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clintmich

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Everything posted by clintmich

  1. I just recently got back into FNV modding after taking a long break from it. And it seems some of my knowledge has been swept away after modding Skyrim for the past year. I'm currently working on a Metal Gear re-creation mod for FNV. I've created numerous new models and textures without an issue. But my problem seems to be with the normal maps alpha channel. All my new objects are showing up shiny or highly reflective, and I can't figure out why. Here's what I'm doing in GIMP: - I create an alpha channel on my texture - create my normal map - add a layer mask set to black - erase part of the mask to adjust what parts I want shiny - apply the layer mask - export from Gimp in DXT3 format And here's the result I get: http://newvegas.nexusmods.com/images/1520317-1361834389.jpg I had this issue before but was able to resolve it with some tutorials and hints I found online. But now it seems everything I try ends in the same result. Half of the mesh shows up fine, and the other half is reflecting way too much light. Does anyone have a solution for this problem? This issue is driving me nutty.
  2. A couple of my custom weapons(a great sword and a staff) won't hook up to weapon racks. They just bounce off and land on the floor. Or sometimes they hang in mid air. These weapons use vanilla collision, so I don't know what the issue could be. Please help if you know some answers or a solution. Thanks
  3. Just in time for the SSB update. Cool!
  4. Natterforme added a good one! This aspect often gets overlooked more times than not. And, it is actually very important if you want your mod to do well. With good advertisement and exposure, mods will be successful, and get lots of downloads and endorsements. If no one has done a review vid of your mod, make videos of your own, and upload them to youtube yourself. You never know who will see them. Months before my mod Super Skyrim Bros was released, I uploaded a few sneak a peek vids to youtube. PC Gamer, Kotaku, IGN, and a few other big gaming web sites saw these vids, and featured news articles on my upcoming mod. Then when I actually released SSB, these websites did a follow up story on it, with download links to the mod embedded in the articles. And they included my mod author name. COOL! Super Skyrim Bros went viral, and made the hot files on Nexus for a week straight. Do not overlook Advertisement! clintmich
  5. I think it looks pretty good so far. I too am making the leap from casual modding to indie game development. Just curious, what SDK are you using? I've been dabbling a bit with Unity and it seems pretty good. I've created a partial demo game(it will never be released) just to see if I can actually create a game from scratch. So far so good.
  6. You can try reverting back to the 1.7 Update.esm,and leaving everything else updated to 1.8 here's what you do: Windows 7 fix only --------------------------- 1. Go to your Steam/steamapps/common/skyrim/data directory 2. Right Click on Update.esm 3. A new window will pop up, Left Click "Restore Previous Versions" 4. An Update Properties window will pop up with the 1.7 version showing, Right Click on it and then click copy 5. Right Click in your Data Directory, and paste. 6. Repeat these steps for the Update.bsa as well Once it's reverted your mod should theoretically work since it relied on the 1.7 update.esm in the first place.
  7. I got my game and CK working fine by just reverting the Update.esm back to 1.7 and leaving everything else updated to 1.8 For those of you who want to revert back to the 1.7 Update.esm as I did, and you don't have a backup, here's what you do: Windows 7 fix only --------------------------- 1. Go to your Steam/steamapps/common/skyrim/data directory 2. Right Click on Update.esm 3. A new window will pop up, Left Click "Restore Previous Versions" 4. An Update Properties window will pop up with the 1.7 version showing, Right Click on it and then click copy 5. Right Click in your Data Directory, and paste. 6. Repeat these steps for the Update.bsa as well I Hope this helps anyone who was planning on modding in the CK. Without reverting back to 1.7 it is impossible to edit anything in the CK, unless you are starting a new mod from scratch.
  8. Thanks Nexus for puting my latest creation"Super Skyrim Bros" on the hot files! Cheers!
  9. Astymma has it right on the button. Directly contact a staff member for a solid answer. They are quite prompt at returning a pm.
