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DavidD

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Posts posted by DavidD

  1. You can port meshes and textures from Oblivion but only for personal use.

     

    You simply extract the meshes and/or textures from the .bsa archives and then open them up in nifskope and swap meshes and collision. If you don't know how to I can tell you.

     

    EDIT: Forgot about scripting. Scripting in Skyrim is completely new and is written in papyrus. Look here for tutorials

  2. I'm not sure if you know how computers work (or more specifically: memory) but it doesn't hide itself in shame and throw a crash at you. It could be because of invalid pointers or corrupt memory caused by "bad" programming. I say "bad" because it's a difficult topic and no matter how good you are bugs can sneak in.
  3. I think you'd need SKSE and you need to use the OpenMenu (or something like that) command. You could create an item like a potion with a magic effect that gives the item back and opens the menu.
  4. Cool story bro. Must say you're completely incorrect. Taking Bethesda's software, copying it and sharing it is totally uncool. Skyrim is very cheap right now on steam because of the summer sale: http://store.steampowered.com/agecheck/app/72850/

     

    Please know that a game is kind of expensive. If you want to buy yourself 200+ hours of entertainment then you have to be prepared to at least pay a little bit. You could save up and then get the game. It's not like you have 0 income and stuck there. It's pretty apparent that you're a kid, and then it's a bit hard to make money but come on! It's not that hard.

     

    This forum has a no-tolerance rule on piracy with good reason. I am glad you can't install mods. This is very correct: "If you are a pirate, YOU are not a gamer, just a cheap thief. YOU are lower than a worm and the bain of real gamers............... ". Game is buggy? They fix it!

     

    Go away

  5. What you can do is that you can recreate them from scratch and then use them. Say you fancy a certain chair in the game and want it in Skyrim for a mod you're creating and releasing. You (or someone else) would have to start up some 3d modeling software like 3ds max, maya or blender and recreate it from scratch. I'm not sure what the rules are for using reference pictures but I think that's fine as long as you do create your own model.
  6. 1. The vertices do not weld together, what you can do is to select all (ctrl + A) and open up the weld properties and set the threshold to something very small and it'll weld all vertices that are in almost the same place.

     

    Do I need to weld these together?

     

    2. If you mean for rocks and such you'd have to export another .nif (which would be simplified and which would also be your collision model) and then overwrite another one. So open a rock and replace the NiTriShapes of the rock itself and its collision. There's no collision skeleton, it's called collision geometry/model. A skeleton is used for animation

     

    Actually I meant landscape pieces like what you use to build an interior cell, but I know rocks are used the same way so the process is the same. Can you give a more detailed explanation or point me to a tutorial?

     

    3. To add more segments you can either use the "connect" tool or the "insert" tool while in edge mode, select all edges that you want to connect and hit "connect" or just select 2 and hit "insert" and it'll insert around the whole thing. Alternatively use "swift loop". You can also open up the extrude options and select a distance and hit "apply and continue" a couple of times.

     

    Thanks. Took me a minute to figure out how it worked, but the connect tool did exactly what I needed.

     

    Yes. You have to manually weld them together.

     

    I don't know if there is any tutorial around. Try googling "Skyrim custom static model" or something like that

  7. You can go up to 10k triangles and anyone with a decent rig will be able to run it. Having 800 polys on your dagger is no big deal. You could throw in more details there. The iron claymore is 1.5k triangles and Oblivion has swords with 3-4k so no need to worry. A dagger may be smaller but there's no need for it to have fewer polys than a sword. It's not going to affect your performance
  8. 1. The vertices do not weld together, what you can do is to select all (ctrl + A) and open up the weld properties and set the threshold to something very small and it'll weld all vertices that are in almost the same place.

     

    2. If you mean for rocks and such you'd have to export another .nif (which would be simplified and which would also be your collision model) and then overwrite another one. So open a rock and replace the NiTriShapes of the rock itself and its collision. There's no collision skeleton, it's called collision geometry/model. A skeleton is used for animation

     

    3. To add more segments you can either use the "connect" tool or the "insert" tool while in edge mode, select all edges that you want to connect and hit "connect" or just select 2 and hit "insert" and it'll insert around the whole thing. Alternatively use "swift loop". You can also open up the extrude options and select a distance and hit "apply and continue" a couple of times.

     

    If you don't know how to open up the weld menu or anything like that, look next to the tool button in either the sidebar or in your graphite modeling tools and there should be a small button. Click it

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