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Figured out the .esp packaging and got a nevernude up on Steam now. I ran into a new problem with one of the packages -- the packager would say "archive creation failed" with no explanation. Turns out it was trying to create a file called <modname>.tdt that seems to be a temporary file used when creating the .BSA. As a workaround, I was able to manually create the <modname>.tdt in skyrim/data (in my case CBBECurvy.tdt) by making a new empty text file and changing the file name. Then the archive process worked fine. Will be a long time before I have a chance to try and make prettier underthings, still need to get vanilla armor converted over. In the meantime, all the underwear textures out there should work with it, and it has an alpha channel for lacy bits. hellstorm102: I'm starting to believe that the HD .bsa's don't override all files. For instance, for my mod, the normal maps are overridden while the actual texture seems to fall back to the data folder. Perhaps there's simply a bug that they'll fix eventually.
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Quickfox, thanks for the info. I was able to get CK to create a BSA for me by starting the full upload mod process, and adding textures when it prompts for extra files. Then when it asked me for mod information, I just canceled that window. The .esp and .bsa files were in the skyrim/data folder, but no uploading happened. HOWEVER -- when I did that, the game still didn't seem to load the files with my .esp checked and the files named the same. perhaps I missed something else. The steam method is fine, but I don't see why they needed to break the loose file functionality. ESP+.BSA community mods would work just fine with the traditional loose file loading. The ease of managing .esp's is, to me, greatly offset by the load order problems it introduces when trying to mix similar mods. And the auto-update subscription is nice until you release something that causes a problem for a small number of users. Since there's no way to instruct the unfortunate users to not download the latest, EVERYONE has to miss out on new features while you re-upload the old version. Anyway, if I can get things worked out, I'll be uploading my mods to steam. Stripped down (or is it stripped up?) to hopefully dodge the content nannies, of course. :)
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I would guess we're going to see an 'Archive invalidated' sort of fix from the community that becomes standard issue that just maintains that .bsa ini setting and turns off HD .esp files. Its so much easier to tell your users "to fix the texture issue, download this executable and run it to fix your .ini file" versus the complicated process of extracting textures and copying them to the right place, and in the right order. Generally, I agree that this way of handling texture mods is a step backwards. There's no reason ESP texture mods should override the files in /data/textures. I agree strongly with Horrorview's position that allowing users to (for instance) pick Mod-A's barrel texture over Mod-B's while using Mod-B's door textures should be a matter of copying one file, and not having to create a special Mod-A esp with just the barrels to load after Mod-B... What a nightmare of load order nonsense.
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Hello all... was all excited to play with the CK, then found out that bethesda decided to wftpwn my textures :P I admit, they're not the best, but come on:) Their recommended way of handling this, according to their CK doc is to pack file using the file->Create Archive function in the CK. As far as I can tell, doing that does nothing... the window opens, accepts files, and simply closes without making an archive. however, if you do the "create archive and upload" selection, it prompts you to add files to the archive. if you do that, the archive creator seems to create a .bsa file. You can then cancel the upload. I can't seem to figure out how to get that to do anything tho -- saved from CK to create an ESP, have an archive, but it doesn't seem to get loaded as far as I can tell. But then again, I have no idea what I'm doing with creating ESPs, and I'm a little frantic in trying to figure it out. I also don't have a skyrim.ini file in either skyrim/data or skyrim/ (windows 7 as well). Turing off the .esp files in the game loader turns off the highres textures whether or not I have the .bsa files listed in the skyrim_defaults.ini. Or, at least I think it does... such a minor difference. This is certainly painful for me... Also handily destroys my Texture Blender's usefulness. :( (edit: also, the 'load loose files' option is definitely gone) (edit 2: Skryim.ini is in My Documents/Games/Skyrim.ini because I'm on Win7, changing that one worked)
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LE Normal Maps and Skin Issues
Caliente replied to theRoadstroker's topic in Skyrim's Creation Kit and Modders
Where did you get the shader node that you replaced the max one with? Make sure you pulled it from a body mesh. Also, make sure your UV's for the body came through, and "has vertex colors" should be "false" for bodies. -
I'll vote no, because there already seems to be one on my computer.... For me, I mostly enjoy the higher quality outfits and mods that arrive later that are based on the nude bodies. Stripping naked is worth a giggle every once in a while, perhaps, but I never actually play that way, or fill my screens with naked bodies. But I do enjoy questing in form fitting and somewhat revealing outfits.
