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Everything posted by TurelimVampire
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I've tried 3 times to upload a file to the nexus and each time it says there is an error and the file name can only contain letters, numbers, spaces etc. The first time I tried to upload it it had an "&" in the title so I renamed it and it wouldn't work. I deleted the mod entirely and tried again twice, deleting the previous attempt each time and it still gives me the same message. Is there some kind of problem with the site?
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[LE] Skeletons Wearing Armor?
TurelimVampire replied to ForcefulMocha's topic in Skyrim's Creation Kit and Modders
In 3DS Max in the import window it will have a box that you need to tick that says "import skeleton". That's the skeleton inside your character that animates them. It's like a stick figure. Without it the npc won't move in game. -
Hey I did LOD for my world space the other day & some vanilla mountain meshes (some may have been the falmer ones from Dawnguard but I haven't checked them all yet) are still vanishing & reappearing as if they have no lod. Also on the world map none of the custom meshes I've made show up. I've never done LOD before so I have no clue what I'm doing really, certainly in regards to custom meshes. Does anyone know what the problem is? Thanks
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Hey I made a helmet for my mod & while it looks fine in Nifskope, in game there is a hole in it on one side. Does anyone know what might be causing it? I sculpted it in Sculptris & Skinwrapped it in Max using the iron helmet, btw.
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Ancient Nord boots (female) are very shiny?
TurelimVampire replied to Mookeylama's topic in Skyrim's Skyrim LE
A fix for these boots in particular or a fix for glossy textures? Glossy textures are caused by the specular map being too white. Follow this : -
@LeVosgien So if I use a different xml file for Nifskope that will fix the collision material problem? Because that's the issue - there are no collision materials to choose from in ChunkMerge. I'm using Nifskope 2, btw & I've tried using Nifskope 1.1.0-rc4 but it's the same either way. I can get the mesh ingame & it has collision but there are no footstep or impact sounds. I changed the chunk material property but that hasn't fixed it either. The integer in BSX Flags was 642, btw. I changed it to 130 (Tamira said the integer for statics is 130 in this thread https://forums.nexusmods.com/index.php?/topic/3688275-chunkmerge-collision-problems/) but it hasn't helped. The startup version for my Nifskope 2 is 20.0.05 & the user versions were 11 & 11 but I changed them to 12 & 83. I also read the startup should be 20.2.0.7 but nifutils would crash when I tried to use nifconvert with that number so I changed it back to the default. It's so frustrating being so close to getting working meshes in game but falling short :/
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Hey, I've managed to make a 3d model in 3DS Max & texture it & create a collision hull in Chunk Merge but it has no havok material. I can't walk through it but if you hit it or shoot arrows at it they make no sound. In Nifskope under bhkMoppBvTreeShape it says the material is Hav Mat Stone but in Chunk Merge there are no materials in the material list to choose from when creating a collision hull & in game it has no material assigned...does anyone know what the problem is?
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[LE] Quick Questions, Quick Answers
TurelimVampire replied to Elias555's topic in Skyrim's Creation Kit and Modders
Oh cool. Thanks! -
[LE] Quick Questions, Quick Answers
TurelimVampire replied to Elias555's topic in Skyrim's Creation Kit and Modders
Hey, would it be possible to make a new head for a character & then switch it with the original so it has the custom head as default? I read that when you equip armour in Skyrim it's actually replacing that body part & the npc in question (dragonpriest) wears a mask so I'm assuming it would work. I'm making a kind of lich & it's easier to just replace the dragonpriest's head with the new one. I'm assuming if I made it as a piece of armour then the player would be able to remove it once the dragonpriest was dead so that's not gonna work. It would need to be his actual head. Can anyone point me in the direction of a tutorial, perhaps, if this is possible. Thanks. -
[LE] New World Space Issues
TurelimVampire replied to IronDusk33's topic in Skyrim's Creation Kit and Modders
That does sound like LOD, though. If you haven't generated LOD then that's the way it is. -
[LE] Retexture Dawnguard items
TurelimVampire replied to Deleted5471721User's topic in Skyrim's Creation Kit and Modders
It's exactly the same process. Maybe you need to do this ---> http://www.nexusmods.com/skyrim/mods/31404/? -
[LE] Please someone help with new meshes.
TurelimVampire replied to Kostra02's topic in Skyrim's Creation Kit and Modders
What I mean is - in order to import the nif into Blender you export it from nifskope as an OBJ file. Then when you've done whatever you need to do to it in Blender you export it as either a 3DS file or OBJ which you can import into nifskope then save as a nif file then put into nifutils. -
[LE] Please someone help with new meshes.
