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Vadnais

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Everything posted by Vadnais

  1. Okay, thanks. Been trying to do it with OS, but im starting to think it may just be easier with 3DS Max...
  2. I'm trying to put together some new armor ideas using existing meshes from SkyrimSE, however the zap sliders in Outfit Studio seem to be corrupting the mesh or something. Whenever I build the meshes this is how they turn out. I'm trying to find a tutorial to follow along with but it seems the only ones out there for OS are about fitting a mesh to a custom body... Anyone know of a resource that can help me? Or happen to know what the problem is?
  3. I'm having a similar problem but it seems to be with ANY city that isn't Whiterun or Falkreath. From what I can tell it seems to be making me crash the moment the front gates to the city start rendering up close. Seems to happen with or without mods...
  4. If you're using Windows 10 (or even if not you can check). Go into your task manager ( Cntl+Shift+Esc) and end the process on "Keyboard and Touch" (or something along those lines). Its a program that seems to cause Skyrim SE to crash a lot...
  5. I'm at my wits end here. I was able to open textures fine for a long time until a few weeks ago, now they all open as a solid black image. I've tried reinstalling the dds plugins, I even installed GIMP and got the plugins for it but nothing is working. Does anyone know what could be causing this issue?
  6. I don't know if they are related, but if I try to edit my ENB's settings and save them it causes a CTD, AND taking a screenshot in game causes a CTD. Could they be related? I don't know how long these have been going on as I just tried a new ENB that I need to tweak the settings on...
  7. Does anyone have an idea of how these work in Fallout? I downloaded a sound replacer mod but noticed that it only had single-shot and not the automatic sounds (its using default sounds as placeholders), so I figured i'd just give it a shot myself. I used the placeholder automatic files they had as templates for the timing in audacity, but when I put the new files in place in the game, they just constantly repeat after firing the weapon rather than only playing when the weapon is fired. I've looked in the CK to see if there's something im missing but it appears to be related to the files themselves. Anyone know something im missing?
  8. okay, thanks for the information! :)
  9. I'm considering doing an animation mod and i'm wondering if it would be possible to do two animations for in and out of combat situations. For example: say you're dual wielding and you're running with your weapons out. Out of combat you would have a more relaxed running animation play and once combat was initiated it would switch to a more aggressive run animation. I'm not very experienced when it comes to the creation kit so i'm not sure this is even possible or what kind of avenue I could take to figure that out. Anyone know enough to give me an answer?
  10. Okay, so here's a shot in-game, after tinkering around this is what is showing for the bow model. Any idea what could cause this? http://i27.photobucket.com/albums/c179/Vadnais/2015-01-30_00001_zpsjctzalsu.jpg
  11. anyone have any useful information? I found a tutorial on making bows but it doesn't seem to cover in enough detail for me to troubleshoot if i made any mistakes along the way
  12. So I decided to make a replacement mod for the longbows within the Perkus Maximus mod. I loved the separation of bow categories but I didn't like how longbows were just huge recurve bows and I felt it looked awkward. I'm currently working on the "prototype" so I can figure out what my pipeline needs to be and i've run into a problem I need some help on. http://i27.photobucket.com/albums/c179/Vadnais/Pic1_zpscxpqzgkv.jpg Here is a shot of both .nif files open. I've used the default orcish bow nif to see if I misconfigured the file and the only differences I can see between the two have to do with the meshes root node (the yellow dot in each pic). As you can see my altered mesh is centered and its translate and rotate values are all 0 for the mesh itself, while the default mesh has rotation and translation values from moving it away from the highlighted root. Would that cause my bow to not appear in the game at all, or is it possibly something else? I'm using 3ds max 2012 if that helps
  13. The first 10 or so videos will give you the basic information you need to get it done. It depends on how comfortable you are with the software being used.
  14. So I made my different armor sizes but when i use the weight slider the model doesn't swap out of the _0 armor variant. The body changes when i take it off but as soon as I equip it again it goes back to using the _0 version. I thougth maybe I need to map the _1 variant in the mod itself but I can't seem to find any space for specifying it and the tutorials i've found all just save out the _1 and it magically works. What am I missing?
