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clintmich

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Everything posted by clintmich

  1. Is there a reason why meta data isn't installing along side the .pak file when trying to install BG3 mods with Vortex? How do I get this to work? Meta data needs to be installed manually for some reason. Then mods will work. Any help here would be appreciated. Thank you.
  2. In response to post #92351448. #92400943, #92430308, #92443448, #92485323, #92526708, #92739943 are all replies on the same post. The zoom interview went good. If chosen for the team I'll hear back in about 2 weeks they said.
  3. In response to post #92351448. #92400943, #92430308, #92443448, #92485323 are all replies on the same post. I will let you guys know how it goes. I'm pretty nervous, but excited to see what this is all about.
  4. In response to post #92351448. Just got a surprise email.. zoom Interview being scheduled. Holy crap!
  5. Give it a go I guess. I've been heavy into Unreal Engine for the last 3 years doing solo dev stuff anyway. See what happens....
  6. Just released the Divinity 2 mod I was working on. Go check it out. It's called "Weed Shops". Not much else to update on. I'm working away at Unreal Engine 4 projects. Don't have any content to show atm, but I'll see if I can upload a few sneak a peeks to youtube soon.
  7. Figured I'd update you guys on what's happening in my world. Work has slowed down a bit. I'm still busy, but managing to get some PC time in. Not really modding ATM. I started a mod for Divinity 2, but never uploaded it yet. It's on the agenda. Lately been working on personal projects. I've got into indie game development. Unreal Engine 4 is amazing! I'll try and link some content to what I'm working on soon.
  8. Hello, If there is any modders out there who can help me with this, it would be greatly appreciated. I recently uploaded my Super Skyrim Bros SE mod to Xbox One. But for some unknown reason to me, the videos are not playing. The videos work fine on PC version though. I might add that I had to manually add the video files to an import list during prep for upload to bethesdas site. Otherwise it would not pack them in the BSA. (so they are there and not missing) Is there a different format that xbox one uses for Bink videos? Does it recognize the 1920x1080 res? I'm stumped here, and unfortunately don't have an xbox one of my own for testing. Any ideas are welcomed. Thanks for taking the time to read this. Cheers.
  9. I have come to realize this is a bethesda error on their part. Nothing can really be done except trying to do a workaround as you have suggested. I eventually had to re-shoot my video in a different location where no brown color was on screen. The final result in game looks pretty awesome though. It produced a sunset effect, so I just went with it:)
  10. I'm having an issue with my bink video playing correctly in Skyrim SE. It plays fine in standard skyrim, but in Skyrim SE all the brown colors in video are a shade of blue. I tried re-binking the video but the colors are still messed up. (Worth noting the colors are only wrong in game, if played normally on a video player everything is good) Any help would be appreciated. This is the last step in converting my Super Skyrim Bros mod over to SE. Thanks in advance.
  11. It's a real pain having to open up FO4 every time to see if a texture replacer is working. Any word on a Nifskope update?
  12. Guess it will have to be named something else then.
  13. Super Skyrim Bros has already been made. Although it may not be the mod you expected. It is a mini Mario style game which takes you though 6 different worlds. The ultimate goal is to defeat Bowser and save the princess.
  14. I'm sorry to say I'm still busy at work, no time to mod or game. I miss it. Maybe in the new year I'll get a chance to update my mods and continue to work on long overdue projects.
  15. Sorry I'm not available right now to update my existing mods. Currently I am putting in long hours at work, and have no time to mod. From time to time I will be working on my Metal Gear mod for FONV. This mod is not expected for release until sometime late summer or fall of 2013
  16. I wasn't able to get on all day yesterday. Issues seem to be resolved for the most part now.
  17. Working on a Metal Gear mod and AlChestBreach just tweeted about it:) pretty cool! https://twitter.com/AlChestBreach/status/311923278405058560
  18. -------SOLVED-------- So I got this one. Again I jumped the gun by posting too soon. Anyway, here's the script that worked for me. It bypasses the actual use of a door entirely.(but it works the same way) The door is just used as an activator in this case. This script makes a message box pop up with 2 choices once the door is activated. Once the player makes their choice it forces the player to move to the location of a reference marker. There's also a "PlaySound" function in there I added for my specific needs. http://newvegas.nexusmods.com/images/1520317-1362035425.gif
  19. I'm just looking for a way to show a message box when activating a door. I have this. scn DoorMessageScript Begin OnActivate ShowMessage AutodoorMessage end This shows the message when activating the door, but it keeps showing it over and over again in a loop. And going through the door never loads. What would I have to add to this simple script to only get the message to show up once, and the door to load? Any feedback is much appreciated. Thanks
  20. --------SOLVED------- So I did some more experiments and I have located and FIXED the problem. Here's what was going on: - The new building mesh is fine. (no issues there, everything was set up properly before exporting from Blender) - The normal map was built correctly. (it works as intended) - The Layer Mask on the alpha had a black layer applied to eliminate plastic like glossiness (This was not the issue as I had previously thought) - It turns out the problem was with the actual texture itself being to bright.(Not the normal map) I'll explain further, and tell you what I did to fix it. Below is a couple pictures showing 3 buildings. Two vanilla buildings, one with a dark texture, and one with a light texture, and my new building mesh and texture. In the upper left picture, you can see my texture closely resembles the shine effects present on the side of the vanilla light building. And the dark building has none! Hmmm...... this got me thinking, maybe my texture is to light, I need to darken it up. This is what I did to fix it: - Opened my main texture in Gimp(not the normal map) -Under the Colors tab I chose "Brightness-Contrast" - I then pulled the brightness slider completely to the left making it as dark as it would go, then clicked OK -Then I exported You can see the results in the far right of the image below. http://newvegas.nexusmods.com/images/1520317-1361950398.jpg
  21. Ok so I did an experiment. I attached a vanilla normal map(with a black alpha) to the model just to see if I get the same shine. And I do. The vanilla alpha behaves exactly the same as mine. So therefore it must be a mesh issue. Guessing here. What settings do I have to change in Nifskope to lower the reflective properties? I've messed around with Glossiness,alpha,and Emit Multi under the NiMaterialProperty. But none give me the results I want. Any ideas are welcomed. Thanks.
  22. Thanks for your responses. Sorry it took so long to reply. Been working a long shift today. Anyway Ghogiel, I downloaded that dds viewer. and checked into my alpha map. And low and behold it is totally black! I had already applied the black layer mask. As for the glossiness material property in Nifskope: I have it set for 12. But it don't seem to make any difference what I set it too. It seems to do nothing. So I'm still stuck with the result you see above in the picture.
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