made this beautiful axe "CONJURABLE" in game already! It's just the textures that keep eluding me. They are set to 1024x1024 like every other texture in the game, so why are they not showing up? And YES, I have checked 50 million times to see if the texture paths match the nif's internal texture-paths... Please, someone help me? TT_TT I'm just about ready to ask someone to just take my object files and textures and ask them to make the nif's for me. :/ I've spent about 12 hours on this single weapon today. about 72 hours this whole week in all. I don't want it to be a failure at this point. I still have 7 more weapons to go before my additional installment to my "Bound Light and Dark" weapons are completed for my elemental bound-weaponry pack... Thank you in advance! This is what I get in game (The transparency is actually intended, the missing textures is not): http://i58.tinypic.com/qrbxvk.jpg This is my textures section of my nif file: http://i60.tinypic.com/2uy4ruu.jpg This is the shader properties section: http://i60.tinypic.com/107nbwx.jpg This is my diffuse map in PS CS6: http://i58.tinypic.com/296nes8.jpg This is my normal map in PS CS6: http://i59.tinypic.com/s1qn84.jpg This is my mask map in PS CS6: http://i59.tinypic.com/mkzy44.jpg
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Weapon mesh / skeleton problem?
GraysonTheWolf replied to GraysonTheWolf's topic in Skyrim's Skyrim LE
Yeah, I've read that somewhere else, but the weird part is: I don't have that mod, nor have I ever used that mod before. So it seems I have a similar but never encountered issue. haha Oh well, guess my destruction-mage spellsword character is a bust. lol -
So I am currently messing around with some conjuration weapon mods, replacing some meshes for better ones-- and when I'm all done, the weapon is conjured and my character reaches for the invisible sword/dagger/etc. And the weapon actually apears below my character's feet??? I think I know my way around creation kit well enough, but this is weird. Is this a skeleton problem? load order issue? scripting problem? or something else? I'm still testing different thungs. I've also taken out any body mods for my character and nothing is working. Please help if you've encountered and solved this before. Thank you.
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So I'm currently thinking about finally doing a mod finally, and I want to start off with a mod that the community hasn't really attempted yet... Unique animations for weapon types and player types so they feel less like their sword/axe/hammer swinging has "weight" in which the player can't just run around and hack everything with ease! I was looking at a lot of cool weapons that look amazing, but don't have animations that match their "fearsome weight" look. Like, swinging around a Zanbato sword, keyblade, or over-sized great axe isn't as easy as the gameplay makes it appear! Here's the closest example of what I'm seeking as far as animation style: (mostly aiming for the great-sword animations to apply to the axes and hammers for the player to use!) https://www.youtube.com/watch?v=51pkukCFN8s Another alternative or add on would be for when the giant does the power attack and sends NPCs or players flying high, The sound and dust explosion shader would be awesome to add to player power attack animations! Sure, I'd be willing to rebalance the damage ratio to counter the slow-speed changes I make to the combat system. But I'd like some guidance and help with this, please. I'm not a complete n00b at modding though as I have halffwayyy created mods before getting bored with them and never finishing them (when I played Oblivion). This would be my first attempt at skyrim modding, and it would be amazing if this mod would be completed and may lead to more mod ideas that I've been dreaming up in the past few months/year!
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How about adding a MAGICKA and STAMINA bar for enemies? I'd like to know how well my "absorb/damage magicka/stamina" is working. hahaha :) Anyone else agree? Why is the healthbar the only thing we can see? Lastly, what about STUNTING the enemy magicka regen rate to something level based? Why is it that they can recover magicka faster than a player who is a MUCH higher level?? Just a thought...
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BlackDragon66's Grigori Daemons
GraysonTheWolf replied to GraysonTheWolf's topic in Oblivion's Mod troubleshooting
Thank you, I'll try changing the order first. I know BOSS doesn't always work 100% of the time. But I trusted it to order it correctly. -
I checked in oblivion mod manager and it says nothing about conflicts between this mod and anything else. Not even the smallest. Am I supposed to download eye meshes from Chingari and Ismelda's Daemon race? Because that's what they look like, but that's not my fault for not knowing since the arrogant uploader only put two required files needed: UFF and RMBv3 or 4. I use RMBv4 and I'm kind of ticked. If there was a thread based on this mod, then maybe people would get help from the creator instead of blocking all suggestions as if it were a perfect upload as is. If a modder needs improvement or updates, then they should fix it if they upload it in the first place. Either that or take it down or block it so people don't mess up their games due to false and crappy material. I liked the skin textures, there's no in-game problems and I was just wondering if there is a fix/solution to this. Sorry to take some anger out on the creator, but their post/upload gives off the vibe that they don't care for the user's opinion.