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b3ars

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    Denmark
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    Minecraft with MCDungeon
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    anything Zelda!

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  1. Might I suggest to add a reverse to this: Mods that depend on this mod to work! A prime example is an outfit mod, which later got 5 different mods for other body types or extra breast size support, new colours etc., it's rather cluttering too :)
  2. Oh, ok. They were just replaced with Dummy as a placeholder then. And the KF attempt is normal you say, thank you... I wonder what I can do then? Standard answer: reinstall windows <:)
  3. I imported "with skeleton" and there are some green boxes "Dummy" that I can move and the mesh moves. They are named in the biped syntax "Bip01 L Finger02" that sounds a lot like bone names, I think we are good then unless I need skeleton.nif in the scene too. Proceeded with your settings, it crashes a little earlier in the progress bar but I think that means we are getting somewhere. I notice that despite being "NIF w/o Animation" the first thing it does is attempt to write a .KF file. I based the settings I were using earlier on an older thread of skinning advice http://grotto.moddersrealm.com/index.php?topic=5926.0 I also see the tutorials in this forum recommend CIV4 plugins, but they aren't working for my max version. I could probably try an older one but I would prefer if I can sort out making Niftools work. Thanks for your ideas, gonna import skeleton.nif and maybe attempt to clean the scene, then retry. edit: yeah, same crashes. Also, I hope it is correct that I have to import "with animation" yet "clear animation", or the skeleton explodes over the scene
  4. I was editing myself a proper female dwarven cuirass, given that I haven't changed the number of vertices - just pushed things around, the Skin modifiers are intact (assuming they imported correctly). BUT whenever I try to export it again, 3dsmax crashes dead. It is related to having "export skin modifier" checked in the dialogue, I can make a cube and export it with that on and still get crashes. I would like some assistance how to export correctly. Using 3dsmax 2011 with corresponding niftools, but I sometimes get a strong feeling this niftool version is borked/not stable? I suspect it because I had issues importing collision hierarchies right for the new Madness weapons I did, and never solved quite why.
  5. If one opens an adult-contents mod (on TESnexus, for instance), then leaves the tab open... then once one's cookie expires, one will be left with the "Adult-only content" error when visiting the tab again. But EVEN IF one logs in, one is never redirected back to the mod the page replaced. This is different from the normal "error page" form which contains a link back to what you were looking at.. this is good, as texnexus sometimes produces an error page in error, but you can just cut the link out and go back - hooray. (Example: http://www.tesnexus.com/includes/error.php?pop=0&report=0&error=file_exist&page=www.tesnexus.com/downloads/file.php?id=28246 the file exists but the server burped and forgot it) But if you cookie times out you can't go back to the adult-contents marked mod, the link is forever lost. YES I forgot to bookmark it ;) but I am getting better at remembering. There is no back button available either. So, I would suggest that "adult contents" pages (adulpt.php) had the same functionality and level of info - redirect data? that do the general error page (error.php)
  6. What did you set their Health to be? The very easiest would be to take an existing weapon and alter it to have your model, then CHANGE THE EDITOR ID, and press OK. It should ask you: ID changed, create new item? Say yes. Then it will gain the normal values from an already existing weapon.
  7. Using Robert's Female, and a matching replacer for the dark seducer armour. When I look at the .dds texture for the Dark Seducer female armour, it looks like there's clearly an alpha channel making the edge 'frayed' or feathery. But when I look at Dark Seducer armour in Nifskope or in-game, it's just a straight edge, picture: http://kriscrash.dk/aht/oblivion/1910_147.jpg When I look at the vanilla armour, it is correctly transparent, and they are using the same texture as far as I can see. What setting is preventing the alpha from being properly transparent? (I might add it looks a LOT like the Golden Saint armour should've been transparent in the edges too, but the .dds files contain no alpha.. I'm thinking of modding that if we can figure this all out.)
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