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Everything posted by MonsterMonkey
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Attaching light to mesh?
MonsterMonkey replied to Bobio567's topic in Fallout New Vegas's Discussion
Maybe it's too late, but i'll try to help anyway. I think you can do it by attaching a bsvaluenode to the mesh. Open your mash in nifskope, and attach new node > bsvaluenode. Now you'll have to open the GECK, and find addonNodes. Addonnodes are particles meshes that can use light source, you can even create one in the geck and make it use a source light. Addonnodes have an Index number, you 'll need this index number in nifskope. Now go to nifskope, and in the "bsvaluenode" you created, go to the "value" line and write the related index number of the addonnode you want the mesh to spell. I' think it's how you do it. -
All is in the title, and the best exemple is that huge light effect called "FXPrydwenLightDim" wich is right Under the cell "Wilderness 16.16" South of Abernaty's place... I mean, why is it here for ? And Why is there a lot of plants, trees, and stuffs that seems lost way Under ground, why are all these things there ? Aren't they using engine ressource ?
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FO3 GECK crashes when i launch it
MonsterMonkey replied to smellytoes's topic in Fallout 3's Mod Troubleshooting
It's the last enb binary 0.194 that is the culprit, remove them in a backup folder each time you open the Geck Enb is great, beautifull impressive. But people that says it's 100% stable are just lying it is/was/will be buggy. -
Uninstalling ENB results in crash.
MonsterMonkey replied to Dannas01's topic in Fallout 3's Mod Troubleshooting
Same here it does not crash, but these enb stuffs are way more complicated that these guys are telling, deleting dll files and all enb related files does not work i have suppresed everything from Midhrastic and guess what... It' like the game continues to use it even if it's not here, i had to make a complete backup of the folder and redownload a fresh install. I'will not continue to use this things it's very wired. -
I have the same problem here, it's a complete non-sense i'have tries every Wav forms (Window PCM, ADPCM, ACM Waveform) none is working. Ihave extracted sounds from the BSA and converted my files to the exact same sampling rate, not working either... Renamed the same as vanilla files............... not working !!!!!!!!!!!!!!!!!!!!!!!! WTF
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Possibilities of moving clothing/hair?
MonsterMonkey replied to AdoringStan's topic in Skyrim's Skyrim LE
It s not possible because ....................... the game uses a big open world so to save memory.......... Hm.......... NO ! In fact there ain't no reason, except that for some reason Gamebryo is badly used by Bethesda, other games use it with more efficiency. And other engine are not that better to explain the lack. A vaste open world can be more realistic than Skyrim does, and it already exists. I mean look at what Rockstar games did in Red Dead Redemption, wich IMO is way better visually than Skyrim !!! Red Dead is a vaste Open world nearlyas big as Skyrim, but... You have real time shadowing for , buildings, trees, avtors, plants, animals, any objects around casts shadows i mean even ejected rounds, no kidding... Moving hairs, even horse hairs... Even the rain that falls all over the place (not only on the face of actor) and updating specularity and reflection to simulate wet things. Andi i'm talking about the XBOX version here ! There is got to be a way to correct that... There ain't no excuses, Skyrim is a beautifull game mostly amazing.... it could have been even better -
How to remove master file from mod
MonsterMonkey replied to jurasbatas's topic in Fallout New Vegas's Discussion
here is what i do for this... Open the GECK to create an "empty" plugin.... Select the Fallout NV master (by default) and any other master you may want to associate with it in the data options... Change nothing and save it as the name you wish... Then open the plugin you want to mod in FOMM right clic "Open in TESNIP"... Do the same with your new empty plugin and copy (Ctrl C) and Paste (Ctrl V) the records and grups you want from one to the other. Save it, and there you go. Edit: Be aware that there isn't any record in the plugin that is related to a cell, or region, or world data, in fact anything that would come from another game, except texture edit, meshes. Exemple: a record in the plugin that would refer to "Megaton" from Fallout 3, will make the plugin obsolete for fallout New vegas. So if it's a FO3 mod dont copy/ CELL, WORLD, SCRPT datas to a New Vegas plugin. -
How do you make metal shine?
MonsterMonkey replied to HSovieticus's topic in Fallout New Vegas's Discussion
These textures with a lil' "_e" are environment maps better known as *Cube Maps". It uses 6 images, Right, Left, Front, Back, Up, Down, to simulate reflection on meshes. It makes cool effects, and you can find some crazy Cube Maps on the net, even those from other games may work ( i uses Skyrim ones, and have some home made too) But it's not the specular here,, there is 2 ways to had specular maps in Fallout, First yiou use the normal map alpha channel( white=Shiny, black=No Shine, grey levels= shine levels) Or the second way is, to delete the alpha from the normal map and you let the nimaterial property from the mesh making it. You can controle it levels in Nifskope. Note the second way is always overriden if you have a normal map with alpha channel. Last thing... cubemaps go along with another texture that got "EM" Or "em" or "m" at the end (Ex: armor_em.dds) these are environment mask (not map) it works exactly like the alpha from the normal (white=Shine, Black=Flat). To have it working you have to open the Mesh in Nifskope thgen go to "BSSshaderPPLightingProperty" and in the Shader flags enable "Environment Mapping" Then under "BSShaderPPLightingProperty" open "BSShaderTexture Set" and there you'll see "texture" word on the left, and if you stay with the mouse arrow on it, you'll have an help, explainig what lines to put your textures here. Don't forget to allways put "textures\" at the beginning of the path of each lines , as an exemple if you put "armor\helmet.dds" the game will not find your textures and you'll have Blue or black meshes ingame. The right setting is for exemple "textures\armor\helmet.dds" Cubemaps are also affected by the fake 3D effect of the Normal map, (the reflection follow the relief emboss, holes etc...), wich can make great effects. -
What's wrong with face texture edit
MonsterMonkey replied to MonsterMonkey's topic in Skyrim's Skyrim LE
Ok, thank you, now i see the result. -
I 've sterted to do a retexture for femele head meshe, i did it from a photo to have ultra realism and saved it as 2048x2048, then i opened the CK to see the result and WTF. The texture is ultra low resolution and colors are wired; Please i tried many things (change coversion options and resolution) but now i'm lost, i need some help.
