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TrueBlackWidowmaker

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Everything posted by TrueBlackWidowmaker

  1. Hello @ all, i want to use several "female.dds" files at the same time. The problem ist that i didnt find the correct references for it yet. I've search for it in the NPCs Records in the ARMA records and in the RACE records but didnt find it. I want to use different body mods from Caliente for different NPCs to have more variations to my mod. Does anybody knows in which record/field the reference to "Meshes\actors\character\character assets\femalebody_0.nif" & "...\femalebody_1.nif" is founded? PS: please excuse my bad english.
  2. Hello dear amnsonn, first excuse my bad english and greetings from germany. I am not very experienced moder, but with a high learning curve. The only thing i know about 3D-modelling and NIF-files is how to change pathname of textures with nif-scope, so i need your help. When i saw first "finest clothes" in Skyrim i had to prevent myself to throwing Skyrim away. My mods are intending to provide good looking for Skyrim Players. There a lot of good female mods out there. But nothing feeds the needs of a gentleman. A man who doesnt hear and dance rock but tango doesnt wear jeans or something made by leather or metal. He wears of course a swallowtail, something like that: http://www.whitemoon-shop.de/WebRoot/Store/Shops/15162978/489D/5107/A226/8026/81E4/C0A8/28BD/1956/104417-frack-kostuem-costume-tuxedo-tailcoat-schwarz-black.jpg But not with white but black gloves with thin golden accesoires, and a golden dicky-bow. Or for every-day-use "only" a smoking: http://www.herrenausstatter.de/pimages/0/261_norm.jpg Certainly a Gentleman of skyrim needs a hat: http://www.herrenausstatter.de/pimages/0/59_norm.jpg Also he needs gloves, certainly not in white but black, with thin golden lines: http://www.herrenausstatter.de/pimages/0/55_norm.jpg A Gentleman of course does not wear anything else as patent-leather shoes: http://www.rumpf.net/bilder/produkte/gross/rumpf-herrenschuhe-mauro-lack.jpg A Gentleman certainly dont wear any necklace, he wears a golden dicky-bow: Even a Gentleman needs in Skyrim a weapon. But he cannot just use a sword, he uses a walking cane (/stick? - dont know the name of it), perhaps with an inbuild knife or blade, so the weapon would look something like that while it is in scabbard: http://www.pierros.de/images/Plastikartikel_sonstiges_Zubehoer_Besen_Staebe_Stoecke_Stock_Monsieur_Antoine_gold1.jpg So dear amnsonn please, please help me, be my co-author and Make my day make my NIF-model for this mod. Thanks for reading.
  3. Hello 3D-Modellers, first excuse my bad english and greetings from germany. I am not very experienced moder, but with a high learning curve. The only thing i know about 3D-modelling and NIF-files is how to change pathname of textures with nif-scope, so i need your help. When i saw first "finest clothes" in Skyrim i had to prevent myself to throwing Skyrim away. My mods are intending to provide good looking for Skyrim Players. There a lot of good female mods out there. But nothing feeds the needs of a gentleman. A man who doesnt hear and dance rock but tango doesnt wear jeans or something made by leather or metal. He wears of course a swallowtail, something like that: http://www.whitemoon-shop.de/WebRoot/Store/Shops/15162978/489D/5107/A226/8026/81E4/C0A8/28BD/1956/104417-frack-kostuem-costume-tuxedo-tailcoat-schwarz-black.jpg But not with white but black gloves with thin golden accesoires, and a golden dicky-bow. Or for every-day-use "only" a smoking: http://www.herrenausstatter.de/pimages/0/261_norm.jpg Certainly a Gentleman of skyrim needs a hat: http://www.herrenausstatter.de/pimages/0/59_norm.jpg Also he needs gloves, certainly not in white but black, with thin golden lines: http://www.herrenausstatter.de/pimages/0/55_norm.jpg A Gentleman of course does not wear anything else as patent-leather shoes: http://www.rumpf.net/bilder/produkte/gross/rumpf-herrenschuhe-mauro-lack.jpg A Gentleman certainly dont wear any necklace, he wears a golden dicky-bow: Even a Gentleman needs in Skyrim a weapon. But he cannot just use a sword, he uses a walking cane (/stick? - dont know the name of it), perhaps with an inbuild knife or blade, so the weapon would look something like that while it is in scabbard: http://www.pierros.de/images/Plastikartikel_sonstiges_Zubehoer_Besen_Staebe_Stoecke_Stock_Monsieur_Antoine_gold1.jpg So dear 3D-Modellers, please, please help me, be my co-author and Make my day make my NIF-model for this mod. Thanks for reading.