  15. You MIGHT be able to copy the whole chest piece and simply delete the excess geometry, shape the copy to cover the areas you want, and then combine the two meshes. Only thing is you'll have to re-skin the mesh when you alter it (any time you add or remove geometry you'll have to re-do the skin wrap). Here's a link to a tutorial series that might help. http://youtu.be/MSpL13jVF34?list=PL38C28CE97107F8F3
  16. ugh, i was really hoping it was possible to have it retain those settings. Oh well, at least copying the shader is faster than manually inputting all the stuff, thanks for the info. Don't now how my google-fu didn't find it.
  17. The issue I have is that its even doing it when i import my addon armor to edit sizes or fix the meshes skin weights. When I export it the texture paths go from fixed to broken again. To walk you through what I mean i'll list the steps i mean: 1. New armor is put together, weighted, and exported to nifskope. 2. Open nifskope and fix the scaling and texture paths so they work in-game. 3. After testing movement, import the nif back into 3DS max to alter the skin weights. 4. export from 3DS max 5. open in nifskope and the shader scaling and texture paths are reset to the wrong paths and scaling is at 0 again. Does that still require me to copy shader properties from another mesh or should it be retaining the changes I make before I start step 3?
  18. http://youtu.be/tskAnP5O09U?list=PLSd2hOCcIKT-gngAmQUDP0sHcSf9_DG1i here's a tutorial series I found for when I do the mod i'm planning on that will require some animation work :smile:
  19. I tried looking this problem up and found nothing so im hoping I can get some help here. I'm trying to make an armor mod and I'm noticing a consistent issue when trying to export the nifs. The texture data seems to revert to an incomplete path and the scale of the textures is set to x-0 y-0 instead of both staying at 1. For example, the path in the .nif when i export it from the .bsa will be "armor\orcish\male_cuirass.dds" which wont work as it requires the "textures\" directory in front, so i'll add it to make "textures\armor\orcish\male_cuirass.dds" before i import it into 3DS max, however, when i export that from 3DS it will revert to the original path thats missing the textures\ directory. On a separate note when i exported the hide armor .nifs from the .bsa the male armors all had the female textures being referenced, which don't line up with the UV's but somehow the armors in the game are working just fine. Anyone happen to know why that is? I have to redo my armor's scaling to the _1 body but i'd like to wait until i can get an answer here to save myself the headache of changing every texture path for the armors back to the correct one. So if you have any idea what's going on please let me know so I can change it. :)
  20. okay, more opinions are needed! :D What do you guys think of this for a helmet design?
  21. true, now i just gotta troubleshoot my problems with 3ds max so I can get rollin on this :P
  22. I'm trying to export an armor I made in 3DS max but whenever I try max crashes on me. The armor i'm trying to make uses multiple pre-existing armors. I imported their .nifs and combined them in Max. I've been looking for a tutorial that covers combining armors the way I am but i'm having trouble finding one to see if there are steps im missing or mistakes. Does anyone have some experience they can use to help me figure this out? Should I have imported them as .nifs and combined them, or should I have exported them from .nifskope as .obj's and combined them that way?
  23. thanks for the suggestions guys, I think I might do more than one version so people can download the version they like :)
  24. I'm working on an armor mod and i've decided to use part of the hide armor in it. However, i've run into an unusual problem where the top half UV's are not matching up with the texture AT ALL. Looking at the UV editor, the shells for the torso don't even appear to be mapped for the texture being referenced, but the UV's for the leg pieces are fine. I have been using orcish and fur armors and so far this hide chest armor is the only one to have this issue. Does anyone know what could be causing this? The .nif is unaltered but clearly works in the game, is there some step i'm missing? I guess I should mention this is my first time creating an armor mod
  25. I suppose I should mention that I would be changing the pants and boots (combination or Orc and Fur boots) to be more grey than brown to fit the color scheme of the heavy Orc armor
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