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thebrommers

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  1. Okay, so it worked on a test but not when i actually started to work my armour. Back to the drawing board.
  2. Would just like to say, after having this exact same problem (with 4-5 days of searching round the internet and trying all different tricks), ghogiel, my man, that resetting the xform has sorted my problems right out. A big thank you to you :)
  3. It's okay, i done it, i worked it out. It seems (maybe it's just my configuration or something) that some bows will work by pasting the nitrishape data onto an ninode and some don't. I had to build up the NIf from the bones upwards with mu maxed bone structure. It takes a little longer and it's a bit more complicated but it works and that's all that matters. I followed this tutorial: http://www.scribd.com/doc/94298531/Tutorial-Skyrim-Bows-From-3ds (as i guess those like me have) but it's a little scarce on details. http://img844.imageshack.us/img844/6127/2012061800001.jpg If others are reading this and need a little help i'll keep tabs on the topic and try to share what little (but improved) knowledge i have on the subject.
  4. Okay, so i started to make my own bows but i've run into a bit of a problem. Now, of the 5 bows i've imported only 3 of them actually animate properly (or at all) and even though exactly the same steps were taken with the 2 that don't, i can't seem to figure out what is causing the problem. So my question to more experienced modders would be: What could be causing this problem? Like stated above, the exact same steps were taken with the bows that don't work. Imported the bones properly, exported as a nif properly and worked the nifskope magic properly. It leads me to believe that it could be a geometry problem. Some screens of the problem in-game: http://img845.imageshack.us/img845/6899/2012061700001.jpg http://img337.imageshack.us/img337/8133/2012061700004r.jpg http://img705.imageshack.us/img705/4403/2012061700003.jpg http://img585.imageshack.us/img585/5130/2012061700002.jpg Everything works when i import the animation into max i just can't get these two working and it's really putting a damper on the weapon pack i'm trying to create. So if anyone could be of assistance the help would be really appreciated.
  5. try copying over the collision data from a vanilla bow. Make sure you put it in the right place (it should be connected to the ninode for the mid_bone. It'll be referenced just above the children) and make sure when you save to have auto-sanitize turned off when saving. There is a tutorial on this site but i too am finding it hard to import my custom bows. I got one working but am now stuck on my second.
  6. Didn't watch the whole movie (stopped at 1.43) but it looks like there is only 3 animations for humanoid and 3 for animal/beast. Bar the decapitation, for which a perk is needed. I too would like to see more and once i get my head round it all i'll be creating some new animations.
  7. yes indeed but as i said, the guide assumes you have all your mesh/texture files 'game' ready.
  8. Make sure you double check file paths and spelling. Only thing i can really suggest. It doesn't look to be a skyedit problem so just go back into nifskope and make sure everything is in order :)
  9. Let me start by saying i'm new to the whole modding scene but my limited knowledge may be useful. Skyedit is a handy little tool, still in it's alpha stage but soon to be outdated by the official creation kit. It works a lot like the CS of tes 4 but with limited functionality. You can find it here http://www.uesp.net/wiki/Tes5Mod:SkyEdit For this tutorial i'm going to assume you have the mesh and texture all ready (nifs in Data\meshes\weapons, texture dds' in Data\textures\weapons) to be imported. There are other tutorials out there for help with this sort of thing. When it comes to the mesh folder you'll need two copies of your nif. One named 'yourname.nif' and '1stpersonyourname.nif'. The 1stperson is used for 'static' models which we'll cover later. So let's get started. The first thing you'll want to do apon loading skyedit is load a master plugin. So go to file and click open. The next box that pops up will have all the plugins currently installed to your data folder. We're gonna need to load up a master file (though it is possible to create plugins without loading a master file with the right know how) so double click the Skyrim.esm (a little tick in the box confirms your selection) and click okay. A progress bar should then pop up load. It's okay if it takes a while, it's loading quite a bit of data. Once that's done you should have a window within the main window named 'noname1'. Max out the main window and drag the little window down so you can see what your doing a little better then we can start to think about making your weapon work. The only items in the list (in the box on the left) that we're really interested in at this stage are the 'recipes', 'statics' and weapons. So let's start with the 'weapons' Apon clicking the 'weapons' tab the box to the right should fill with all the weapons in the vanilla game. What i did from here was just make a copy of a default weapon, we'll use the steel sword for this example. So search in the box to the right for SteelSword or use the filter box on the left to search for it. Now right click that and 'create copy'. A box should pop up prompting you for a new Editor Id. Put the name of your weapon in here, the box should turn green meaning your weapon has a 'unique editor id' if it stays red it means that something else already has that id so change the name, and click okay. So now your weapon has a unique id with the steelsword properties we'll leave that there for a minute and load in a 'static'. Go to the 'statics' tab and in the right box right click and select 'new'. A box should pop up asking for another unique id. This is where that 1stperson model comes in. So type in the editor id box 1stpersonyourname and set the scale to 90. In the models box type in the location of your 1stpersonyourname.nif eg weapon\meshes\yourname\1stpersonyourname.nif. As the program is still just in it's alpha stage, if you use the > search box it'll say unrecognised file type so you'll have to type all locations manually. Click save and we can go back to the 'weapons' tab. Click 'weapon' and search for yourname (use filter and search) and in the right box, right click yourname and click edit. A new box should pop up with quite a bit of information in it. This box has all the properties of your weapon and your free to change up and experiment with different thing but for now we just need 'name', 'model' and 'static model'. Change the 'name' to yourname (This is how it will be written in game) and go down to 'model'. Like with the static you'll have to manually type in the location of your nif so type in weapons\meshes\yourname\yourname.nif. Now go down to 'static model' and click the little > Type in or search for your 1stpersonyourname id and click okay. If your happy with your changes click save (apply saves your work but leaves the dialog box open). Now we can create a smithing recipe for your new weapon.So click on 'recipes' in the hand box and the right hand box should pop up with all the recipes for the stuff in game. Again, for this i just created a copy of the Steelsword so just search for SteelSword and you'll find 2 recipes for it. One named recipeweaponsteelsword and one called temperweaponsteelsword. These are both for creating at a smithy and upgradeding on the wheel. We'll start with recipeweaponsteelsword. Right click and select create copy. A dialog box should pop up asking for another editor id so put in recipeweaponyourname and the box should turn green and click okay. Search for your new id, right click it and select edit. This box will let you change the componants of the recipe and is adjustable to your liking but with this tutorial i'll just leave it how it is with one exception. In the box named result item click the little > and another box should pop up. Type in yourname in the dialog box and it should turn green and click okay. Now back to the recipes and look for temperweaponsteelsword. Right click this and create copy. In the new dialog box type in temperweaponyourname and the box should turn green. Hit okay. Find the temperweaponyourname and right click edit. Another box should pop up and again these variables can be changed but we'll just stick to result item. Click the little > and search for yourname id and click okay. Now it's time to save your new plugin. At the top of the screen you'll have a file, open and save icon. Click save, type in the name of your esp and save. The default location of saves is the data folder of your skyrim install but this along with a few other things can be changed in the skyedit config file. This tutorial is just a ...basic..? one i put together with the knowledge i have but everything is adjustable and you can figure out what works and stuff. This can tyde you over till the official kit is released if you really can't wait. Hope this really helps as i know it would've helped me.
  10. At the moment blender still can't import nifs well. Best bet is to export the mesh in nifscope as .obj to blender. Make your modifications and export again as obj.
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