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Kaspar482

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Everything posted by Kaspar482

  1. After login, my nexus site looks like this, is this something on my end? It happens with adblock disabled. Browser is firefox.
  2. In response to post #72142518. #72142618, #72238413 are all replies on the same post. A simple backup folder in the install path shouldn't be that hard to add, what speaks against it?
  3. I don't know if this has changed in version 1.0, but in a previous version installed vortex on a separate partition (drive D:). I later reinstalled windows (drive C:) with D untouched. Skyrim still works but Vortex lost all settings, install data, basicallly the whole setup. Would be cool if Vortex stores all its settings in the same install folder to avoid this windows reinstall mess.
  4. My permission? Of course, I made it for you :smile: So you want a Citrus head? It doesn't take long. I'll msg you the files. Edit: Btw, the files I linked only work for Skyrim Special Edition.
  5. Ok, try these. Headparts and Esp included. Don't use the .bsa file to test it, delete it. (oldrim .bsa files don't work in SE). Use loose files and overwrite with my files. Edit : Try this (previous had glossy eyes bug)https://mega.nz/#!8bhDiYCR!b0fnLXdAYRNFtOHt3If2DUuM6IESSpYVJvRmW6Oj5CE I could also make him a Highpoly Citrus head If you want.
  6. I made Azogs head for skyrim SE. Tell me if it works for you and if you want the .esp and headparts aswell. https://mega.nz/#!gPIFzDAa!mWScxQsQd4m8M2sIbygkTFs2bBo7TaZMGW7jC3OdhrQ
  7. I need help with a custom Tes5edit script. How can I let the tes5edit filter list only Nord race NPCs? Does anyone know?
  8. You need to uv-unwrap your objects and then paint them or bake the materials. And a good tutorial for Skyrim can be found here. http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1
  9. First of all, you use a Blender Render material in Cycles. Delete it, switch to cycles and THEN create a new material. I dont exactly understand what you mean by "not letting you zoom in". Does it clip out? If yes, adjust your viewport lens angle to something like 60. Could also be that you have another object in zoom focus. To change that, select the "Hair object" in Object mode and press Numpad . (dot/Del) and try to zoom in. Yes you can get rid of the white outline. For some reason, the alpha channel is premultiplied, resulting in an ugly white outline. http://i.imgur.com/a7MXGUF.jpg However, you can get rid of it by inserting a math node, set it to subtract. This way you can remove the white in render mode, but the Material view is now translucent. Not that important, since you can just switch it on when you need to render. http://i.imgur.com/Pt7IeT6.jpg EDIT: You might have noticed black faces on your mesh, this is the result of overlapping meshes on top of each other, and sometimes the backside of those meshes push trough. Those are either shoddy made meshes, or the result of inaccurate import export tools. However, in material view you can get rid of those dark spots by turning on "Backface Culling" in the View properties or change the mesh to Double Sided. In render mode it's a bit tricky, since those dark places are the result of transparent shadows and overlapping meshes. You can reduce the effect to a minimum by simply adding a subsurface modifier. Don't apply it though when exporting, this is just for rendering. EDIT2: Scratch the above. It's probably a bug in the way it reads the .dds file. Save the the texture as PNG and the problems go away.
  10. In Blender Render, those transparency settings are for rendering, not material mode. You are in material mode. In cycles, the node setup is intended for rendering. You are in material mode. To see the transparency in material mode, you need to set the alpha blend mode in material settings to "alpha clip" or "alpha blend". http://i.imgur.com/RAukNek.jpg
  11. I it depends on what you want to do. If it doesn't involve heavy scripting and skse, mods usually work for both games. If you make a mod for Skyrim, it should work in Skyrim SE.
  12. You want to render some stuff in blender? Use the cycles render engine, the node setup is less confusing than blender render. I recommend blenderguru.com or its youtube channel https://www.youtube.com/user/AndrewPPrice Just posting a screenshot would help in these situations .. Switch to cycles, and if you have a specific question, just ask again.
  13. That solution sounds good, better than approximating and shrinkwrapping the citrus head. I will try it in blender and update the howto if it works. Edit: It works. However, you cannot use the "Shrinkwrap" modifier. You have to download Rich Colburns "Surface follow" tool. Unlike shrinkwrap, it actually pins vertices to the other objects surface. The result in combination whith a shape-key is a perfect morph of two different topologies. That didn't work for me. For some reason I got the black basic head bug whenever I did this. One advantage of the headparts method is that you can use the facemorph and tint tools in CK, since Racemenu is not yet available in SE. And if you use a Textureset on the head you don't have to worry about the facegen being updated.
