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malkava

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  1. I'm working on a mod which will provide some new Skyforge weapons and armors. Everything wet well for all weapon until I add a new bow. The item works nice, the stats are cool, but the look at inventory/vendor screen seems crappy. The only thing I made is a texture chance on NIF file. I did the same with the other items and everything went well. They seem the same file, but, for some reason, the line NiNode showed different values after I saved them. Anyone knows how do I fix this problem?
  2. For some time I'm trying to figure out how to give more than one model option at character creation. Of course I had not succeeded, so I'm asking for help. It should work like this: At the character creation menu, after choosing a race and going to the body tab, It will be a "body type" option where it will be possible to choose between two or more model options (CBBE and UNP, for example). Each body model will have its own weight slider. At first I planned to give them the same texture, but I believe It will be also possible make them dinamic, in order to increase customization options. Same for face textures. The plan is also customize every single character in Skyrim, once this mod is done. My questions is: Is it possible to make such a thing? Apparently I underestimated Creation kit and deffinatelly got stuck on this projetc. Thanks for your help in advance.
  3. It worked for me! So damn simple! In English the option must be "file compatibility", I think. Thank you so much for sharing it with us.
  4. I'm working on a module wich will give some new items to player. Right now my goal is to rescale a dagger model to a sword size. The problem is: it is a completely new model and I can't open it with Adinos' DA Tool. So, there is any other way to rescale an item?
  5. Second guess: is it correct that your maos are named "w_lsw_irorl.mmh_0" and not w_lsw_irorl_0.mao? Or is that another typo. Also, in case you haven't already, make sure both the meshes are paired with the correct mao file in the mmh. Otherwise I'm stumped :confused: Yes this is another typo. :wallbash: About the mmh. I did rename all model files using DA Tool, that creates a MAO file automatically. There is any way I can check and edit the mmh?
  6. Shouldn't it be 'w_lsw_irorl_0" and not LWS. Don't know if the typo is just on these forums or in your filename. You might want to check. Acctually the mesh is w_lsw_irorl_0. I typed Incorrectly. Sorry about the mess. I will correct it in the main post.
  7. I`m working on some new items for DAO and I went into a problem. Everything went fine for armor and shield models, but when I tried to modeled the sword, somehing went really wrong. I`m using Adonnay's sword model to do this (can be found here: http://dragonagenexus.com/downloads/file.php?id=777). I used the 7th longsword model from which I took the .msh, mmh and .phy files and add new textures (actually a renamed and recoloured texture). The result was really nice but when I opened with the toolset It didn't showed. Just a black screen like that: Well, here are some details of my mod: The gda file was named longsword_variation_ir.gda. I used the number 36 for the ID. See the picture bellow: The mesh is called w_lsw_irorl_0.mmh/msh/phy. The mesh uses two diferent textures files; one for the blade and one for the hilt. The names are: Hilt: w_lsw_irorl_0d/0e/0n/0s/0t, for diffuse, emissive, normal, specular or tint texture. Blade: w_lsw_irorl_1d/1e/1n/1s/1t, for diffuse, emissive, normal, specular or tint texture. Naturally I did two different .mao files: w_lsw_irorl.mmh_0 and w_lsw_irorl.mmh_1 for hilt and blade respectivelly. These are the mao files script: For hilt: w_lsw_irorl.mmh_0 For Blade: w_lsw_irorl.mmh_1 If someone knows what I'm doing wrong, please tell me. Regards.
  8. I'm doing some experiences on models and a ran into a problem with DATool: DA model manipulator (found in: http://social.bioware.com/project/41/) . Every time I try to open a model (weapon or armor) I recieve this message: I do not expect someone has a solution to DA Tool problem. I just want to know another way to open and manipulate (retexture, rename) msh, mmh and phy models. By the way: I installed DirectX SDK and it is still not working. Thanks.
  9. I`m working on a standalone version of Silver Runic Armor (search for it in DA Nexus) and used your tutorial to aid me. Everything went fine except for a weird bug. When I start a new game ( I only tested the human noble background, as a warrior) the longsword wich starts with me (lsw_01a) becomes invisible. The icon are there, the data, but not the model and texture. The new items show properly. Let try to make It clear for all This is my new swords: Their model names are, respectively, w_lsw_slvrn_0 and w_lsw_slvrc_0.mmh. Both have a .mmh and a .phy file. The second one has a .msh because It is a resizment of a grestsword model. This is my missing sword: As you can all see It is not even a model compatible with the new ones. It is model thal all human warrior with noble origin start. This is my GDA file: I don`t see any chance of an incompatibility error because of this GDA file. The missing sword is: lsw_ls01_a. This is my .mao files: w_lsw_slvrc_0 w_lsw_slvrn_0 For the w_lsw_slvrc_0 I used a Greatsword texture. It works fine with the model. This is my Script: What I`m doing wrong? I have a full set of items ready to be released and I simply can`t fix this bug. If you need more data, tell and I will provide. Thanks.
  10. I would love to see some Japanese Armors, Clothes and weapons like those in tesnexus. http://www.tesnexus.com/downloads/file.php?id=21747 http://www.tesnexus.com/downloads/file.php?id=17903 http://www.tesnexus.com/downloads/file.php?id=17878 http://www.tesnexus.com/downloads/file.php?id=22907 http://www.tesnexus.com/downloads/file.php?id=17896 And my favorite http://www.tesnexus.com/downloads/file.php?id=33075 Someone has interest on doing this? If not could you please make a tutorial to each us on how prot ES items to DAO? Thanks
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