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Aziara

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  1. Starting a new game, my mod works correctly. I've come to the conclusion that any save file that has had Anna's NPCs active at any time (whether it is currently active or not, and whether I've cleaned scripts after deleting or not), that my mod cannot work. Any suggestions??
  2. So I stopped using Anna's NPCs, but I can't get my mod changes to show. Even though I individually changed the outfits of each priestess, they are all wearing the monk robes. They shouldn't even have the monk robes in their inventory! I found this: https://www.creationkit.com/index.php?title=SetOutfit_-_Actor Will SetOutfit script work for a faction rather than an individual NPC? Also, how do I apply it?
  3. Hello all, I want to use a new outfit for all members of a faction (specifically the dibella priestesses. I always thought it was silly that priestesses of the goddess of beauty hide their bodies in gunnysacks, lol) How do I do something like this?? I tried just replacing their outfits manually in the CK, but that doesn't touch any mod added priestesses, such as Interesting NPCs adding one. I have Anna's NPCs currently, and she's got them wearing Nocturnal robes, and it also effects the Interesting NPC. It looks like a script driving it (I think??). If I have my mod in game with the manually added outfit, Anna's NPCs changes overwrite it, and it doesn't show up. I don't know much about scripts, I've never gotten one to work properly before, even if I copy/paste it in, it won't compile. Is there any way to do with without a script? If not, what's a good starting place for learning Papyrus?
  4. This is an old thread. Hope it isn't a problem that I'm necro-ing it. It would seem that 'WerewolfBeastRace' doesn't have a face data tab, unfortunately. I guess I'd have to make a whole new race to overwrite it that has face data?? EDIT: I can get face data by ticking the box on 'general data' that reads 'FaceGen Head'. I've added in the hair colors... But does anyone know how to link those to custom werewolf textures??
  5. The tutorial says how to make a uv map from scratch, but I'm not really seeing anything about how to tell if there is uv already there. Could someone who is familiar with blender let me know how I would check on that? I tried again, import, export, the whole shebang, but still no uv or normals, and they were there for sure prior to getting run through blender. I'm losing them somewhere in between, and I have no idea how to figure out where I'm losing them. Messing with blender always makes me feel like a kindergartner trying to fly a spaceship. Imma go play some Skyrim for a while and try to remind myself why I even bother with this headache.
  6. Not entirely from scratch, I imported in the female savior's hide mesh, the female draugr armor, and farm clothes 01 male. I deleted the portions I didn't need, and did some mild sculpting to make everything fit nicely.
  7. I must be messing something up in blender, I suppose. Not a hard thing to do, blender is so friggin' complicated. The "mesh > face normals" fix made the white surface of the mesh easier to see details on, but I guess the uv AND normals must be missing like you said, because the textures still don't show up. I'm fairly certain that I have the texture path set correctly, as it is exactly the same as the original armors/clothing, and when I load up the original meshes I can see their textures. I tried another export, quadruple checking against the picture in the tutorial, but that one still doesn't work after doing all the finagling in nifskope to make it skyrim-compatible. My export screen has all the same options ticked as this image. Do I have to do something with the mesh pre-export too to ensure that normals and uv are included?http://wiki.tesnexus.com/images/7/71/SkyrimArmourTut_7.jpg
  8. I'm following this tutorial for armor: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1 I've gotten the armor completed for the f_0 body in blender, and was able to export it to a .nif file. My problem is that even thought I followed the tutorial to the letter for how to configure the file and link the textures back to the mesh, the mesh is still white in the preview window of nifskope. Here's the .nif file, hopefully someone can tell me what went wrong. http://jmp.sh/nALtoy7
  9. Yeah, thanks for that tutorial. That will be very helpful :)
  10. Alrighty then... I'll leave the wild ones alone, as I like to hear them howling. Is it possible you could point me to some animation tutorials? I do eventually want to learn all aspects of Skyrim modding, maybe even make some custom creatures someday that would require new animations due to being wildly different meshes from all current creatures.
  11. Yes! I've run into issues trying to rename things before, so it's left me a little shy of doing that. However, I did open up the creation kit and set the wolf race to use the dog race "dogproject.hkx", and it works! Wild wolves move and idle just like dogs. This also has the added side effect of removing the loud, heavy breathing of the wolves. Immersive wolf follower didn't change, but I'm guessing he uses a different race. Looks like this is the sort of fix that will require doing each mod-added wolf separately. How does one move animations from one behavior graph to another? That's the only thing that has me stumped at the moment. (I have already extracted all the canine animation from the game files)
  12. I was under the impression that dogs and wolves shared a skeleton? Seeing as they use the same combat animations? I opened up the creation kit, and if you go to animation on a wolf character, you can make them perform the dog animations. They just don't seem to have that option ingame. Bah. I figured it would be more complicated than it should be.
  13. I play with One with Nature active, and usually have the wolves either friendly or cowardly. I also have Wolf Master installed that adds in 3 wolf followers. I have noticed that wolves don't have many idle animations. They basically stand there and breathe. Occasionally howl. That's it. It's rather bland to look at. So what I want to do is 'copy paste' (or whatever the correct term is for this) animations from the dog idles (such as lying down, sitting, scratching fleas, etc) into the possible idles for the wolf. Or maybe I could copy the dog behavior and just replace the barking with howling? I don't know which would be easier. I've never done anything with animation at all, so for all I know this is impossible. I'm guessing it has something to do with extracting behaviors from "dogproject.hkx" and putting them in "wolfproject.hkx". Any tips would be appreciated.
  14. Nevermind. I kept pulling things off one at a time in nifskope until the creation kit stopped spazzing out.
  15. I'm attempting to add in a custom static I worked up in nifskope, and every time I drag it into a room, the creation kit crashes. I was able to upload it just fine into the static category, and it shows in the little preview window there. Is there a limit to how many meshes can be added into one before the creation kit has a conniption fit? The room I'm attempting to add it to is the Campfire tent setup room, if that helps. There isn't much else in the room other than a custom tent (to which I added 3 meshes in nifskope also), a retextured dark elf bed, and a dark elf lantern. I tried to upload the nif here, but the uploader says it's too big to upload, so I'll describe it for you. I started with 2 DLC Falmer baskets and 1 Falmer jug, all retextured. I added 1 bear pelt, 1 deer pelt, 1 Mammoth tusk, 2 sabercat teeth, 1 slaughterfish scales, and 1 small antlers.
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