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Pendraia

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Posts posted by Pendraia

  1. Hi

     

    I recently downloaded this modders resource by Berticus0001 from here.

     

    Fully Collisioned Free-Standing Stairs-36756-

     

    Unfortunately there isn't a readme and it seems to have been removed from the downloads here. I would like to get in touch with the modder who created this so I can find out what the permissions are.

     

    Can anyone help?

     

     

    thanks

     

    Pen

  2. This is something that interests me also. I was thinking about exporting to object format in nifskope and then importing into zbrush.

     

    You could then using zbrush features like polypaint and spotlight to create textures and as long as you don't change the uv mapping and the size on the textures is correct for them game it should work? That said I haven't tried it yet. I have exported the textures to photoshop in the past and created textures that way but it would be nice to have access to a 3d paint tool.

     

    That said I wasn't planning on doing skin textures more likely to be statics and clothing.

     

    I was just reading somewhere else on the forum that the body system is reliant on a small and large mesh and then the body slider is used to change sizes between the two meshes. This is a very different process to morphing a character in Daz with genesis where you morph the original mesh and load it to the original mesh as custom morph that you can access from parameters.

  3. Thanks for the info I'm in a similar place just returning to Skyrim after a long time away from it.

    Officially, game is still 'Skyrim Special Edition'. Its latest version (on Steam) is 1.6.640 and in addition to prior content, it also includes 4 Creation Club (CC) mods: Fishing, Survival, Saints/Seducers and Curios/Relics.

    If you buy the 'Anniversary Upgrade', it is not another version, just a pack of additional Creation Club content added to the same SSE 1.6.640. And 'Anniversary Edition' on Steam is just a bundle deal : SE 1.6.640 + Anniversary pack.

     

    But far as modding community goes, 'SE' now means version 1.5.97, which is what it was for 2 years before it was updated in Oct'21. Any version that is 1.6.+ is 'AE' .

     

    Reasoning: official Bethesda-distributed content (Creation Club) must be runnable on clean unmodded version of the game, which means without SKSE. The updates to the base game expand functionality in pretty much the same way SKSE does. in order to support more advanced CC content features. Essentially adding to base engine some of what nod authors could access for years. Unfortunately, this engine rebuild meant existing SKSE was no longer compatible, as well as any other advanced mods that included .dll plugins. As a result, a fairly large chunk of players opted to revert/stay on 1.5.97 and never update. SKSE and majority of other cornerstone mods (Racemenu, ENB, HDT-SMP, DAR etc) have been updated to support latest 'AE', but some mods whose authors left the scene - i.e. NetScript Framework - were not.

     

    For a mod user:

    If you opt to stick to SE (1.5.97), anything pre-2022 will work. Anything released/updated in 2022 and beyond, you got to read the description and make sure you get a proper version.

    If you go with AE (1.6.640 as of now): if it does not involve a .dll plugin, it will work. If it does, and was updated in 2022+, it should work.

  4. I know this is an old post but as I found it looking for answers on another question I thought it might be useful to mention uvmapper classic here http://www.uvmapper.com/downloads.html for others who are looking for a solution for uv's. Its a free uv mapping program and fairly easy to use. If like me Blender makes your head melt.

     

     

    One of the best uv mapping programs is uv layout but it has a cost attached. Most 3D modelling programs also normally have a uv mapping function...

  5. I would like more info on this also. I managed to get textures to work no problems. However not all meshes show up in the viewing area? I would like to verify that it is intended to work with Morrowind meshes or if I need to install an older version for Morrowind?

     

    Note: I worked out why clothing wasn't showing up. The Bone Icon at the top of the screen was clicked on. When I clicked it off the clothing appeared.

  6. Hi, first thanks for the info on how to set up Multiple master files. I have that working but I'm still getting some error messages, it works when I click yes to all but I'm wondering if this is normal?

    I know that it used to happen with some of the previous elder scroll games, just not sure if it's supposed to be happening here.

     

    Also if it is normal do I need to clean any mods prior to release if I'm using all 3 dlc's?

     

    thanks for help...

     

    Pen

  7.  

     

     

     

     

    One piece of constructive criticism (please remember this is coming from the point of view of being older my eyes aren't as good as they once were) I would personally prefer a lighter environment. I love the idea of toggle-able candles but I would like to see either more candles so it isn't so dark or more distant light. I get that you are possibly trying to be true to lore by having it just the candles but it would make it difficult(at least for me) to navigate.

    Thanks for the feedback and I take you point. In truth I've spent quite a bit of time adjusting lighting levels over the course of developing the mod and I'm still not entirely happy with it. The main problem is that lighting (and in particular interior lighting) can change so dramatically depending on what lighting mods and ENB's people are running, if any. I'm my case I'm using RealVision ENB and Realistic Lighting Overhaul, though it's RealVision that is making the most difference to the lighting in this case. Without RealVision running the lighting is quite a bit brighter.

     

    What I'll probably end up do is uploading two version, one with the lighting balances for vanilla Skyrim and another that has been tweaked for ENB lighting, though even then it varies a lot between different ENB's.

     

     

     

     

    Thanks for the response...I've only just starting playing Skyrim again and I'm still sorting through which mods to use. I haven't yet gotten around to looking at lighting mods. I will have to check out both those mods.

     

    I understand that lighting can be difficult and can even be affected by monitor settings, again thanks for listening and responding.

     

    Pen

     

  8. Hi, I had a look at the video and there is some really nice features. Love the working sinks, baths and toilet.

     

    One piece of constructive criticism (please remember this is coming from the point of view of being older my eyes aren't as good as they once were) I would personally prefer a lighter environment. I love the idea of toggle-able candles but I would like to see either more candles so it isn't so dark or more distant light. I get that you are possibly trying to be true to lore by having it just the candles but it would make it difficult(at least for me) to navigate.

     

    Again, I love what you have done...gardens are nicely laid out.

     

    Certainly one I will be watching.

  9. Have you been able to extract the Meshes.BSA file..? If you have be able to, can you show us which extractor you used. I have tried FOMM on the textures.bsa, and that extracts fine, but the meshes.bsa wont extract with any current *.bsa extractors. I have tried all the main ones..

    Dont know about nifskope yet but I will try and get the nif's into 3dsmax once I get access to the nifs..

    I used FO3 Archive Utility and that worked on meshes and textures.

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