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pierreluimeme

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  1. For those who struggle to find information like me i found a tutorial here ; http://www.nexusmods.com/skyrim/articles/50833/?
  2. Hi guy's, I already google on it but there is no clear explanation on how to do it, i made a custom tower and when it is raining and snowing inside since i want this structure to have no loading door. Some mention a scrip by xilante but xilante said real shelter is better so i am confuse. I saw real shelter mod but is there a tutorial or document explaining how to do it? Would appreciate any pointer.
  3. Are you sure your .esp is ticked in Mod Organizer's Load Order (The plugin list on the right)? By default MO doesn't load new .esp's untill you activate them by placing a tick on their corresponding box, and unactivated plugins are invisible to the game. Vanillla Skyrim, on the other hand, keeps a separate load order and plugin list from MO, and it does load all the .esp files it can find unless you deactivate them through the launcher and its load order editor. Maybe that's your problem. Hi Vic, Sorry for late reply, the problem was with MO it seem that even if i disabled the mod and replace it by the esp version it was still conflicting with it. Regards Peter
  4. Jon from the niftools forum reply to my thread with good info so i will just copy paste his reply : jonwd7 wrote:BTW, you should copy the nif.xml that works to the chunkmerge directory and point directly to it there, instead of your NifSkope install. The reason is that some XML changes in later versions cause it to no longer see the materials.
  5. Hi guy's, The problem was that in the files path i point it to nifskope 1.1 instead of the more recent nifskope 2.0, now materials are showing. Thread can be mark as solved
  6. Hi guy's, I am really stuck with Chunkmerge, i have setup the files accordingly and i still cannot select any materials in the drop down menu, here a picture : http://i53.photobucket.com/albums/g69/pixelquaternion/chunkmerge_zps760oj2rp.jpg I read many time the info on chunkmerge wiki but i think it is outdated since now the tools are all merged together so maybe there is something i am missing here? I found some tutorials but they seem also outdated and not very clear. I am stuck with my mod until i found out.
  7. Thank for the reply but the problem is now fix since it was tiny firewall recent installation that was blocking it even if put MO in whitelists app, you have to unblock it twice for TF to remember it.
  8. Hi there, I have a very annoying issue with mod organizer and it CTD Skyrim when a pop up show up saying not logged in, so how can i fix this please someone? I am currently finishing multiple new mod and i CTD often making it a pain to reach certain locations. AT least can someone tell me how to disable that loggin pop up from MO?
  9. Never mind it is now working for some obscure reasons, i simply did a reboot and now the texture show up! Thank for the help
  10. Thank again but i simply don't understand how to do that. It make no sense that Skyrim HD dirt02 keep overriding my custom dirt02 since my mod is last in the list and i had made many other mod that replace texture from skyrim HD without any problem! I am completely at lost here!
  11. Hi Ishara, Thank for replying but is there a tutorial or a thread who explain how to do that? By the way the dirt02 is the main terrain texture for ground road and also used in road meshes.
  12. Hi guy's, Currently finishing a new road mod and i made a custom texture replacement for dirt02, i place it in the correct folder and it doesn't want to override the dirt02 from Skyrim HD mod folder so just to test i copy my custom texture to override Skyrim HD and it show in game perfectly. But of course not convenient at all to have to replace Skyrim HD dirt02 with the one from my mod so is there something i am missing here? Thank for anyone who can share the knowledge.
  13. Hi SparrowPrince, Thank for clarifying this since often there is a special reason why you would detach part of the same mesh, i just want to make sure i was not going to broke the game because of it. Thank for offering part of your work already done and if i use it you will be credited of course. I am baffled that someone got paid to such horrible work! The mountain and rock are really horrible in this game and even with good texture they are still a mess so that why i want to rejuvenate it so i can do a second play trough without hurting my eyes. The goal is to get the high resolution sculpt from each one to bake good normal map since normal map from 2d image is not good and never will be since you transfer mainly noise from the picture instead of true 3d coordinates. So far i made test with using my own single mesh cliff with the existing collider and it seem to work correctly in game.
  14. Hi guy's, Currently working on a major overhaul for mountain cliff and rock in Skyrim and i have some questions before i jump straight ahead in this mod. The first one is why did Bethesda made the mountains cliff in 2 separated meshes : http://i53.photobucket.com/albums/g69/pixelquaternion/mountaincliff01_zpslxujr0de.jpg The only reason i can see is that the employee in charge of texture was having a hard time getting clean UV and was not aware of correct procedure to get clean UV directly from 3ds max UV tool. This is what vanilla UV look like : http://i53.photobucket.com/albums/g69/pixelquaternion/mountaincliff01UV_zpsonrawhnt.jpg And here this is what my UV look like after 5 min of UV work : http://i53.photobucket.com/albums/g69/pixelquaternion/mountaincliff_custom-UV_zpslfpffjjg.jpg Since i am planning to sculpt all the mountains cliff and rock to get proper Normap map from high res sculpt i need to know if this separated meshes has other implications in game and if i can safely replace vanilla meshes with my single mesh in nifskope and removing extra nitrishape. Thank for any advice since i need them to go on with this mod
  15. Just watch the video you understand what a Bsdshader is, it is simply the shader that apply the various texture map to your 3d model.
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