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Everything posted by FrankFamily
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Yes, definitely the majority of assets use tangent space, off the top of my head using model space there's the body, face, feet and hands normals and perhaps creatures too but I'm not certain.
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I'm not certain on what is facegen and what isn't so can't give specifics there, not my area. Onto what I do know, here's a probably clearer comparison of model space (right) vs tangent space (left). Notice how flat areas with no detail are always a specific blue shade that is very prevalent in tangent, whereas flat areas on model space can have various colors depending on position and direction of that texture in the model. For example the back of the armor has a different "color palette" to the front in model space but are pretty similar in tangent space. And the rainbow gradients in arms and legs in model space as it wraps around the 3d model versus fairly uniformly colored in tangent space.
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- No specular map should be set if the item doesn't have a specular map. The specular map is stored in the alpha channel hence the clarification in the wiki of ticking that if it has no NM, since no NM means no spec. Armor assets should have normal and specular if they are properly made. Having specular map but erroneously ticking it might make it ignore the specular map and therefore looking bad. Not sure what the consequence of the opposite error. - FaceGen is textures related to the character's faces, tatoos and that stuff. For armor you would not tick it. - Model space normal map is opposed to tangent space normal maps. You can easily identify it in that a tangent space is very blue with some pink and green tones while a model/object/world space has a lot more green and red in there. Check this comparison for example: https://i.stack.imgur.com/Mfunv.png so you know what you are looking for. Now, skyrim uses tangent space for the majority of assets (including weapons and armor, so you would not tick it), bodies use model space. This flag being wrong probably means it will look bad because it will expect one thing and find another.
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So, for example the OnActivate event: Event OnActivate(ObjectReference akActionRef)Afaik, you could actually name it whatever you want Event OnActivate(ObjectReference DudeThatActivatedThisReference)should work as well. That argument will point in this case to the reference of the actor that activated the reference this script is running in so you can use that reference within the event. Ak is the naming convention they use, a is for argument I think, so ab for booleans, ai for integers, as for strings, af for float. K seems to be used for all forms and references, everything that isn't a literal I think it's the proper term, I'm not a programmer though. Not sure if this answers your question. Also, this might be useful: https://www.creationkit.com/index.php?title=Category:Papyrus
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https://www.creationkit.com/index.php?title=Text_Replacement This would suggest that it should work for messages too. Not sure what being associated to a quest means in the context of messages though. For books you need to make an alias pointing to the book reference for it to work. if it turns out messages cannot use text replacement, couldn't you perhaps show that information as an objective's text?
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(retexture) Little problem with stormcloak armor - help!
FrankFamily replied to DavideMitra's topic in Skyrim's Skyrim LE
Yeah, with the models available in skyrim I'd say that's close enough. -
(retexture) Little problem with stormcloak armor - help!
FrankFamily replied to DavideMitra's topic in Skyrim's Skyrim LE
It's not strange at all that they've mapped that to the legs, it's an unimportant piece just to cover the hole it seems. Just paint it pink and check. Or open in nifskope the model and see the uv map. -
That statement completely disregards uv mapping and the size of the object the texture belongs to, view distance... screen resolution is different from texture resolution, completely different. Not even useful as a rule of thumb. A 4k can be a very significant improvement on 1080p depending on the asset, view distance, etc.
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[LE] How to change model of an in-game item?
FrankFamily replied to MuffinInACup's topic in Skyrim's Creation Kit and Modders
Skyrim directory/Data/meshes/some stuff/file.nif -
[LE] Help! OnHit - Only OFFENSIVE spells
FrankFamily replied to Aydaptic's topic in Skyrim's Creation Kit and Modders
Oh, my bad, it should be: (aksource as Spell).IsHostile()It needs to be of type spell not form. You could also make it like so: Spell MySpell = (aksource as Spell) If MySpell && MySpell.IsHostile() do stuff -
[LE] Help! OnHit - Only OFFENSIVE spells
FrankFamily replied to Aydaptic's topic in Skyrim's Creation Kit and Modders
There's this function https://www.creationkit.com/index.php?title=IsHostile_-_Spell. I suppose you'd do this and it should work: if (akSource as Spell) && akSource.IsHostile()For the future, this is where you can find all the functions: https://www.creationkit.com/index.php?title=Category:Papyrus -
Imo the most accurate response to this question is "depends". A 4k texture is just 4 times the size of a 2k, that's all, lets not be dramatic about the consequences, the amount is key and consider whether you should, not just if you can. Can you use 4k textures for every single asset? Depends on your vram, resolution you are running and the rest of stuff that contributes to filling it. Can you use 4k textures for the stuff you consider most important, like mountains, weapons, armor, or whatever assets you want to stare at, all chosen considering whether the assets will actually benefit from 4k textures? Probably. Can you use 4k textures for the fork? Do not, it's pointless. Same goes for 2k textures looking the same as a 4k, for a fork yeah, a 1k would as well. Depends on the size of the object, how close you are going to look at it and your screen resolution, of course.
