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Everything posted by dbmacy01
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One way I know of is to use the Racemenu mod. One of the advanced settings you can do is reposition your weapons however you want to wear them. You could try it that way.
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Going off what you said, I started poking around in the base game files, and I found 1st person nif versions of their weapons with their own 1stperson flags. If I plugged my nifs into those and deleted the excess, like Ive been doing for the modded weapons, would that solve the inventory preview issue without affecting scaling or anything like that in gameplay?
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Is there anyone who can help me quick with how to create a 1st person model object? Apparently its still the one thing I am missing from my mods. Also I want to ask why this model/ID does not show up in any of the mod folders because I have been trying to figure out to replicate it.
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Does anyone have or know any examples of a completed weight painted armor set that is successful in game? This is the next stage for my armor mod I am making for the first time.
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Does adding enchantments to the Bloodskal Blade in CK affect the normal weapon effect?
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Does anyone know if you can add more enchants to the blade in creation kit without any issues?
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I have a very short question. How would I make a quest that is basically just a riddle to find a new weapon I have placed in the game? Or if it works even better how would I put a note into the game for the courier to deliver at level 3 for example?
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SSE How to import a basic body mesh into blender?
dbmacy01 replied to dbmacy01's topic in Skyrim's Creation Kit and Modders
Alright thanks. I just learned the process for doing weapons, and now I am going to try and give armor a shot. -
SSE How to import a basic body mesh into blender?
dbmacy01 replied to dbmacy01's topic in Skyrim's Creation Kit and Modders
For now I am stuck at the first part with getting the body meshes to import. I have tried using both Nifskope 2.0 and 1.3, but each has its own errors. Following the directions, nothing shows up in blender at all from 2.0. I found a video that said you needed 1.3 to do it, but opening it in that version just gives a bunch of errors in addition to the same issues in blender. -
I have been trying to find information on how to do this but so far everything seems outdated to the original release of Skyrim. Also the tutorials I found for the original game say to find the basic body mesh in the data folder, but it is missing for me at least in SE (I cant check regular since it is not installed). Does anyone have a good clear way of creating armors for SE?
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Does anyone have any good animation tutorials for Blender? Looking to do animations for a weapon right now and possibly other things later.
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Stopping a looping sound at a specific point for a weapon
dbmacy01 replied to dbmacy01's topic in Skyrim's Skyrim SE
Good to know, thank you. I had all kinds of fits first installing it because it kept wanting my C drive to begin with even after changing paths, but that is crammed with the OS. -
Stopping a looping sound at a specific point for a weapon
dbmacy01 replied to dbmacy01's topic in Skyrim's Skyrim SE
My copy is not in the program files for sure (in the steam folder). I am probably missing something somewhere, but if its not the drive thing which I agree does sound a bit ridiculous, I have no idea what else it is, unless I suppose its related to my MO2 folder for the mods. The MO2 files themselves are installed completely separately from everything while the virtual folder with all the mods are part of the skyrim folder itself. -
Stopping a looping sound at a specific point for a weapon
dbmacy01 replied to dbmacy01's topic in Skyrim's Skyrim SE
As an example, when I was making the mod in the CK, the unequip sound button is completely missing. There are others who report missing sounds in game altogether. All of this from the research I found was that it was due to stupid things like the drive. -
I have a weapon that is supposed to continuously produce sound only when held. While I have the game installed in the E drive rather than C (C is not possible for me due to size constraints and it being the OS) which I guess is known to create sound issues, how would you stop the sound when the weapon is unequipped? Currently for me after sheathing, it can be heard continuing. If its script related, I have no idea how to do any of that right now.
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I am trying to add a transparent glow aura around a weapon. I have tried through Blender some techniques, but when I compare to other mods that do similar things, Nifskope reads it like just another mesh based on the nodes. I also know that in Nifskope the Alpha value will control transparency. Anyone have the rest of the information I am missing?
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In nifskope, a few of the objects are getting a "missing normal map" error. I only have 2 texture images I am using, and most of the objects seem to be working fine even using the exact same images. Every side also appears to be textured and showing in nifskope. Another issue is a bit more unique. My final texture is an emission aura. The image below is how the nodes are set in blender. How would this need to be set up in nifskope?
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I have a request. I think I made a textured darksaber in Blender hoping to put it into the game. I have never made mods before, and I feel over my head with getting it converted into the game. Is there anyone who would like to try and finish this thing off? I have the .blend file and textures.