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SariDecember

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Everything posted by SariDecember

  1. When using the additem command you gotta use the base object value. To get that value, drop an item on the ground, bring up the console, left click the item that it's reference ID is shown on the top screen and then type "gbo" (get base object ID, WARNING: this command requires FOSE). Use the number you'll get after this command with the additem command and it should work!
  2. Hi! I don't mod Skyrim but I stumbled over this the other, maybe that's what you're looking for!? (see 2.1.3.3.) http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_2 Greetz *Sari-D
  3. Hi! FaceGen Save Face Ripper for FNVEdit try this, this only extracts the Hex Values from save files and let's you copy/paste these to an NPC in FNVEdit. Just make sure you hold shift while double-clicking the respective branches of the NPC! Also make sure that the NPC is of the same race as the character your transferring the values from or else you'll get some very strange results! Greetz *Sari-D
  4. Unfortunately there's nothing you can do about it. The glass and the energy effect both use meshes with alpha properties and as soon as two of these are overlapping each other, only the one closer to the "camera" will be visible! :( deleting the alpha property in nifskope also won't solve the problem since it's needed for the transparency effect!
  5. I remember back when leaving the cinema after watching the movie a mid-40 woman saying to her husband: "I wouldn't have thought that the ship would sink in the end!" XD so it's not only "today's youth"! ;)
  6. It's probably because both meshes have alpha properties. Ehenever to partially transparent meshes overlay each other, only the one closer to the camera showas up correctly and the one underneath vanishes completely and let's you see through your character. A way to avoid would be in this case to edit the nif file of the hair mesh. In Nifskope go to the NiTriShape - nohat branch, select NiAlphaProperty and click in the bottom window on "Flags". Probably there's a checkmark placed next to "Enable Blending". Deselect "Enable Blending", Select "Enable Testing", set the Alpha Test Function to "Greater or Equal" and set the Alpha Test Treshold to a value of 50, save the nif file and try it ingame. This will make your hair mesh look a bit blockier around the edges but it will solve the see-through problem! Greetz *Sari-D
  7. Thanks for putting this right with some more professional words Goghiel! :thumbsup: You know about a year ago I've seen the file extension .nif for the first time and since then it's been a lot of experimenting and trail and error. I can make things/alter things/make them look better by now but therefor I lack of some sort of global understanding/the correct terms in some manners! ;)
  8. Always depends on what you are trying to achieve. The majority of the alpha properties is controlled in nifskope. As you may have noticed, the alpha channel of the dds file itself contains only some grayscale information. In the next couple of days I'm gonna release a new video tutorial about transparency effects where I'm gonna go a bit deeper into the alphaproperties settings in nifskope. I just hope that these techniques can also be applied to skyrim meshes!?!? I've also noticed that you're the guy that has all these awesome looking armors in stock, I'm peeking on Skyrim Nexus every once in a while and noticed the one screenshot of one of your armors who made it to the top images. Pretty impressive, I hope you get them ingame soon. I'll drop you a pm once the tutorial is out and hope that it'll help you in the process!
  9. I can tell you just what I know from Fallout nif files. There the alpha property decides if the alpha channel of the attached texture is being respected by the render process. The alpha channel of the diffuse map can give the mesh transparency effects while the alpha channel of the normal map controls light reflection (Glossiness). I've done a tutorial about the last one, you can watch it here: Basic Texturing Video Tutorial - Glossy skin I also learned that glow maps in Skyrim work a bit different than they did back in Fallout. I neither play nor mod skyrim but someone else asked for help about Skrim glow maps here -> http://forums.nexusmods.com/index.php?/topic/617407-weapon-ignoring-glow-map/page__p__4874315__fromsearch__1#entry4874315 maybe you can find something that helps you!
  10. Hey Buddy! Sorry for keeping that calm the last few weeks! Thanks for your comment, hope yo uget your rig back running real soon. Still prepping my FO3 for the next playthrough (been doing this for the last 3 months ;) )
  11. Hm.. try right clicking the mesh in the 3d window and then select Attach Property -> NiMaterialProperty. Could be that it makes no difference but that way I attach alpha properties to fallout nif files and they always show uup in the correct place (inside the NiTriShape branch).
  12. Okay, how did you try to attach the the NiMaterialProperty? I only worked with F3/NV nif files so far but I think the basic stuff remained the same!?
  13. Did you made the model yourself in Blender? If so, did you assigned a material to the mesh?
  14. Got to the main page and scroll all the way down, where the names of the online mebers are. The colored names are mods/admins, go to one of their profiles and drop them a pm!
  15. I would contact a moderator in this issue as soon as possible, because mutliple accounts are usually an instabannable violation of the ToS. Try to ask for banning this account on request and renaming the other. No guarantee if it'll work, but nevertheless, do it fast! M) Good luck!
  16. Looks like an alpha channel issue. When painting textures that in the end shall turn out semi transparent, make sure that the alpha channel of the diffusemap is plain white where the texture's supposed to be visible and black where it should be invisible!
  17. Once a "NiMaterialAlphaProperty" is attached to the mesh, you gotta keep an eye on the alpha channel of the diffusemap (the "standard" texture file). In areas where the alpha channel is black the mesh will go invisible. Make sure your texture has an alpha channel (like Moveing said, best save it as DXT5 with interpolated alpha) and that it's plain white where it should be visible!
  18. Hi! Sure, just drop me a pm! ;)
  19. Oh one thing still: I've been working on an outfit, gonna release it about end of the week, feel free to check out my wip screenshots. It'll come as a male and female version and in some variants. Also some "must-haves" for outfit costumization: Satchels: http://newvegas.nexusmods.com/downloads/file.php?id=35904 Tailor Maid: http://newvegas.nexusmods.com/downloads/file.php?id=36660
  20. Hi, not quite sure what you're looking for but you could give this a try Dragbody's Ten Armor Pack: http://newvegas.nexusmods.com/downloads/file.php?id=44548 male only but the closest to allday clothing I can think of right now! Lots of military stuff but also worth trying out: TG Armor Pack: http://newvegas.nexusmods.com/downloads/file.php?id=35740 and a bit of everything. unfortunately for FO3 but could be ported for personal use: Scavanger Armors: http://fallout3.nexusmods.com/downloads/file.php?id=10228 Have fun, *Sari-D
  21. I'm still looking forward to this, especially since I want to start a new playthrough of FO3 soon! :D
  22. Like your new haircolor! ;) greeetz
  23. Hey there, I know that this worked with some hairstyles I ported so you could give it a try here: Open your edited nif file. Before copying the nitristripsdata, right-click the mesh in the 3dview and select Mesh -> Triangulate. The stringname should change to NiTriShapeData and now you should be able to copy it and the option "paste over" should appear in the vanilla mesh!
  24. Thank you very much, worked like a charm!
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