TurelimVampire replied to Kostra02's topic in Skyrim's Creation Kit and Modders
Export the mesh from Nifskope as an OBJ & import that into Blender instead. -
[LE] Creation kit start error help
TurelimVampire replied to JTGalaxy's topic in Skyrim's Creation Kit and Modders
That might answer your question -------> https://forums.nexusmods.com/index.php?/topic/964154-creation-kit-help/ -
[LE] Creation Kit Marker Error:0
TurelimVampire replied to FunkyGandalfCat's topic in Skyrim's Creation Kit and Modders
Hey I was trying to put another mesh in the CK & the textures are not displaying in Nifskope at all. I copied the BSLightingShaderProperty for each NiTriShape & chose a texture & normal for each one then put it into NifUtils anyway but when it came to creating a material for the mesh the box was empty. There were no materials to choose from. I created a collision mesh for it regardless just to see what would happen & in the CK when I try to replace a mesh with the new one it is invisible. In the alternate textures box it has Scene Root 4, 3, 2, 1 & 0 but replacing them with new textures doesn't change anything. It's still invisible. The textures used on the mesh were all my own, btw, not Skyrim ones. This is what it looks like after adding BSLightingShaderProperty to each NiTriShape then saving & reopening : http://i.imgur.com/JMCTAFt.png Update : I managed to get the mesh into the CK. I reapplied the textures in Blender but still can't add a material in Chunk Merge so the mesh has no collision. This is what it looked like when I first added it : http://i.imgur.com/nwBR7TX.png I added the right textures & it works ingame but while it looks fine with the renderer switched off : http://i.imgur.com/vn9io7S.jpg With it switched on it looks like this : http://i.imgur.com/pwyAlMd.jpg Any ideas what's wrong with it? I used Winterhold Tower as a template mesh in NifUtils, btw. Perhaps it's a shader setting or something? Thanks -
[LE] Creation Kit Marker Error:0
TurelimVampire replied to FunkyGandalfCat's topic in Skyrim's Creation Kit and Modders
Ok I found this tutorial, I'll try it out for the next thing. Thanks! https://www.darkcreations.org/forums/topic/9949-nifskope-collision-meshes-blender-and-more/ -
[LE] Creation Kit Marker Error:0
TurelimVampire replied to FunkyGandalfCat's topic in Skyrim's Creation Kit and Modders
OMG it works!! Thank you so much! How do I export as a Skyrim nif then? Is it a setting in Blender or do I need a newer version of Nifskope or something? -
[LE] Creation Kit Marker Error:0
TurelimVampire replied to FunkyGandalfCat's topic in Skyrim's Creation Kit and Modders
Hey everyone, I'm trying to put a new mesh into my Skyrim mod but I got this marker error 0 when I previewed it in the CK. Having looked over this thread I've noticed it doesn't have BSLightingShaderProperty at all so I tried copying & pasting from the Markarth Block A mesh but it says "nif versions differ" & won't work. I've tried using nifskope2 & nifskope 1.1.0 rc4 & the version of Blender I'm using is 2.71. I was following a tutorial on YouTube & he said 2.71 was fine & 2.49b was unnecessary. If anyone has the time to check out the mesh it's here : https://ufile.io/6aa4a I used the markarth cracked rock texture on it...I dunno if I need to include that. If anyone can tell me what the problem is that would be amazing. I'm pretty much stuck right now. -
[LE] Quick Questions, Quick Answers
TurelimVampire replied to Elias555's topic in Skyrim's Creation Kit and Modders
Ok, thanks. I'll have a look at it again. -
[LE] Quick Questions, Quick Answers
TurelimVampire replied to Elias555's topic in Skyrim's Creation Kit and Modders
Ok I tried that & when I previewed the skeleton it said something like "animation: unable to map bone npc root [root] on skeleton.nif" & mentioned something about "havok behavior controller". I put one in the world space & I couldn't left or right click on it & it wouldn't move with the Z, X or C widgets & I couldn't delete it so I had to just close the CK. Reopening it & previewing the skeleton gives the following warning - "MODELS: Could not find root bone to init root for BipedAnim on 'EncSkeleton01Melee1HRed' (047BFBE3)" I found this page where someone has a similar problem : http://niftools.sourceforge.net/forum/viewtopic.php?f=38&t=4447 "For your mesh to be animated using vanilla skeleton.hkx (i.e. file "characterassets\skeleton.hkx"), you have to use same name of NiNode you want to be animated as is used in that skeleton.hkx - in this case it is "RuinsGate01", otherwise you get error message "Unable to map bone RuinsGate01…"." Any ideas? The tutorial I watched on YouTube never mentioned of that & the guy didn't have such problems. -
[LE] Quick Questions, Quick Answers
TurelimVampire replied to Elias555's topic in Skyrim's Creation Kit and Modders
Is it possible to do all that stuff within nifskope? Because I don't know how to use any 3D modelling programs. -
[LE] Quick Questions, Quick Answers
TurelimVampire replied to Elias555's topic in Skyrim's Creation Kit and Modders
Hey, I reskinned a skeleton from Skyrim using testskeleton.nif & created a new actor, race, armor & armor addon entry for it but in-game it stands in the t-stance & has no animations. You can see the axe it should be holding floating around in the air & it's glowing eyes move independently of the head & it zips around the world space, just with no animations. I'm wondering if the nif I used was wrong. It's the only skeleton nif in the meshes folder I extracted from the BSA. Is it an unrigged mesh or is there a setting I may have forgotten to change or add? I'm using nifskope rc4, if that's relevant. -
Hey this massive terrain spike appeared out of nowhere in my world space tonight which I tried fixing using the flatten & soften tools but it did nothing. I opened the heightmap editor & there was this green shape in the cell where the spike was so I flattened it & now the spike is gone but this hole is there in its place : http://i.imgur.com/VvmODhDl.png Going over it with the flatten vertices tool does nothing, nor the drawing tool...I have no idea what to do about it. Can anyone help? Thanks