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Posts posted by GreyFox77
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GreyFox77,
I got to step 10, but hit a snag at step 11. Namely, I can't find FurCircletAA.
I've tried a variety of filters and have skimmed the entire list, but FurCircletAA simply does not appear to be a valid choice. I've tried saving and quitting, then loading the .esp back up, but still nothing. I also checked show all and deleted the Khajit(?) and Argonian(?) bandit helmet meshes before trying to add FurCircletAA. I can find ClothesCirclet07 (Jade and Sapphire Circlet) just fine (which is the circlet I copied.) I've noticed that the zero in the count column has an asterisk next to it, is that important?
Asterisks are fine, they denote references/entries that are modified/made by the ESP you currently have opened
And maybe something got mixed up? In step 2-5 you should make the FurCircletAA
So step 2-5 is ArmorAddon
once that is made it should appear on the list
Step 6-12 is Armor and linking it to ArmorAddon
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can I just piggyback on the CircletHelms.esp?
Yup, that sounds like a good idea, preventing having an additional .esp while at it. :)
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Well glad to help, I just forgot to mention this:
This process needs to be slightly altered if you're doing Khajiit and/or Argonian helmet meshes, since they have seperate ArmorAddon entries.
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There are some tutorials out there!
For Blender I suppose this one is good: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1
I myself use 3DS Max and have learned to make and weight paint etc armors using these:
This series of tuts : http://www.youtube.com/watch?v=MSpL13jVF34 (and its other parts)
Several videos of http://www.youtube.com/user/starjacker0/videos
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I'm almost certain that it's the first problem greyfox mentioned. Basically, you need an alpha channel in your normal map. This alpha channel doesn't affect transparency, as you might think, but actually tells the game how to use specularity on your texture. White areas in the alpha channel will make things ridiculously reflective, while black areas will make them matte (and greys will be in between). If you save your normal map without an alpha channel, the game will make it shiny by default.
For something like wood, you want it pretty matte, so I'd suggest just making the alpha channel entirely black, or very dark grey. The key is to save the texture in a format that supports alpha channels (eg. DXT3, DXT5, 8.8.8.8 )
Couldn't have said it better myself! One small trick I might add:
Sometimes if you're looking to make a quick normal map alpha channel (the so called specular map), you can open the texture (not the _n.dds, but just the .dds) in Photoshop, Desaturate it to remove colour, and then play with brightness and contrast to make it (in the case of wood) very dark with only a few small slightly brighter lines visible.
Then you copy and paste this into the normal map's Alpha channel, and save it in the right format as volnaiskra mentioned
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The question seems very broad, do you have the custom armor models' NIF files already, and are only looking to add them in the Creation Kit?
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Since you said you've done a thing or two already in the Creation Kit, I'm assuming you already have your own .ESP file.
So here we go:
1. Open up this ESP/the Creation Kit
2. Go the ArmorAddon, find the Circlet01AA etc.
3. Pick the Circlet you're going to use to make this Fur set Circlet.
4. Open the Circlet you're going to use and change the ID (upperleft) to (example:) FurCircletAA
5. The prompt will ask you if you want to create a new Form. Click YES. This will leave the original Circlet unaltered.
- now we're going to link a copy of the Fur Helmet Armor to the Circlet ArmorAddon!
6. Go to the Armor section, find ArmorBanditHelmet
7. Open it, change the ID to (example:) ArmorFurCirclet
8. Press OK, and again at the prompt press YES.
9. Open the new ArmorFurCirclet
10. On the bottom you'll see the Models list which has BanditHelmetAA, right-click it and press Delete
11. Right-click in the same (now empty) field, and press New, find your new FurCircletAA
12. In the middle of this Armor dialog there is a Biped Object list. Your new ArmorFurCirclet will have 31 - Hair and 42 - Circlet highlighted blue. Click 31 - Hair to unselect it, that should leave only 42 - Circlet
That's it, you now have a cloned Fur Helmet which is actually a Circlet.
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So do you have this retextured beam in its own NIF? Or is it simply a Texture Set in the Creation Kit, applied to a clone of the original Static?
For me usually this type of glossiness resulted from either:
Texture problem
- a wrong or missing alpha channel (look under Channels in Photoshop, its the 4th) in the normal map DDS
But if you used the exact same normal map as the original, then I would say:
NIF problem
- some numbers in the NIF's BSLightningShaderProperty are wrong and are causing this, copy over the BSLightningShaderProperty from the original beam's NIF and only change the Texture Paths.
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My Documents/Games/Skyrim folder also has a grey check at Read Only (not black), yet none of the files inside the folders are Read-Only
As long as its only the folders I'm sure its no problem
edit: Oh and RendererInfo.txt should be fine as Read-Only, as long as you have the same PC hardware
If youd get a new videocard you might want to uncheck it
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Well, you might have to try something with the CK.
Does your mesh NIF include the visible skin parts? Or is the armor just equipped over the body?
Either way:
Under the ArmorAddon windows, there are "Skin Texture" entries. Maybe you should try pointing that to the skin texture it should be using?
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As long as a spawned NPC is alive, it will not respawn a double.
It will only respawn after dying.
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Funny you mention a comparison with Middle Earth: Shadow of Mordor.. I had the same experience after playing Counter-Strike and then playing Fallout 3.. it just doesn't feel like a shooter anymore, the combat doesnt seem very intense at all. But of course theyre completely different games after all, and Fallout 3 is storydriven RPG whereas CS is not.
It seems the Oblivion/Skyrim/Fallout 3-NV combat is just a bit sluggish, I dont know, hard to put in words.
