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MurderClan

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About MurderClan

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  • Country
    Ireland
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    Skyrim
  • Favourite Game
    Castle Adventure

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  1. Thanks, mate. Aye, it's an NS bulb. As it happens, I lucked out and got it fixed by changing the DDS plugin I was using with photoshop for the normal map. For anyone else, just don't use the Intel plugin for the normals. Use the old simple generic one.
  2. Hey guys, so I'm shifting a big worldspace mod over to SE and I'm having problems with landscape texture normals. If I put a bulb at ground height (like for a campfire) the light only goes out from it in one direction. This wasn't an issue in LE, although I did have issues with directional lighting on some models. It's really pronounced in SE. I suspect it's just less forgiving. I must have missed something when I started making normal maps, because I don't know how to make them to work when they're on the ground with light from above. The vanilla textures work fine. If anyone could give me any pointers or point me to a tuto or anything I'd appreciate it. Pic: https://www.nexusmods.com/skyrimspecialedition/images/156553
  3. Hi, guys. I've contributed a bit to the community on Skyrim stuff over the years and have been tinkering with Witcher 3 mods a bit for some time, too, but I've never had any luck getting the one simple mod I'd like for it to work, so I thought I'd ask here, as I think it's probably easy if you know how. I'm just after the "Wild Hunt sword 3" and possibly "Wild Hunt sword 4" model auto-generated at relic quality with Iris' enchant. I'd prefer Sword 4 but the sheathed model is a bit bugged, so 3 would do fine. Morrigan and Badb would be my preferred titles if anyone decides to do it. I'd really appreciate any help as I've put a lot of wasted hours into trying to figure it out over the last few years. Thanks a million. Red/Murderclan.
  4. Hi folks, putting hats into Skyrim is easy, but I've been having one of those barmy weeks trying all sorts of things to do a simple job here with one for Fo4. My problem is this: I'm doing a simple mesh edit on Ronnie's beret to fit over a balaclava. The edit itself takes ten seconds, but I've been trying all night to get it into the game properly. The original model is displayed on the ground and at 0,0,0 in Nifskope but it appears at head height in 3ds Max. If I skin the hat to that one at head height in 3ds max, it appears six feet above the dummy in Nifskope and in the game. If I skin it to the same object but placed at 0,0,0 it just appears at my feet, exactly where I placed it, so the same rule that makes it six feet too high in the right place doesn't apply here. I can get it to work by using the old trick of attaching the model to something at 0,0,0 and then deleting the thing I attached to, but it messes up the normals just slightly, enough to make it look bad. I have a dividing line where the texture seam is right down my forehead if I do it that way, not as good as the original at all. If anyone can tell me what I'm doing wrong or just point me to info to do the job from start to finish I'd appreciate it. Thanks a lot.
  5. So, landscape textures seem to be messed up in worldspaces that have parent worldspaces. When I go to a dedicated town worldspace which is parented to my custom world, the prepared land's textures are as in the pic. This seems to happen even with the Whiterun worldspace with only the Skyrim esm loaded. Does anyone have any advice for this issue? Are others experiencing the same prob? Thanks a lot, Red
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