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Everything posted by Nalim666
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I have a savegame on a build I'm really enjoying, but my NC is getting really empty. Most crime activity and side quests are completed. Is there anyone who has a solution to edit a savegame to reset all of these. I feel like it should be a relatively simple thing to edit a list of tasks from state 1 to state 0. I had a look at editing the metadata file, but that doesn't solve the issue, even if I empty or replace the "completed quests" list the ingame list stays the same, and quest markers remain gone.
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So the thing I want to achieve is for NPCs in my area to now and then wander over to a certain location and take a bath/shower. I have the mod bathing for skyrim which I want to use for the animation. I figure the best way to achieve this is to have an Idle marker where I want this to happen that I can put in my NPCs AI package. My problem is that I can't really find the animation that comes with that mod in the CK, I don't even know where to start looking. I've loaded my mod with "skyrim", "update" and "bathing for skyrim" (with my mod as active mod). How can I add the shower animation to the list of Idle animations to choose from when making an Idle marker?
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I posted this in the modding forum but I think it's more suited here. I have made a new custom body but I have a couple of problems with the mesh. When I zoom out far I get dark streeks where the UV map is, this is not visible when you look closely at the mesh. Also when zooming out a bit and viewing from a certain angle you see trough a small part of the mesh or a part of the mesh is pulled out of its place. It's not a huge deal but I'd still want to fix it. I attach a pic of the second mentioned problem to show more clearly what I mean, look at the shoulderblades.
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So I have a bodymesh I've been working on a few days however I see this: http://oi39.tinypic.com/147ltv.jpg Part of the back seems to go transparent or part of the arm mesh seems to go trough it. It seems to occur at the seams of the mesh. I cant seem to find any strangely weighed verts, and I have tried redoing the weights from another mesh via skin wrap and "weigh to all points" Shouldnt be wrong vert numbering either as it happens even when I only have 1 mesh and no slider. and it happens both on 0 and 100 weight.
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What I want to do is create/replace a slider to be an eye size slider. As ran made a eye angle slider it should be possible I have however been unsuccessful in opening a tri file in blender/3d studio to edit it.
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bump
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I have a skeleton I want to use for only one race but I cant seem to find where in the ck i can point to my custom skeleton_female.nif
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Can I edit the head to body ratio trough changing the skeleton nif files and if so which files do i need to edit? If I want to use this custom skeleton in only one race where would I need to add it? I already tried this but I only applied the changed skeleton.nif in the race in the ck under the "body" tab, this doesn't work(I lost my textures of the face). What am I missing?
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Making a dress/armor/suit/whateveryoumaycallit inspired by some nice drawings I stumbled upon today. Cant post a pic though as I only finished the parts that doesn't cover the naughty bits.
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Hey I have cloned khajiit and changed some stuff around, I need to swich mesh for the head though and cant really figure out how to do this.
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Hy I've made a new beast race that has a custom tail, unfortunately I have not been able to figure out how to make this be animated in the manner of the original tails. Would love some input on this.
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I've got my meshes and textures set up but cant seem to find a writeup on how to add a new race. I figure I can clone an existing race and change the meshes and textures in the CK to the ones I added to the Data folder. I cloned a race (Khajiit) and added a texture set that targets my textures. After that I get no further. Anyone want to give me a brief step by step of the procedure?
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Does the CK make spell creation possible?
Nalim666 replied to Lugh1000's topic in Skyrim's Skyrim LE
you could create a massive amount of spells trough combining effects/magnitudes and then make a system similar to the crafting system to "create" these ingame. Would work like the alchemy system where certain choices amount to an item representing a new spell(something like a pergament with the spell jotted down). It's not actually creating the spells ingame but there would be no real practical difference as the same restraints will be there either way. -
Trend that seems to be starting from the Steam workshop
Nalim666 replied to riku98523's topic in Skyrim's Skyrim LE
"trend" xD -
(Video Tutorial) How to get Skinned Meshes into game
Nalim666 replied to somuchmonsters's topic in Skyrim's Skyrim LE
I loved you before for all your video tutorials. I dont really know how to express my gratitude for this. The tool looks amazingly awesome. -
^this. Diablo2 would be a pain, take forever and the result would almost certainly be far far worse than the original. Diablo I on the other hand was an awesome game but the size is much smaller, number of interacting NPC is not big and most importantly; the age of the game means you now might be able to do one or two things better than the original.
