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Everything posted by zerther
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I use racemenu 3.0 as well. I've pretty much used any texture that I've seen used on followers I like. right now I primarily use SG textures, but I havent found one I don't like. I don't use any ENBs or anything more that no more blocky faces that alter the look of the game. I like keeping things pretty vanilla. The problem might be your textures.. but I don't know it might not.. textures don't always magically make something look good. I also use are No More Blocky Faces, but this is the thing. The shape of heads in vanilla skyrim look natural and smooth, but some texture effects make them look like they were just chiseled from wood. No blocky faces smooths that out, but it does nothing to the actual shape of the face. It doesn't magically make your npc's face smooth when your creating a custom npc... if one of the vertexes on a characters chin protrudes farther than the others you're just going to see it. I've found that there's no magical trick to getting smooth faces. What I do is meticilously make sure **every point (vertex)** on my characters head curves in a way that looks lifelike and natural, using whatever tools racemenu provides, but mostly just moving single vertexes by hand. It's a labor of love. Take a look at the shape of a real human head and move your vertexes around until you match that shape. I's not quick, but all good looking things take time to create.
- 21 replies
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- skyrim
- skyrim character creation
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I plan on using blender to make skyrim armors, if anyone's wondering how this connects to skyrim modding. But yeah, when I was learning how to make 3d models for skygim I'm pretty sure I read somewhere that certain blender versions require certain version of python to run? am I mistaken? So yeah I was just wondering if updating to python 3 would ruin blender 2.4.9
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I made a mod that added a custom, summonable dremora npc to my game. I have been using mod organizer for some time now, and was using it when I made this mod. Meaning I was opening the creation kit through mod organizer and all that required stuff. I'm also still using original skyrim, not special edition. Anyway, I had a strange malfunction with my pc that caused me to lose some installed programs on my computer. Skyrim was one of the programs that just disappeared. Luckly, mod organizer creates folders outside of skyrim's folder so most of my mods and information was still intact. That being said... When I first made this custom dremora mod, I had to create folders in my actual skyrim folder (like you do), containing all the meshes and textures for my custom dremora, so that the creation kit (opened through mod organizer) could use the files to create my npc. Problem with this was that these folders were in my skyrim directory when skyrim was wiped off my harddrive. But, like i mentioned the meshes and textures were still in my MO folder ready for me to copy/paste, and with a bit of detective work put them back in my skyrim folder so I could use them again. So, I recreated my dremora character, recreating all the folders housing my meshes/textures, not changing anything else in the .esp file, and now for some reason there is a clearly visible gap between my dremora's neck and torso. I am using the Dimonized UNP body and SG textures head. There was no neck gap before (I notice these things instantly), and I'm wondering why it's there now. **thing's I've tried** --tried exporting facegen textures many times (ctrl+f4) --tried opening up the console in-game and changing the npc weight (setnpcweight) to max, min and all kinds of random numbers in between. --tried removing armor to make sure it wasn't just the armor I was using. turns out the neck gap persists with or without armor. has anyone had a similar problem? anyone got any ideas on how I can remove this neck gap?
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trying to add a body tattoo to a dremora character. I managed to change the head by changing the detail map in the texture set, but for some reason the same method doesnt work for the body.
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Yeah. I just started getting into the face tattoo part about modding followers. Some things in the creation kit are straightforward, but hell. I just cant figure out how the dremora get that automatic face tattoo. I'm working on a female summon dremora spell (yes I know there are probably many out there), but hey there's none like mine. Anyone experienced with face tattooing? I'm familiar with making npc mods so feel free to get technical about races and tintmasks and stuff. nvm: apparently its the detail map that adds this default tattoo. feel free to delete this... unless someone else has this same question.
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*mod's Okay, bros.... I'll try and explain this best as I can. I just learned that you have to pack ALL scripts generated from your mods when you're ready to release your mod. Only thing that surprised me about this was the TIF_(random number).psc scripts (Topic info fragment scripts, you know the ones from quest dialogue). I heard you needed to include these. Do you really have to? Some questions about this! --I heard that the scripts are stored somewhere in the data/scripts folder. But I'm wondering. what if you have been working on multiple mods at the same time, is there a way to see what TIF files go to what mod? --If I suddenly get the idea to create a different mod, will my new TIF scripts get thrown in the mix and get lost among the list of TIF.psc files? --How do you guys go about doing stuff like this? Any advice? Tips? Thx bros.
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Sure, and thanks for looking into it... sry about the links, i think they changed how you display images here? I have myalias and myxmarkerreference set to the actor and the xmarker im using in the properties window of the script http://imgur.com/a/TbiBN http://imgur.com/5kXTK9T http://imgur.com/JT3aRWu http://imgur.com/d4k459b i have x marker as a specific reference ----------------------- setting xmarker as an alias and not referencealias----------------- http://imgur.com/Ieb5vQ8 http://imgur.com/xPUIqwJ
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omg thank you zzjay, i was wondering how you could delete that. awesome.
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I've been working on making an invisible npc. I want to do this by way of making invisible textures so that i can put armor on this npc. I've been using nifskope to do this, as well as making the textures transparent in photoshop. BUT.. when i try to use the same methods to make the teeth invisible, nothing happens. I have no idea why only the teeth remain visible. I was able to do eyes, hair, everything else.