  14. You would probably have to find the FaceGenData NIF file of the NPC and import the mesh into Racemenu.
  15. How to convert/morph your lowpoly Skyrim head into a highpoly citrus head for Skyrim SE You also need to know how to make a follower in CK. Tools Needed: Blender (or your preferred 3d program) BAE - Bethesta Archive Extractor NPC Nif Merger version 1.0.6.beta Bodyslide Outfit Studio Nifskope latest version Creation Kit SE Skyrim Skyrim SE Use with CUSTOM RACE Followers. Download the Citrus Head mod ressource. Load your old Skyrim facegen head NIF (usually called something like 00000D62.nif) into outfit studio and export only the head as Facegen.obj Load the "Replacer Citrus" head into Outfit Studio and export the citrus head as Citrushead.obj Extract femalehead.nif from old Skyrim (not Skyrim SE) with the BSA file extractor. Load femalehead.nif into Outfit Studio and export it as Basehead.obj Load all three heads into blender (Important: KEEP VERTEX ORDER when importing). Join your Facegen.obj with Basehead.obj as shapekeys. Use a "Subdivision Surface" (1x Subdivision) and a "Triangulate" (Fixed triangles) modifier on Basehead.obj. No need to apply. Use a "Shrinkwrap" modifier on Citrushead.obj (target Basehead.obj) to smooth out the minimal differences. Apply it. Use Rich Colburns Surface Follow tool to bind the Citrushead.obj to Basehead.obj and morph it by using Basehead.obj's shapekey. Export the now morphed Citrusehead.obj head as .OBJ (Important: KEEP VERTEX ORDER when exporting). Load the "Replacer Citrushead" .NIF (also called femalehead.nif) as REFERENCE into Outfit Studio again (this is the unaltered original Citrus head). Import the morphed Citrushead.obj - It will ask you to update the vertices - Click yes everytime. Export the updated Citrushead as REFERENCE citrushead.nif Extract eyesfemale.nif, femalebrows.nif, mouthhumanf.nif from old Skyrim with the BAE extractor (Important: from old Skyrim, not from Skyrim SE) Load your original facegen.nif into NPC Head Nif Merger as "Source" and update each target - eyesfemale.nif, femalebrows.nif and mouthhumanf.nif - individually. You now have all the .nifs necessary to make a HeadPart in Creation kit SE. Make All the headparts and Generate a new head in your custom follower tab. (IMPORTANT: Use the femalehead.tri, femaleheadraces.tri, femaleheadchargen.tri from the Citrushead Replacer mod for the Headpart) Save and exit the Creation Kit SE. A new Facegen.nif has been created. Update texture paths in Nifskope. Done.EDIT: Updated head conversion method in blender. Thanks to Levionte EDIT2: formatting EDIT3: Clarification
  16. In response to post #47378620. #47381125, #47382375, #47382860, #47383605, #47383890, #47384455, #47385670, #47386165, #47387535, #47391155, #47418760, #47420000, #47420025 are all replies on the same post. NEMO, good name!
  17. Hmm not sure If I understand you right. But the diffuse is supposed to be black if it is metal. The 'cubemap' will make the black diffuse appear metallic. Use a different bgsm for each metal, wood, plastic part. I.e use the copper cubemap for copper metal, the metal cubemap for iron, steel, the plastic cubemap for plastic and so on.
  18. How do you bake your normals? If you use blender, use cycles bake with swizzle: +x -y +z. No need to flip red here. I use diffuse because base color loses too much detail with this spec/gloss combo. The brightness/spec/gloss and metalness is influenced by the cubemap (set in the bgsm material file). If something is too dark, you could make your own cubemap. All the default cubemaps work for me though.
  19. @TheRizzler1 This is what works best for me. http://i.imgur.com/hPdyGUR.png
  20. A very good tutorial can be found here. http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout_4._Part_3 I'd recommend substance painter and Photoshop with the Intel texture works plugin. Saves a lot of time and is super easy to use. If you use Substance painter, make a custom texture export: Put the Specular in the Red Channel, Gloss in the green channel, and the normal as combined Directx.
  21. Bodyslide has a faq on how to use your own bodymesh shape. You basically load both your meshes, the CBBE and your own into your preferred 3d program, shrinkwrap and sculpt (without changing the vertex order) the CBBE mesh onto your own mesh. Export your own mesh and load it into outfit studio. There you can make the shape a CBBE preset.
  22. Well, I did use different material files in one .nif file. I could use only one, since it is the same texture. The problem was, bgsm files are also used for environment maps. For example in my case. I use only one texture for the grip of a gun, but two material files for the material. One bgsm file for the grip plastic and one for the screws and metal parts.
  23. Thank you. I guess I can work with that. There is also a shot with top view in that vid, extremely blurry, but I have nothing else :)
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