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I guess setting "alpha" to "blending" instead of "testing" sounds promising. But isn't that the sort of thing that should be done within Photoshop and/or the nvidia DDS plugin interface, and not the Creation Kit? If I make this change, will I need to store this information in an .ESP?
Well you would indeed have to set that in the Creation Kit, and yes you'd need to save an ESP for that change. However I dont know if this Alpha setting will really do the trick.
You could try to use a NIF. For example the game file meshes\clutter\quest\tgwallrubbingblank.nif could be usable for this purpose.
You'll need NifSkope to load the NIF and change the Texture path to yours. Then you'd add the NIF as a new Static object.
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What are your NIF's NiAlphaProperty's Flags set to?
On a working mesh of mine with translucency I have:
-texture saved as a DXT5 without MipMaps
-NIF's NiAlphaProperty's Flags set to 237
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Crap... that seems to be the issue....
How do I fix this mess? I re-assigned it in NifSkope to the correct body slot but now it just stays static in-game.
My assumption is to set up the BSDismembermentSkin in 3DSMax to the correct body slot and export.... however, I don't see the extra slots in the list? For example, I want to add a skirt to slot 49.
Oh, no, it doesn't have to be exported with the right body slot number, it can be set in NifSkope after exporting without problem. If you have a problem still there must be something else going on.
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Can't you just use the Papyrus Fragment attached to the Quest Stages? This way you could use 2 different Quest Stages (make sure to check Allow Repeated Stages in the Quest Data tab) to run a certain script for each stage.
These scripts would then have the things to enable or disable as Properties. (If there are many, I would recommend setting an Enable Parent - open the References in the Editor, go to Enable Parent tab and link them all to one object. Then set only that object as Property in the quest scripts - when you enable/disable that one Reference, all the linked References will do the same)
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Is there a certain moment where it crashes or does it seem random?
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Do the Armor/ArmorAddon biped Slot numbers correspond with the number in the BSDismemberSkinInstance (under Partitions at the bottom)?
edit: And also, have you tested the armor on a character with 0 weight or 100 weight? Doing this allows you to rule out any problems with the different weight models (problems with vertex order etc.)
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Maybe you could temporarily replace an existing helmet's Arg NIF with yours and see if it still shows ingame, then you might be able to determine whether the problem is in the NIF or in the CK
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To make Blender work with .NIF files (I prefer 3DS Max myself), have a look here: http://niftools.sourceforge.net/wiki/Blender
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I can try it but itll be a day or 3-4 before I have access to my modelling programs.
If you dont get anyone before then, feel free to PM
So to clarify you want the broken blade as a equippable Weapon, and the broken-off piece as a Static? or as a Misc object you can pick up?
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I'm not sure about your first question sadly, but to be able to wear those half gloves with the imperial gauntlets, I would recommend
- changing the half gloves' biped slot in the Armor entry
- likewise in the ArmorAddon entry
- and the same under "Partitions\Body Part" at the gloves NIF BSDismemberSkinInstance
This way the gloves are equipped in a different slot and will be worn simultaneously
edit: About your first question, have you selected the correct races at the Helmets ArmorAddon entries?
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We don't have full support for Havok Behavior animations, something I've been toying around with a little bit lately. I've no real answer as to how to actually do it, sorry. The only thing I can suggest is looking into the Havok Content Tools. Via Havok, extra skeletons+animations can be attached to an actor (see beast tails, bows and creature addons), but I don't think the HCT will export the info needed to actually do the attach/blend.
Thanks a lot for your reply, throttlekitty! I suppose I will release the mod without animation. Looks quite alright either way.
Thanks again,
Cheers,
GreyFox77
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Greetings,
I've been trying to make a banner/flag like object which can be worn as an armour piece.
It's based on the kind of flag you sometimes see samurai wear in artwork or movies (such as The Last Samurai).
Now, I have it working in-game and it looks nice.. however it's without animation.
The animation basically consists of a mere two vertices moving on the X-axis. I've tried to follow some tutorials and such, but mostly they have a whole object move (such as a door) and not just a few of its vertices.
The animation fully works in 3ds max and looks great when rendered to a video. However I'm stuck as how to export it or set it up for export.
- I've tried just keeping the 3ds max animation of the moving vertices, adding the start and end Notes at the Dope Sheet and extracting as Nif w/ manager.
- I've also tried making a bone, weighting only the corner of the flag that I want to move to it, and moving the bone around.
Both these things did not produce a moving Nif. NifSkope never managed to play the animation.
Here's an image of the thing:
http://img19.imageshack.us/img19/1619/exampleab.jpg
Perhaps someone could shed some light on the subject, or point me to a better applicable tutorial.

Creation Kit: Is it possible to create a new item by cloning an existing item and changing it's look?
in Skyrim LE
Posted · Edited by GreyFox77
Yop.
Of this I'm not sure, sorry. I just realised I've never modded that aspect of the game's items.
EDIT: You could double-check the Keywords section (on the right) at Armor entry
are the Keywords of FurCirclet still the same as the ones of ArmorBanditHelmet?
Beside that I'm not sure. :/
Indeed. Files that are included in the .BSA files (in this case Skyrim - Meshes.bsa) can not be browsed with the Creation Kit (as far as I know).
However: when trying to point to a standard game .NIF file there is a trick you can use!
Make the folder Skyrim\Meshes\Armor\Circlets\.
Now, in that folder create a new empty text file. Name it (for the preview of ClothesCirclet07:) Circlet7_GO.nif
Now point your World Model to this empty file and press OK.
Now you can delete this Cirlet7_GO.nif and the empty folder again.