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You mean you want to make them more alike the Twilight vampires??? o_O
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how do I open and edit the animation files in Blender?
Nalim666 replied to huntsman2310's topic in Skyrim's Skyrim LE
Animations are made in Havok if I remember right and blender doesnt have a havok plugin -
yes on both accounts. But probably can't have havoked physics on live actors as was the case in previous games. I don' think anyone has really tried in skyrim though There is that mod: CHSBHC body mod and BBP -Breast and Butt Physics- by CherryHotaling It enables breast and butt physics on a live actor (if that is what you mean?), if this is not animated then that means a physics cape is possible, right? He even has a howto in the description, ill check that out! Correct me if I am wrong, but the title of that is just misleading. It's cool and all, but it is skeletal animation all the way and nothing to do with live physics on actors. the only physics would have been simmed on the tata bones when it was animated and then baked to keyframes. I'm not 100% sure but I do think you're wrong. From the start it was as you say just regular animations rendered in 3d studio/Havok Now it has prebones with lagcontroller that enables some degree of automated movement, I'm thinking that same system should be able to create rather decent cloth animations.
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I might have identified the error trough trial and error. Seems it's the GoZ script that messes it up, an .obj export from zbrush -> 3dstudio did what it was supposed to. It's weird though as I tried before to jump from zbrush to 3ds and then back and the vert number in zbrush didnt decrease to that which the same 3ds mesh gave the nif.
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Only unticked Verteces as I figured that was what was dissapearing
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I'm guessing it's something in my 3d studio export settings. The issue I'm having is when I export a modified version of a body mesh. If i just open the nif in 3d studio and export I loose nothing. The problem is if I open the nif in 3D studio, export to zBrush(with GoZ or trought making it a .obj and importing) then move it back(even if I don't touch the mesh in zbrush). I loose about 40 verts at the nipples. The mesh looks the same and retains the number of tris/quads. I first though it was the weld vertices function that caused it but this still happen with that set to 0
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Modding models(in blender) and creating new ones(in 3d studio) is quite easy as it is and its doubtful the CK will make it easier (maybe it will make it easier to create non replacers but from what I understand thats not all that hard either). What will get a lot easier is playing with script and animations.
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Well morphing between more than 2 bodytypes would be hell but what about this: Why not add new sliders that basicly adds bodies in the same way as it's now possible to clone armors? So; you'd clone the base body and add new "armors"(the other bodytypes you want to be able to choose from) Add a second slider under the "bodysize" slider. Set on 0 this second slider does nothing. Move the slider to the right and it sets one of the alternative bodies as the "armor" equipped when naked. The only things that needs doing would be to figure out how to add "armor" to a naked character. My suggestion would be to use the same code that hides follower armor in their inventory and forces them to equip it if they dont have anything better to wear. Apply that code to the PC and let the second slider select what body(in the form of an item in the inventory) to give to the character. The "bodyitem" would be invisible to the player and would be automaticly equiped when the character removes his/her armor. So you add these armors(for example): BBW_0, BBW_1 Curvy_0,Curvy_0 Anorexic_0, Anorexic_1 That way you can keep NPCs as they are without needing to get replacers for all armors.
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I very much love how CherryHotaling has put her soul into creating a Bouncing boobs mod for us but I didnt really like the anatomy of the max weight female she uses. I made some modifications to better suit my taste and I redid the breast weights. My model has a bit bouncier boobs than cherrys and the weight is focused lower on the breasts. My Model also has a bit larger breasts that are placed closer to the body and a bit smaller butt. I hope some of you like my first released mesh (requires CherryHotalings bodymod): http://www.skyrimnexus.com/downloads/file.php?id=5661