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Posted some in the mod image area (Caliente Body Vanilla front/back/3-quarter)
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Hi folks! thank you for the feedback, those who took the time to do so. Certainly happy to hear more! -xorchan: I'll look at an even smaller breast than AA in the future... haven't heard many requests for that, but certainly is a valid wish. 1) The stance you mention is partly a factor of the idle animation. While far superior to previous Bethesda female idle animations, it is still a fairly awkward stance for a female. That said, the spine does have a large amount of curve, and could possibly use a little shifting to straighten it, I'll investigate possibilities. 2) The torso is significantly smaller than the vanilla body, (which to me feels unnaturally bulky). I don't get the same uncanny feeling you do when looking at the size, but there's a good chance it's just because I'm used to looking at it at this stage. (Also, the size is modeled after the HGEC bodies of yore, so it would have been the same problem those had.) This one might be tough to address satisfactorily, but I'm willing to try. - Johann: Thanks for the feedback. A big ass is one of the points of the mod, and I understand that isn't everyone's taste. Smaller easily feels 'mannish' to me, but a version may be forthcoming in the future that shrinks it down and maintains femininity. I unfortunately can't help what armor makers make, but that's why I'm trying to hurry and get proportion variations out there before everyone standardizes on an unnatural variant that alienates people. I think the slim version has good popularity and may very well see a good number of mods. With regards to making a vanilla body size: Your wish is my command. Please take a look at the new optional file in my CBBE mod download (http://www.skyrimnexus.com/downloads/file.php?id=2666). It attempts to mimic proportions of the vanilla body with what I hope are more natural breasts. Being the very first version in that size, I've not had a lot of time to walk around in it to see if it feels right, so please let me know if I've missed the mark. Note that version retains the UV's and weighting of CBBE, which means CBBE textures and normals will work with it, and various animation glitches of vanilla have been corrected. Because of this, please be sure to install CBBE or CB Slim before the new vanilla version so that appropriate textures are available. (I recommend the slim version for softer shadows) Omnimmotus: Thank you, and you're welcome:) Multiple body sliders do not appear to be in the cards, judging by how the sliders work (simply tweening between two sizes of the same mesh), but something fortuitous may arrive To everyone else, thanks for the comments! -Caliente
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More; shall we say tasteful, CBBE armors.
Caliente replied to Stalkholm's topic in Skyrim's Skyrim LE
In some cases, well done armors take much longer to put together ... I'm sure we'll be seeing some more conservative conversions soon (from me and others.) -
CherryHotaling: Yep, that original mesh work is mine. I'm pretty open to people using my work to create improved versions, so I didn't want to make big deal out of it :) But, you'll certainly want to make sure people know where you got the mesh when you release your modification -- the normal maps and textures aren't exactly compatible with vanilla UVs. -Caliente
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If you make a mesh from scratch you'll need to copy the weights over somehow. Another nif file won't work, since all the vertexes are in a different order. In blender, I use the Bone Weight Copy script on quality =3. I don't know how you copy weights in Max, but I'm sure there's some mechanism. Just tried a Google search and the instructions lost me right away. Once copied, you'll probably want to adjust the weights for animation extremes to reduce clipping. I don't mind you releasing a modified version of my nif files or using my stuff in your work. Just link back to my mod somewhere so people can find where you got it :) PS. Spline modeling is hard. :P
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Glad you like my mod :) As long as you're importing /exporting in nif format, you probably won't have to worry about rigging. you also don't need to worry about rigging if you use nifskope to copy/paste NiTriShapeData nodes with identical vertex order. You'll have to transfer bone weights to any clothing you wish to adapt, however (unless you start with a nif file that has already been weighted to CBBE's setup)
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Your adjustments look fun. Judging by various details, it looks like this is a modification of CBBE ... So it should be no problem to put these sizes on a slider for a variation :)
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Ginnyfizz: Nope, you haven't, but a couple others here have. No worries, just hoping to get good feedback from them instead. Ugh, though :wallbash: --- apologies to others out there who are having their hard work insulted ... I certainly don't condone such a thing and hope people who are doing it (my supporters or anyone) please refrain from doing so!
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Hello everyone. Haven't spent much time in the regular nexus forums, so I apologize if I seem silent to valid criticisms. CBBE was never meant to be a 'realistic' replacement for the vanilla body. It started as an experiment to see how far I could stretch the original proportions, with a target of closely approximating the shape of my favorite oblivion body mesh, HGEC. I ended up liking what I got. The vanilla body is actually relatively good for the purposes of realistic proportions -- I made mine because I like 'fantasy' proportions. The UVs are kept quite similar, I felt some tweaking was necessary to support detail in areas that are downplayed in the vanilla (because they're covered...), by far the major difference is the breast area. The proportions are outlandish in the base edition. I think the 'slim' edition brings them more in line with a natural, pear-shaped body style. I've had as many requests for more unrealistic proportions as I've had for more realistic ones (actually since the slim version came out, I haven't heard very many requests for more realistic...). I'm well aware that I'm not the best artist to create mods for skyrim, (or oblivion or fallout, etc) but I hope to improve what I'm offering so that it isn't grotesque. Please, in the future, instead of simply stating that my work is bad and proclaiming the superiority of someone else's, please try to be explicit about what I've done wrong. What did you like about HGEC that you don't like about mine? What did Exnem do that I've failed to provide? Dimon, Roberts, Growlf? Keep in mind that those bodies all had their detractors, so your opinion might not be shared by everyone... so no fights :) Overall, I hope that eventually everyone gets a body replacer that they really like; whether that be mine or someone else's. Thanks, Caliente