  4. Hello 3D-Modellers, first excuse my bad english and greetings from germany. I am not very experienced moder, but with a high learning curve. The only thing i know about 3D-modelling and NIF-files is how to change pathname of textures with nif-scope, so i need your help. When i saw first "finest clothes" in Skyrim i had to prevent myself to throwing Skyrim away. My mods are intending to provide good looking for Skyrim Players. There a lot of good female mods out there. But nothing feeds the needs of a gentleman. A man who doesnt hear and dance rock but tango doesnt wear jeans or something made by leather or metal. He wears of course a swallowtail, something like that: http://www.whitemoon-shop.de/WebRoot/Store/Shops/15162978/489D/5107/A226/8026/81E4/C0A8/28BD/1956/104417-frack-kostuem-costume-tuxedo-tailcoat-schwarz-black.jpg But not with white but black gloves with thin golden accesoires, and a golden dicky-bow. Or for every-day-use "only" a smoking: http://www.herrenausstatter.de/pimages/0/261_norm.jpg Certainly a Gentleman of skyrim needs a hat: http://www.herrenausstatter.de/pimages/0/59_norm.jpg Also he needs gloves, certainly not in white but black, with thin golden lines: http://www.herrenausstatter.de/pimages/0/55_norm.jpg A Gentleman of course does not wear anything else as patent-leather shoes: http://www.rumpf.net/bilder/produkte/gross/rumpf-herrenschuhe-mauro-lack.jpg A Gentleman certainly dont wear any necklace, he wears a golden dicky-bow: Even a Gentleman needs in Skyrim a weapon. But he cannot just use a sword, he uses a walking cane (/stick? - dont know the name of it), perhaps with an inbuild knife or blade, so the weapon would look something like that while it is in scabbard: http://www.pierros.de/images/Plastikartikel_sonstiges_Zubehoer_Besen_Staebe_Stoecke_Stock_Monsieur_Antoine_gold1.jpg So dear 3D-Modellers, please, please help me, be my co-author and Make my day make my NIF-model for this mod. Thanks for reading.
  5. Hello @ all, first please excuse my bad english. I've made a weapon mod 18 Black Katanas. Whell, i managed to make my own recipes for forge and grindstone. I also already made a new ingot for crafting my weapons, which you melting from ebony, gold and a rubin. I would like to make another new object for crafting: a dragonheart for crafting the most powerful version of my katanas. I searched through the nodes in TESsnip and found the LVLI (leveled item lists) but i am not understanding how they are functioning exactly. Does somebody knows and could explain to me? I also would like to use dragonsouls as component for my new grindstone recipes. Is that possible by using only TESsnip? i dont now which is the correct BaseID (if there is one) for that and if is possible. Somebody an idea? http://static.skyrimnexus.com/downloads/images/3774-1-1324073793.png
  6. Thanks a lot, it help a little bit, but no i have new problems. After it takes me 1h to describe it here, i found the right solution, so i delete the new questions before i post them. My problem was that the 1person view didnt function and also the scabbard texture was not correct. i found out the hard way (trial & error) that in the WNAM-section of my weapon there is a BaseID-pointer to a STAT-Object. In this STAT-Object named "1stpersonAkaviriKatana" was a reference stored to "1stpersonbladesword.nif". I ve changed pathname of this reference, made a copy of that file in my Meshes\Weapons\BlackKatana\" folder, and edit the the two entrys to sword and scabbard dds-files to my new ones, and success! now the new Katana works fine, looks good, is craftable, improveable and can be enchanted. Thanks a lot to you both,:kiss: :kiss: you save my life, ok thats too much, lets say my mod. :dance: :dance: :dance: :dance: :cool: Black Widowmaker :cool:
  7. Hello @ all, for my newest mod a "Black Katana" i make also recipes. I have several rare things that i use for crafting, but i would like to use dragons souls. Is that possible without a script or CK? Somebody an idea? Is there a way to put an enchantment by default on a custom weapon, while the weapon still could be enchanted by the player? Sorry for my bad english. Black Widowmaker
  8. First thanks for the answer, but... Could you explain that so, that i, who neither ever wordked with Nifscope nor other 3D-Programs can unterstand this? I downloaded and installed Nifscope and load my "BlackKatana.nif". But i dont find one NiTriShapes block but several and can not find a path within. Which field must i edit? Could you post an image please?:wacko: :(
  9. Hello @ all, first, please excuse my bad english. I've experimenting with my first weapon mod called "Black Katana". What i have done so far: i created a copy of daedric sword in TESsnip and edit his values (price, weight, damage, contents for crafting), funktions well, make a recipe for it for crafting in the forge, working fine, another recipe so i can improve (sharpen) the new Katana, i also had success with this, i am able to encant the self-crafted weapon as well, I ve changed the "bladessword.dds" & "bladesheath.dds" texture-files from "Textures\Weapons\Akaviri" with Photoshop, new sword looks very nice, Now my problem: I want to keep the original dds-files for the original Akaviri-Katana in the game, but use the new black ones for my new craftable "Black Katana". But how? I try to make a copy of "bladessword.nif" rename it to "BlackKatana.nif", but did not editing it, put this copy in the path "Data\Meshes\Weapons\BlackKatana\", changed the nif-path in my new custom weapon to this path, put my new "Black" dds-files in the path "Data\Textures\ Weapons\BlackKatana\", but it dont works. In game still the textures of "Textures\Weapons\Akaviri\" are shown, altough the weapon is linked with "BlackKatana.nif". The new sword is only shown correct when i put the new files in the akaviri texture folder. But then the normal akaviri swords are also redesignt as black ones. What i must do to make only my custom weapon load my custom dds-files? Hope you could understand what i mean.
