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DarthSkorne

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  1. One other thing to anybody reading this. I need to be clear about one thing in paticular. I did not create the helmet from scratch. I simply altered it and put it back in the game as my own Mod. I just realized that my post could potentially be a little misleading. If anyone is interested, here is the post I did while creating the Mod. http://www.thenexusforums.com/index.php?/topic/282040-mod-help/page__p__2551512__fromsearch__1#entry2551512 Here is the actual Mod itself on the Nexus http://www.dragonagenexus.com/downloads/file.php?id=1999
  2. Can you elaborate? Is this a process that is done in DA Toolset?
  3. I made a helmet a while back for my male human character. The helmet works fine for my character. I recently discovered that noboby else with the exception of Alistair can use it. How do I get the helmet to work for everyone? Is it a scripting issue or an issue wihin the DA Toolset? All help and advice is greatly appreciated :biggrin:
  4. Also, as Rainshock mentioned, you will need this plugin for 3Ds Max. http://social.bioware.com/project/2336/&v=discussions#files
  5. I found this video a while back. It may be useful for what you are trying to do.
  6. It works!!!!!!! Thank You Rainshock!!! You Rock!!! :woot:
  7. Fantastic! I'll definately give it a try. Thanks!!! You've been a big help. :thumbsup:
  8. Ok. I'll try that. What are skin weights? When I moddified the .dds files, I essentially copied patches from other parts of the helm to cover the holes and get rid of some of the unnecesary shadowing. Thanks for the assist!
  9. Here is everything that I have done step by step. Hopefully someone may be able to point out something I did wrong or something I overlooked. 1. Saved all the files pertaining to the helmet (.mmh, .msh, .mao, .phy, & .dds files) via DA Tool. 2. Using Eshme's DA:O Model and Animation Import Export plugin, I imported the .mmh file into 3ds Max using the suggested scale of 100 with no errors. I then selected the helmet and converted to editable poly. I left clicked on the helmet and selected polygons and proceded to delete the wings. Once completed, I opened the export tool. I selected the World center is pivot point option (I also saved another set of files using the GOB is pivot option) I renamed the .mmh accordingly and selected to rename the .msh file and create .mao file as well. I then exported the files using the same scale of 100. 3. Using the .dds plugin for Photoshop, I created my own set of .dds files (3 total) 4. Using DA Tool, I reskinned the helmet as outined in this tutorial: Retexturing a Armor without Replacing it blog, - by Krayzie_3334 - http://social.bioware.com/11689/blog/ 5. Using the Tooset, I created a module as outlined in this tutorial: Custom Player Items In Single Player blog, - by weriKK - http://social.bioware.com/5339/blog/576/ 6. I collected all my prepared files (including .gda file) and placed them in the data folder of my module. 7. I reopened the Tooset and selected manage modules. Selecting my module, I selected my customized helmet under item variation. I then saved and exported into the game as outlined per the tutorial in step 5. I open my game and go into the inventory and the helmet is there. I then equip it and all seems fine until I go back into the game. The helmet then starts wobbling and swiveling around the shoulder area. It will even move off the shoulder area where my character will look like a headless man with a pair of floating eyeballs :biggrin:
  10. I'm almost finished with my very first mod, however, there is a small problem that I need help with. I'm working on a wingless "Duty" helmet. I have altered it using Eshme's Import/ Export tool for 3Ds Max. I have reskinned the helmet with the help of DA Tool and photoshop. When I export it into the toolset, everything looks fine. I start my game and when I equip my helmet, it begins to act funny. The helmet swivels around my shoulders and it doesn't seem to keep up with the rest of my body and the eyeballs seem to be floating outside of the helmet. Can anyone help me with this?
  11. I seem to have trouble understanding how Blender and Nifscope work (Actually I'm having trouble understanding how to get everything set up to work). That being the case, I've installed the DA:O Model and Animation Import Export plugin for 3ds Max. To me, this was a lot simpler and easier to set up. Does anyone have any thoughts or suggestions about how 3ds Max works with altering Dragon age mesh files?
  12. I have both Nifskope and Blender installed. Which files to I look for to edit? BTW.....You guys have been a great help. I am really new at this!!!
  13. OK, I created the helm using DA Toolset. Where do I go from there? Do I use nifskope or Blender?
  14. Ok, the "ADD ANY ITEM VISUAL DELUXE" mod is the answer to my prayer. I recommend this to anyone who wants to have multiple copies of any item. It imports items created by Bioware and custom made items!!! Really easy to use!!!!! :)
  15. I am new to the modding scene. I have come across many altered armors and helmets. I would like to create a helmet of my own or alter the appearance of an existing one. I would like to create a wingless Duty type helm. Can someone point me in the right direction on how to accomplish this and what tools to use. Any and all assistance would be greatly appreciated.
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