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Need Help Creating Object Space Normal Maps
MonsterMonkey replied to Drachis's topic in Skyrim's Skyrim LE
I tried to convert it as tangent space with nvidia plugin in PS but when i tried to edit the mesh to let it use normal maps i had wired results in the CK (Grey Face and strange glossy pixelised texture. -
Does it allow us modders to add normal maps to game textures ? It surely would be a major improvement.
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I have an issue that disallow me to edit faces, when i start the preview option it is splited in 3 parts one upon another, in a way that i can only see the mouth of the character. Does anybody know a way to correct it, please help me.
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It is a texture pack after all,and it's available now! :D
MonsterMonkey replied to Alithinos's topic in Skyrim's Skyrim LE
This pack does enhance textures but mosty of them needs a complete rework from scratch, that's what i do and i will continue because my work and some other retex mods (Flora over... Project Frenzy) are way better than this HD Pack in my opinion, no kidding. We will make this game legendary in realism and Beauty, in a way that no HD upscaling wont never reach. http://skyrim.nexusmods.com/downloads/file.php?id=4582 -
Run it as administrator.
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Ok i was blinded by angryness ther is an exe in the Skyrim directory, but steam created a desktop icon that is not recognized as .exe. I still have issues hope there will be some update soon.
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So this is it the Creation kit is... THE GECK FOR SKYRIM !!!! Are they kidding us ? Noooo ! I have exactly the same issues i used to have with the GECK first version like half an hour loading datas, rendering issues in face part previews and crash when i close it as exemple. I used to solve these problems by running it as administrator, but this time with the CK i can't because it is a F**** online link program, god i'm so angry !!!!!! So i guess before modding the game we 'll have to mod the CK itself, what a joke...
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It is a texture pack after all,and it's available now! :D
MonsterMonkey replied to Alithinos's topic in Skyrim's Skyrim LE
These new textures dont stand no comparison with Mods like/ Flora Overhaul, project Frenzy, or (yes i promote myself ^^) Skyrim Ultimate when it comes to blow your eyes with absolute enhancement. I mean Vanilla texture are mostly ugly and have bad colour scheme, even in HD or High Res, dont you people want to see the game like it should have been from the beginning ? -
It is a texture pack after all,and it's available now! :D
MonsterMonkey replied to Alithinos's topic in Skyrim's Skyrim LE
First question i ask myself... Why ?. Why a high resolution pack many of us modders have been working on retextures (i did myself) and did some fantastic job, so why do they try to do it, we dont need any more high resolution pack. And most of us retextures are way better than their pack. That's a disapointment. But the CK looks great. -
The Problem in Skyrim like most games is that when you have a vanilla blury or pixelized texture, increasing its resolution does not make it less blury and you just have the original pixels rebuilt with smaller pixels (am i clear ?) Some try to solve the blury effect by ensharping the image but it cause an ugly enlightment stroke on dark details like wood veins for exemple. The solution is to redo textures from scratch or redraw them with a higher resolution, personally i use photos (clothes, wodds, stone)
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Legendary Items and weapons like in FF... I Mean: _Mjollnir (Thor's Hammer the Hammer of Lightning That allways come back to its owner after being throwed) _Durandal ( Roland's sword, Roland was a Charlemagne knight, a french legend tells that this sword was so hard that was able to open a fault onto a mountain) _Balmung (Siegfried's sword the sword that killed "Fafnir" the Lord Dragon in the nordic legend of the niebelungens) _Caladbolg (Excalibur in Arthur's legend Caladbolg was a sword of light, able to kill anyone in one attack, owned by "Dana" people in Irish Celtic legends) _Beowulf's Armor (See the german Mythology a powerfull enchanted armour) _Achille's armor (See Greak mythology a gift from " Ephaistos" the god of fire an armor known to be invicible) Just for fun, but would be cool to have a quest for finding these.
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It's a fact that some modders are so talented that with a powerfull tool they surely gonna make world and quest extension mods that could be way better than Bethesda'swork. Knowing this i think they want to sort their first DLC before that powerfull Tool that will be the CK..
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Mods are not gonna be for free ?
MonsterMonkey replied to Wraithofdoom's topic in Skyrim's Skyrim LE
Modding is free and mods got- to be free... All is said, it's a game lovers and fans community that shares their skills and work, it has never been a business. I will allways give my retextures or env mods for free and i hope that those treators that sells their mods gonna be over pirated. -
I've been in vacation for a week and thougt it should be out when i get home but it ain't what a disapointment... Hope it s gonna be out before late january.
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Skyrim - An Idea for a Major Conversion [ Alagaƫsia ]
MonsterMonkey replied to MCBM's topic in Skyrim's Skyrim LE
Seems like an ambitious project... Just what i like.