  10. Hello @ all, first please excuse my bad english. If i place an objekt with console-command PlaceAtMe xxxxxxxx than i have to select it with a mouseclick for reference following commands like SetPos or GetAngle. What can i do with invisible objects, that i can not select with mouse? Or if want to make a batch-file to make new furniture in house, e.g. Is there a way (command) to select an object i last created with PlaceAtMe xxxxxxxx that i can use to select invisible objects? Need this for bookselves, mannequins, .... At this picture you can see my problem. I placed a weaponrack and i placed the correct weaponrackactivators on the tree parts of the weaponrack. The activators work on the correct place (front of the rack) but if i put weapons on the rack, the weapons appear somewhere in the room. If i take the weapons down from the activators, i can not select them to position them to the correct place because they are invisible. http://www.skyrimnexus.com/imageshare/images/309299-1323718016.jpg Does anybody nows a way to fix it? Did someone make it to place this auto-sorting-bookshelfs?
  11. Hello @ all, first please excuse my bad english. If i place an objekt with console-command PlaceAtMe xxxxxxxx than i have to select it with a mouseclick for reference following commands like SetPos or GetAngle. What can i do with invisible objects, that i can not select with mouse? Or if want to make a batch-file to make new furniture in house, e.g. Is there a way (command) to select an object i last created with PlaceAtMe xxxxxxxx that i can use to select invisible objects? Need this for bookselves, mannequins, .... At this picture you can see my problem. I placed a weaponrack and i placed the correct weaponrackactivators on the tree parts of the weaponrack. The activators work on the correct place (front of the rack) but if i put weapons on the rack, the weapons appear somewhere in the room. If i take the weapons down from the activators, i can not select them to position them to the correct place because they are invisible. http://www.skyrimnexus.com/imageshare/images/309299-1323718016.jpg
  12. OK, i learn something new. The original BaseID is sown as FormID. Well i prefer FNVEdit to do the same thing, cause i dont like endians. Whether big nor little.:tongue: For me TESsnip is too basically, FNVEdit much more compfortable, even than the original Construction Set for a lot of things. I find out, the best way for me to make simply ESP-Mods start in TESsnip to copy Objects from Skyrim.esm to your own ESP-File but making the changes (like weight, price, ...) with FNVedit, because this much more easier. BTW i have another question: If i place an objekt with console-command PlaceAtMe xxxxxxxx than i have to select it with a mouseclick for reference following commands like SetPos or GetAngle. What can i do with invisible objects, that i can not select with mouse? Or if want to make a batch-file to make new furniture in house, e.g. is there a way (command) to select an object i last created with PlaceAtMe xxxxxxxx that i can use to select invisible objects? Need this for bookselves and mannequins. (Please forgive my bad english)
  13. Not every RefID have a name in Skyrim. And not every name in Skyrim is the same as in the editors. For example a search for "Barenziah Stone" or simply "Barenziah" in TESsnip will have no results. The full name in Skyrim ist not part of the "Skyrim.esm", so it will not be shown by TESsnip or FNVEdit. It is part of the localized "Strings"-files jou found in "interface.bsa". If you unpack "Interface.bsa" jou will find full name strings in "Data\Strings\skyrim_english.strings" for english version of Skyrim. PS: Please forgive my bad english.
  14. Hallo @ all & greetings from Germany, please first excuse my bad english. Very nice job. I tell to this "Ingame-Moding". I do this since my first home in Oblivion, also in FO3, FNV and Nehrim. I started a userguide for beginners at this topic in a german forum a few days ago, before i found this thread. Not all comments were positiv, some people said what i am doing ist not moding, it is simply cheating. So i am very glad, other people make the same "stupid things" as i do.:biggrin: Well what i have been made, since now was not so great than your job. Awesome. I read your thread and learn many things, how i can make things better in future. Thanks for it, and go on. Here is something that i made with my house in Solitude: http://s7.directupload.net/images/111210/dvtmh2f9.jpg http://s7.directupload.net/images/111210/anpyaqji.jpg http://s7.directupload.net/images/111210/o3d4z2nd.jpg Have a nice day in Skyrim! 8) Black Widowmaker 8)
  15. Hallo @ all & greetings from Germany, first excuse my bad english. I had the same problem since Oblivion. With Skyrim i use FNVEdit 0.321. If you want to find the BaseID of a RefID that dont start with ff... but with 00.... then jou can find the BaseID by searching for the RefID in FNVEdit. Normally you will find the RefID under "PlacedObjects" or PlacedNPCs". If you find it, FNVEdit will show you beside other Information the BaseID of the object. For using FNVEdit in Skyrim you have to edit the Registry in: [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Bethesda Softworks\FalloutNV] The Entry: "Installed Path"=..." must be chanced with your Skyrim path This is for x64 Windows. For x86 search for "Bethesda Softworks" in Registry. If you dont have FNV, just add a new entry "FalloutNV" besides the "Skyrim" enty. Or just duplicate the Skyrim entry and rename it to "FalloutNV". I hope you can understand what i mean. Good luck & happy moding. :biggrin:
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