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[LE] HELP - Blink Teleport Script
FrankFamily replied to MaskedpENGUiN's topic in Skyrim's Creation Kit and Modders
Thing is when does AAA1TestScript run? It isn't clear in your post. I'd put all that within the OnDeath in the script that goes in the actors, as in: Scriptname IncreaseVarAndCheck extends Actor GlobalVariable Property counter autoQuest Property akQuest auto Event OnDeath() count.Mod(1) ;also complete the objective relative to this actor? If counter.GetValue() == 4 akQuest().SetStage(30) akQuest().SetObjectiveDisplayed(30,1) EndIfEndevent Alternatively if you are completing objectives as each one dies you could get rid of the global and just check that all objectives are completed right after, and if so advance the stage. With: https://www.creationkit.com/index.php?title=IsObjectiveCompleted_-_Quest Scriptname CompleteObjectiveAndCheck extends Actor Quest Property akQuest autoInt Property ThisActorsObjective auto; to be filled in ck in the actors with their objective Event OnDeath() akQuest.SetObjectiveCompleted(ThisActorsObjective, true) If akQuest.IsObjectiveCompleted(1) && akQuest.IsObjectiveCompleted(2) && akQuest.IsObjectiveCompleted(3) ; etc, replace with the relevant numbers akQuest().SetStage(30) akQuest().SetObjectiveDisplayed(30,1) EndIfEndevent -
[LE] HELP - Blink Teleport Script
FrankFamily replied to MaskedpENGUiN's topic in Skyrim's Creation Kit and Modders
Have your script in the spawned reference and move the player to the ref when it loads instead. Something like this: Scriptname TeleportScript extends objectreference Event OnLoad() Game.GetPlayer().MoveTo(self) EndEvent -
SSE Help: Making a sword on Creation Kit!
FrankFamily replied to DrDorgus's topic in Skyrim's Creation Kit and Modders
By those numbers, around 44 i guess -
You can have it without any weapon conditions, definitely. As for the animal condition, maybe it should be target and not subject? Not sure, there's a tab for target like there is for weapon, right? I don't know how the subject/target thing affects when it's within that tab, maybe it doesn't matter. Double check how Wuuthrad has it's elf condition. Also, do add a condition checking that the amulet is equipped, just in case the removing of the perk when unequipping the amulet doesn't fully work. I'm not 100% sure and it doens't hurt to have a safety check.
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That's a different situation than poacher's axe, very different, since you want that effect in an armor enchantment being applied to whenever the wearer attacks an animal with any weapon, poacher's axe is likely just a normal damage enchantment with condition. You need a perk, your magic effect will be self (those for armor enchantments have to be anyway), and link the perk in the perk to apply slot. Then you use a perk like what Wuuthrad uses, if I'm not mistaken, but with different keyword.
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[LE] My Model is Translucent?
FrankFamily replied to Ferrendor's topic in Skyrim's Creation Kit and Modders
This might help: https://forums.nexusmods.com/index.php?/topic/1188259-bslightingshaderproperty-basics/ -
[LE] Quick Questions, Quick Answers
FrankFamily replied to Elias555's topic in Skyrim's Creation Kit and Modders
Given (x1, y1, z1) and (x2, y2, z2) as your coordinates, the midpoint is simply ((x1+x2)/2, (y1+y2)/2, (z1+z2)/2) for your second problem you just need https://www.creationkit.com/index.php?title=GetHeadingAngle_-_ObjectReference So that ANewAngleZ = A.GetAngleZ() + A.GetHeadingAngle(ActorC) -
[LE] Armor Custom Texture Problem, help?
FrankFamily replied to GowiHasti's topic in Skyrim's Creation Kit and Modders
Your texture is not replacing vanilla, correct? If so then I suppose you have either included meshes to change the texture path or are using texture sets in CK, the later being a better method imo. Now, your problem, argonian probably has a separate armor addon pointing to its own model fitted for the argonian head, most likely you didn't cover that one in your path changing. -
Remove bogus nodes removes bones that no vertex has weight assigned to them so that's a problem. Somewhere in your workflow you are not doing that part properly, can't really tell where. I don't use outfit studio for assigning bone weights, I do that in 3dsmax. I only use outfit studio for quick fixing of clipping and such.
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I asume there's no straigtforward exported to nif from maya? Anyway, that sounds correct. That particular cone mesh is the one giving you the invisibility issue? Have you tried giving it a proper shader block with textures? To rule out issues there. For testing the one from the vanilla helmet for example?
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I don't think there's sufficient information, the armor being invisible could be a number of things, from wrong body partitions to issues on the bslightingshaderproperty. If you share the nif or provide screenshots of how it's setup in nifskope then the issue might be more obvious. You are not supposed to copy the nitrishapedata from the original mesh over to your new mesh, not sure where that instruction comes from or what anyone expects to accomplish with that. If you are looking at sse meshes there's no nitrishapeData or Nitrishape, instead just BsTrishape. Otherwise, it will be there, make sure are expanding the whole tree in nifskope.