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This isnt really a fix, but it might help sometimes my save games do that. after you do a lot in the game save files just get bigger, naturally and take longer to load... add mods to that and I'm assuming that soemtimes the game cant handle it one thing i do is always have a save file that loads to some small cell, mine is heimskrs house when he's not home. coc whiterunheimskrshouse... skyrim has an easier time loading a save if certain game data has loaded already. so if you load up your save in heimskrs house, chances are your actual save game will load perfectly. I do this whenever my saves frequently crash.
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So I'm trying to make an npc teleport to me after I hit a triggerbox, so that the npc can appear and talk to another npc I see.\ Coming here after checking forums and various google searches. Quest Property MyQuest Auto Int RunOnce Actor Property PlayerREF Auto Alias Property MyNPC Auto Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == Game.GetPlayer() If MyQuest.IsStageDone(10) If RunOnce == 0 MyNPC.moveto(game.getplayer()) RunOnce = 1 EndIf EndIf EndIf EndEvent if i try to compile this i get an error that moveto is not a valid function or does not exist. how would i properly do this?
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Hey. yeah uespwiki is my go to for skyrim information. but there isnt anything there that works or is different from the common info. I've heard setstage c05 about a hundred times, for some reason i cant set c05 to any stage via console. cant startquest it or stopquest it either. all the usual info doesnt work: disable enable vilkas, do the helm of winterhold quest, attack compantions, clear your bounty, wait 30 days for cel reset, reesetinterior driftshadesanctuary01, 02. but none of this has worked. For anyone else who encounters this problem, it just doesnt work. seems that no one has really solved the purity of revenge bug. i actually just loaded a really old save and replayed hours of gameplay and got to a point before you talk to kodlak and start the bloods honor quest and just set the stage to c06 10, the funeral scene. doing it at that point, or any point where the companions arent locked in a scene ensures that the funeral scene runs normally. everyquest after that seems to work. I wonder what is actually stopping the purity of revenge quest from activating.
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bros, im trying to mess with the summon dremora butler spell from dagonborn.esm seems that the spell has two scripts attacked to it one of them is dlc2summondremoramerchant or something. and the other is for a sound effect. I can open the sound fx one, but not the first one for some reason. anyone know whats up? anyway im interested in making the dremora merchant a toggle spell instead of timed... i have no idea how to script so i decided to take a first step and look at the script, but i cant looka t the script. the end.
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I'm flipping out here. I've been avoiding updating NMM for a long time cuz I was afraid something would go wrong. of course something had to go wrong. Gonna explain everything since I couldnt build a mod organizer even if someone held a gun to my head. :nuke: Before I start... the first time I installed NMM I created a custom mod directory based on a suggestion from a friend for some reason. I created a "Skyrim\Mods" folder in my actually Skyrim directory and installed all mods there. When I updated NMM for the first time, I noticed that NMM by default installs in a "C:\Games" folder. Wanting to choose the default settings I installed to the new "Game" folder, and as you would expect I couldnt find the mods I installed previously. I figured this out and moved the mods from my Skyrim folder into the Games folder. But even after doing that it seemed that things got a bit dicey: mods that were installed that I had moved didnt have green check marks next to their names, and when I uninstalled them from the Mods tab, I also had to uninstall them from the Plugins tab.... again this problem only pertained to the mods I had moved from the previous directory. But I got used to this, and moved on. :nuke: Fast forward to today, this happens. - Randomly felt like updating NMM, so I clicked the update button - Update started, told me to install new net framework.. okay thats cool - Message pops up saying NMM has a new way of sorting mods that allows setting up profiles, and needs to uninstall and reinstall all mods... kinda scary, and I would have to re-delete those creepy ass zombie mannequins from some mods, but okay whatever. - All mods uninstalled, reinstall begins. Everything goes normal, then I am suggested to rerun FNIS, BOOM, I get this message "Nexus Mod Manager needs to close. Sorry, bro. Peace out. LOL!" *Buries hand in face* - I am still able to run FNIS, but I have no other choice bu to close NMM. I then reopen NMM, look at my list of mods and I see that some arent installed, some have that crossed out circle icon, and some have no icons at all... it looks really mixed up and weird. - I still see mods that are activated in the plugins folder but still have circle crosses in the mods folder, and mods that have no icon next to their name at all.. so i dont know why thats still there. If someone doesn't help me I swear I will f***ing kill this tiger cub. http://i.imgur.com/to0vBLr.jpg
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When you start a new topic and set the condition GetStage - Questname, == 10 or 20 or whatever. Do you have to set it for all the following branches of dialogue? I've been doing it anyway since I don't know. Edit: I did some experiments and it seems you don't have to set the same condition for every connected topic. I'll let you know if there are any changes.
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excellent it worked.... im getting closer to my plan mwahahaha... hey off topic... im looking to make a sword that has a chance to cast chain lightning and has a chance to cause a lightning rune explosion on hit... I tried messing with the even onhit thing, but i think this is gonna take reading the scripting tutorials a hundred times.