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Reaper67

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Everything posted by Reaper67

  1. Thanks for the recommendation! I see on the overview page that SoT is compatible with basically everything, but how would it fare with Death Consumes All? I'm thinking that these two, along with maybe Draugnarok could be the core of this list I'm building.
  2. Hello everybody! I have recently been searching for mods that effectively turn Skyrim into a zombie survival game (something like 7 Days to Die). I've found Death Consumes All and 28 Days and a bit, but I'm wondering if anyone has put together a particular list of mods that do this especially well. Thank you!
  3. The one on the nexus is just remodeled staves. And I actually have the throwing weapons mod, but it's not quite what I'm looking for.
  4. I don't frequent these forums often, so I don't know if this discussion already exists. Has anyone figured out a way to make 2 handed weapons single handed? I don't know if the method for, say, a claymore would work through same way for a crossbow, but I think it would be nice to have one handed projectile weapons that aren't staves. As cool as the existing ones are, the idea of having actual crossbows in one hand seems pretty cool.
  5. Thanks for the info. I thought about trying to divide the mesh into parts, but FNV clothing meshes are built to include the boots with the rest of the main outfit piece. I suppose I could just divide the thing into three equal parts, then combine them again in nifskope. I'll check out your links when I have some extra time.
  6. Thanks for giving my question some thought, anyway. Do you happen to know of anyone I could ask directly?
  7. Oh, also the assault carbine (M16).
  8. Fallout New Vegas. I'm trying to convert the combat ranger clothing (trench coat).
  9. I've been battling this issue for far too long now. I tried following a tutorial that the author claims to be step by step, but there is nothing about how to deal with the "too many vertices" error. I searched online and tried the solutions but got nowhere. I don't understand how to make this work and it's driving me crazy. I have a really fun mod in mind, but am on the verge of giving up because this mesh conversion thing is just too ridiculous. It shouldn't be that much trouble to convert meshes from one game to another, made by the same company.
  10. To add on to this, one tutorial stated that I should use a body for weights. Would that be one of the files in "character"?
  11. So, I have looked up several tutorials on how to do this (some on these forums) but I would like some more specific answers. I am trying to convert an outfit and a weapon. I have blender configured to open nif files, but actually working on an FNV mesh in order to make it compatible with skyrim seems a bit more obscure to me. If anyone has done this, please share the process you used for me. I don't need help with anything other than how to convert the FNV (Fallout New Vegas) in blender. If I run into any issues, I will post them here.
  12. Thanks for the pointers.
  13. I wasn't sure if I should post this here or in trouble shooting because I don't want this mod made for me, just some advice with the technicalities. I don't care about being lore friendly, or even if this has already been done. Reason? Lore friendly is boring for me, which is why I will title my next mod "Breaking Skyrim". No details yet, but it will be awesome. Second reason? I don't care if someone has done this because NOBODY has done what I plan to do. If you have seen my first mod, you would know that I enjoy bringing new things to Skyrim. So, down to the point of this topic, I need some tips on transferring FNV meshes into Skyrim (I imagine I will be using Blender). I can handle everything else. I'll post a topic in mod talk when I start working on the mod if I have sparked anyone's curiosity.
  14. I finally relented and began using blender. Newest version, 2.67, has no nif support. Obj files work fine though. I would be happy to read any tips and tricks you have. And a question, will deleting part of a mesh result in blank spots? Like if I delete the sleeves off a shirt, will this result in a lack of arms in that area? Also, I am interested in transferring some fallout new Vegas meshes into skyrim. Any advice? Thank you much in advance!
  15. I have a bunch of great things lined up for my mod in order to expand it into what it was meant to be. The only problem is that I still have this issue with making custom meshes. I just want to start with editing existing armors and saving them as a new file. Before people start posting about a thousand different 3D modeling programs, I only use nifscope. Now, what I need to know is how to edit specific parts of the armor like individual polygons and I also need to figure out how to get the CK to recognize my new nif files.
  16. I have a bunch of great things lined up for my mod in order to expand it into what it was meant to be. The only problem is that I still have this issue with making custom meshes. I just want to start with editing existing armors and saving them as a new file. Before people start posting about a thousand different 3D modeling programs, I only use nifscope. Now, what I need to know is how to edit specific parts of the armor like individual polygons and I also need to figure out how to get the CK to recognize my new nif files.
  17. The mod is complete and working. Uploading it as we speak.
  18. Thank you for the useful advice once again, Ishara. I will get around to testing your script (hopefully today) and let you know how it goes. As for the meshes, I'll just pester some authors of unique meshes and maybe I'll get somewhere.
  19. As usual, a crapton of topics have already piled atop this one. This is the only way I can think of to keep this topic from being lost.
  20. I have also tried editing a two handed weapon. I found a guide that said you can make a two handed weapon one handed by changing the "WeaponBack" string to "WeaponSword" or whatever weapon applies. Got the samr error message I described earlier. You can disregard the whole texture thing, I figured that out a long time ago. I just used it as an example because I did that with both simple and complex nifs. That's how I figured out that the issue was with the number of Tri shapes. Or, at last I think it was.
  21. Duely noted. Thanks a bunch. Also, I don't suppose you know anything about the mesh issue?
  22. You know, I had a feeling you would make an appearance in this topic. I greatly appreciate your thourough walk through and will be sure to give you credit when I get this beast working. It's funny, I was able to get the same effect in Oblivion with just a couple lines of code.
  23. I know how double posting is frowned upon, but I don't want to have to keep reposting topics like this to get my questions answered.
  24. That's exactly what I want. I don't see how it's obscure. If you are experienced in using the CK, then you can figure it out. That was my plan, and it seems as though you are familiar with modding, because you figured it out. I just didn't want anyone replying with "I saw this video somewhere that is about something vaguely similar that might help" and then find out that the video is a waste of my time.
  25. I've posted a similar topic before, but nothing has come of it (I did get some advice but I'm still not getting anywhere). This issue will be structured in two tiers. Tier one (most important) is the script function. Tier two (less important, but still something I'd like to fix) is the creation of new meshes. Tier one: The script is quite tricky, but I've begun to crack it. The complete function will be constructed of two parts: the script on the bow and a quest script. The bow script is simple, check when equipped/unequipped and add/remove arrows accoordingly. The quest script is the trick of it. Firstly, I have never made quests before so I'm a bit lost. I need to work out how to make it start and remain active before I even think about the script. That said, I need to make the script verify that the bow is equipped and continuously keep track of the number of arrows in the inventory. When the number depletes to a certain point, this script will have to add arrows to keep the number at a specific count. It sounds easy enough, but papyrus likes to make things....interesting. Tier two: I would like this bow (and several things from other mods I've been working on) to have a unique mesh. I know my way around the basics of nifscope (please refrain from suggesting I use another program), but there is an issue to be hashed out. I decided to copy existing meshes and simply change their textures before saving them under a different name, in the same folder as the originals. When this process is done with objects which only have one Trishape, the CK loads them without any problems. The headache is with complex nifs (NIF objects which have two or more Trishapes). For some reason, when the same process is completed with a complex nif, the CK gives an error that says the mesh model cannot be found (this error is seen when creating a new object and loading the new mesh). If you know a solution, or where to find the solution please let me know. I am greatful for any input, but please don't tell me to look up the answeres myself. Been there, done that and went in far too many circles. Also, when you respond to this topic please start by posting whether you are focusing on Tier one, Tier two or both.
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