  10. Sound files included in Super Skyrim Bros. come from this website: http://www.mariomayhem.com/ I have contacted the webmaster of the site, and he has informed me the sound files are FREE to download and use, as long as I don't make profit from them. Also, another note about the sound files. I have contacted Nexus Administration, and they have informed me that as long as the sound files are used for parody/fan use, it will be allowed on Nexus Sites. -Quotes from Administration- Vampire Dante - "I think as long as you list it as parody use, it should be fine. I don't see anyone getting that bent over the sounds (Nintendo probably sourced them from somewhere themselves those years back)." Vampire Dante - "listing it as parody/fan use would be ok - if it wasn't the countless fan vids, mock ups and such all over the internet would have all been pulled by now." I have contacted Nintendo through Twitter making them fully aware of this mods development.I sent them a link to a demo video showing a basic overview. At this time,I have not received a response from Nintendo. So basically they don't care.
  11. cool thanks for the links. I'll see if I can figure it out.
  12. To prevent battle music from playing, simply set your music track to a priority 1 or 2 in the CK. This will over ride any battle Music, and your ambient music track will continue to play with no interuption.
  13. I am trying to get music tracks to change immediately after entering a new world space or a cell. All my music tracks are added to the ck and work like a charm in game. But the music tracks don't change when I want them to. The previous track continues to play until it is done. Then a new track starts playing. I would like previous track to stop playing, and a new one start immediately after entering the new cell. How do I go about doing this? Please help if you can, any ideas would be greatly appreciated. Thanks
  14. Create the 1stperson weapon as a static object in the CK. Then it will show in the dropdown. Just a reminder: if you do create this new weapon, uploading it to Nexus would be illegal, as you are porting a morrowind object to skyrim.
  15. I haven't actually experienced that problem with any land edits I've been doing. But a possible temporary solution could be maybe placing a collision plane under the object you are havok settling. Have it settle directly on the collision plane and your object should not fall through. If it does, there could be a problem with the new objects collision.
  16. yes they are all set up. but I think I got it working. Well...somewhat. The armor shows up in game now. For some reason, when exporting from 3dsmax the BSLightingShader property exported as a num textures 9(which it should with the latest nif scripts) But they still wern't working in game. I copied and pasted from a vanilla nif and it worked! Now my problem is: I have parts of the armor connected to bones that shouldn't be connected. This was just the first test..so..hopefully after a few tweaks it should be fine. This is what I got. Bowser armor. Super Skyrim Bros. http://static.skyrim.nexusmods.com/images/1520317-1347063166.jpg
  17. I am creating some new armors and am having an issue with the armors not showing up well in game. They show fine in nifskope and 3dsmax. But in game they are invisible/partially transparent. Any answers or ideas on how to resolve this issue would be greatly appreciated. Thanks
  18. ----------SOLVED--------- Ok, so I knew this was just something stupid. I had to reset the path for importing the skeleton model in the import nif box that pops up when you try and import a model. Bones are now importing and show up fine.
  19. I'm in the process of creating some armors. But for some unknown reason when I import a body mesh or an armor mesh into 3dsmax no bones are showing. They showed up before without a problem. But now they either don't import, or they just aren't showing up. I might have hit a button by mistake or something. I just can't figure out what went wrong. Any ideas?
  20. Steam Workshop = 100mb limit Nexus Sites = 5Gb limit enough said.
  21. just popping by to give a more personal thank you for your scripting help. Cheers!
  22. Ah, Thank you! The script you provided worked like a charm. This is the second time you have come to my rescue tunaisafish! I Already gave kudos the last time. I'd give it again if I could. Cheers
  23. I am having trouble getting this script to compile. It should be a simple script. I want this script to run once the player enters a triggerbox and in doing so, it increases the NPC rank to ally. Here's what I have: -------------------------------------------------------------------------------------------------- Actor Property Elkman Auto Actor Property Player Auto Int Property aiRank Auto Event OnTriggerEnter(ObjectReference Player) Debug.Trace(Player + " entered trigger!") EndEvent Function SetRelationshipRank(Actor Elkman, int aiRank) native Elkman.SetRelationshipRank(Game.GetPlayer(), 3) EndFunction --------------------------------------------------------------------------------------------------------- I get this result instead of a successful compile. c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\zxzxzxzxelkmanscript.psc(13,6): no viable alternative at input '.' No output generated for zxzxzxzxelkmanscript, compilation failed. If there's any scripters out there who knows how to fix this problem, please respond. Thanks
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