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Everything posted by KaptTorbjorn
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It's fine: http://i.imgur.com/oWxVv.jpg Just follow these steps: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_2#Adjust_the_armour_in_Nifskope All I did above was change the NiHeader details, the dismemberskin isntance stuff and then add a BsLightingShaderProperty and textureset
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Is there some sort of simplified way of modifying an armour in the Oblivion pose (the T shaped with arms stretched out flat), to the Skyrim pose (with arms dropped down at the side?), I know there's an Oblivion skeleton/Skyrim pose, but the instructions for modifying it are for 3ds max, which I don't have. Any help would be appreciated P.S. Apparently you're not allowed to bump topics so I must repost it? Seems kind of silly. I really would like an answer though, as I want to start porting OSP models and oblivion resources into Skyrim :L
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Yea as Bite said above, made sure you modify the NiHeader and delete the NiLightingShaderPropertry blocks for the mesh you want to import. It'll import them fine then.
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TUTORIAL: Assign Meshes to NEW Body Parts
KaptTorbjorn replied to FavoredSoul's topic in Skyrim's Skyrim LE
List of bodyparts: http://wiki.tesnexus.com/index.php/Skyrim_bodyparts_number Amusingly enough you can assign new meshes to stuff like #45 (used for bloody dragon wings), and have it appear fine, afaik. -
http://www.mediafire.com/?w815r7z7nqldtdg
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I think it's data/meshes/dungeons/nordic/exterior/dwellings/nordwelling02extbasea , nordwelling02extbaseb , nordwelling02extbasec
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Is there some sort of simplified way of modifying an armour in the Oblivion pose (the T shaped with arms stretched out flat), to the Skyrim pose (with arms dropped down at the side?), I know there's an Oblivion skeleton/Skyrim pose, but the instructions for modifying it are for 3ds max, which I don't have. Any help would be appreciated
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After the bend try exporting a UV map and see if there are new untextured spots
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Is there some sort of simplified way of modifying an armour in the Oblivion pose (the T shaped with arms stretched out flat), to the Skyrim pose (with arms dropped down at the side?), I know there's an Oblivion skeleton/Skyrim pose, but the instructions for modifying it are for 3ds max, which I don't have. Any help would be appreciated
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Maybe take the textures from this mod: http://skyrim.nexusmods.com/downloads/file.php?id=1724 and rename them to their wolf files/directory and see if that fixes it?
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LE Can someone make a modificated mod 4 me?
KaptTorbjorn replied to Frooze2's topic in Skyrim's Mod Ideas
Some voice types don't have the neccessary dialogue to be followers, like the MaleCommoner voice type. Try changing them to ones that do (Female Commander, Male Nord, etc). -
Well, for some reason Bethesda decide to make the CK unable to recognize new custom animations aside from idles, and given the annoyingness of working with .hkc files, those are the main reasons nothing has been worked on too heavy at this moment.
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Try disabling this one: dd - enhanced blood main.esp Active and the dd - realistic ragdoll.esp I remember the enhanced blood gave me a huge stutter at the decap scene, the ragdoll for the head might be going wonky as well, who knows; worth a shot.
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http://skyrim.nexusmods.com/downloads/file.php?id=9614
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LE Port nilfgaardian armor into skyrim.
KaptTorbjorn replied to PiemasterXL's topic in Skyrim's Mod Ideas
It might help if you actually said what nilfgaardian armor is... -
Mesh not texturing properly after import from Blender
KaptTorbjorn replied to KaptTorbjorn's topic in Skyrim's Skyrim LE
Nah, it was because I hadn't applied a UV map in Blender beforehand, everything is all good now, exeter helped me out :) For anyone that happens to stumble upon this from a search and has the same issue, follow the steps from here: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1 Particularily the 'adding a UV map' section (3.2.4) -
I'm getting this issue with a body mesh I'm working on for a set of armor, I've followed the relevant tutorial for importing/exporting body meshes and editing them in Blender, but I can't find any sort of documentation helping to solve this issue: http://i.imgur.com/KLIJb.jpg It's something to do with the NiTriShapeData node, but I can't figure out what. Right clicking the mesh in the render window and going Mesh -> Face Normals helps somewhat, in that it gives texture definition to the model (albiet darker than normal), however for some reason it ignores the tattoos applied on the body texture selected. Anyone have any ideas what's causing this problem and how to fix it?
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Good point, I'll look into that.
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Bump.
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LE Anyone able to use blender or 3ds max have a spare..
KaptTorbjorn replied to gloomygrim's topic in Skyrim's Mod Ideas
You just need to search more. All free as far as I can tell (some sites require registration though): http://www.4shared.com/file/8Jkzk1Oo/emileknife_kukri.html http://www.sharecg.com/v/43848/Poser/Kukri http://grabcad.com/library/kukri http://sketchup.google.com/3dwarehouse/details?mid=f961b9686b2a924870d36a548cadb815 But yes, quality 3d objects usually cost money considering they take quite a bit of work and knowledge. -
LE Weapons deteriorate with use can this be done?
KaptTorbjorn replied to 55jillhere's topic in Skyrim's Mod Ideas
I think there's already a system of sorts for this within the game, if you check weapon files in the CK it has a little number box that says 'Weapon Health' (every weapon is set at 100%). As for activating it and working out the bugs and stuff, I suppose it's doable. Not something I'm personally interested in, but if you find someone who's willing to take on the project just inform them of this, would make it quite a bit easier if there is already an existing system for weapon health/repair in the game.