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InBleedingRapture

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    The Witcher 3
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    Baldur's Gate II

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  1. Not trying to bump here, but I thought some new information might be helpful. I've been unsuccessful when trying to set up the BSLightingShaderProperty to display both glow and environment maps simultaneously. The limiting factor seems to be that glow maps can only be applied under Shader Type 2, or other shader types which do not support environment mapping. However, I've noticed that the parameter BSEffectShaderProperty is sometimes used for glow effects on certain vanilla meshes. Does anyone know if it is possible to have both the BSLightingShaderProperty and the BSEffectShaderProperty parameters applied to the same object?
  2. Does anyone know how to set up the shader flags in NifSkope for an object that has both an environment map and a glow map? So far, I've only been able to apply either one or the other to the same object. I'm sure there's something I'm missing. I have done a bit of searching for a tutorial to accomplish this, with little success. Any help would be greatly appreciated. Thanks very much http://forums.nexusmods.com/public/style_emoticons/dark/thumbsup.gif EDIT: Or, at least, could someone give me an example of an item already in Skyrim that displays both?
  3. Yeah, I had the "u" and the "a" reversed... I do know how to spell "guard." Really.
  4. Wow, I'm stupid. This fixed it. Thanks! Everyone: make sure to spell check when editing your SkyrimEditor.ini http://forums.nexusmods.com/public/style_emoticons/dark/unsure.gif
  5. Any ENB config that uses the latest version should have the same options for quality and available features. Generally, different configs simply change visual options, such as light intensity, color saturation, etc. So, I guess it's really just your personal preference as far as which ENB configuration you go with. I know that probably isn't much help as far as making a choice, but I'd be happy to assist you with options in enbseries.ini that increase/decrease the quality of things like shadowing, ambient occlusion, indirect lighting, and a few others. Changing these can sometimes improve the visual appearance of your favorite ENB config.
  6. Still not having any luck, even after reinstalling and deleting my old .ini files. I'll take a look at your .ini, if you're willing to upload it.
  7. Not that I know of, unfortunately. After you download a game, you can choose to make a back up archive of it if you want to reinstall later. I'll probably take advantage of this feature this time around. http://forums.nexusmods.com/public/style_emoticons/dark/tongue.gif
  8. Thanks for the offer. I might take you up on it if a clean install doesn't fix the problem. I think it might actually be a problem with the Update.esm file. I've read that some mods have trouble with this file, as well. Now, if I'd been using my brain, I would've tried deleting the old one and updating my game. Alas, it didn't occur to me until after I'd uninstalled Skyrim. http://forums.nexusmods.com/public/style_emoticons/dark/ermm.gif So I'm now facing a 10 GB download...
  9. I'll see if a clean install fixes it. I've had Skyrim installed since launch, so maybe there's something missing that updating it hasn't added. Thanks for the help. I'll post back with the results.
  10. Apologies. I said I was using the most current version of the CK, but I didn't specify the version number. Here's a screen: http://img857.imageshack.us/img857/8219/ckcurrentversion.jpg
  11. I've tried all of the above without success. I have the latest version, as well. My CK gets to this point and stops responding: http://img846.imageshack.us/img846/6163/ckcrash.jpg
  12. Well, I did some experimenting trying to script in a transparent alpha overlay on the mesh. This worked, but I wasn't able to limit the effect to just the boots/gloves meshes. It turned the whole armor transparent :unsure: If anyone has any suggestions for targeting just the gloves and boots or is successful with this method, I would appreciate any help you might want to offer me. For right now, I've just compromised on using a regular "body" armor mesh with required gloves and boots that have no meshes assigned, making them "invisible." Oh well. At least it works, right?
  13. Thanks for all your input, nezroy. It looks like you ran into the same roadblock that I did. It appears that the option to hide the boots/gloves models is hard-coded (or at least very well hidden). I did find a way around it for my mod though - I just used the "clothing" header in bitm_base.gda and modified the armor stats for clothing in "itemstats.gda". Sloppier than I'd like, but it works.
  14. Thanks for the input! Reading it back, I wasn't completely clear on what I'm trying to do in the OP. I've got some full-body meshes I've created using bits of armor from the original game that I've "spliced" together, so to speak, making some in-between armor variations. However, when someone equips them, I want it to have the effect of clothing - hide the currently equipped boots and gloves on the character and replace them with my new mesh. So I'd basically have my armor be a "one-piece" cover-up. So far, I can only do this if I make the armor "clothing." Creating a new category in bitm_base.gda with the exact same variables as the clothing category doesn't work when I try it. I can assign my item to that new category and equip it on the character, but you can still see the character's equipped boots and gloves showing over the mesh. Arg... frustrating (and harder to explain than I thought, lol).
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