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Fenriks

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Everything posted by Fenriks

  1. Thanks for your reply. I found that some armors use pieces from other armors as well. For example, the Cerys armor uses the arms from the skellige warrior women among other parts. Somewhere in the game files has to be some sort of link between these parts. I will continue searching and post here when I find something.
  2. Hello everyone, I wanted to work with the wolf armor, so I uncooked dlc10 and exported the w2mesh files to fbx. Then I used the latest version of blender to open the fbx files. This has worked for every mesh so far. But the body part of the wolf armor has some holes (see here) Has anyone else this problem? Could this be a problem from blender? Or is the wolf armor based on another armor which fills these parts, if so, which armor could it be? Thanks in advance. Best regards Fenriks
  3. @luddemann: I already sent witcher the 1st person files :cool:
  4. Looks great, very suitable for a mercenary or a higher level bandit :smile: Btw, do you have any plans for elven armors or mage robes?
  5. @CelestialPaladin Well, I definitely can't create such great textures as this guy but the 'shiny effect' seems doable. For me, it really depends on the textures that are already given, because I can only work with existing textures. I lack the skill of creating new textures.
  6. Or you could play with the settings in the BSLightingShaderProperty in nifscope: Set the Emissive Color to light gray, higher the glossines and the specular strength. And maybe add a shiny specular map.
  7. @witcher: Did you check the UserVersion and UserVersion2 in the NiHeader? They should be 12 and 83. If not, this could cause this problem.
  8. Hm, I know that some models don't import, but I never had problems with the weapons. I just run the script, browse to the w2ent file (like items/weapons/sword01/sword01.w2ent) then click 'show w2ent files' and a list of meshes should show up. Select your mesh and click load. Sometimes you need to activate the 'magic' button. Do you get errors in the blender console?
  9. The thing is, what do you mean by having the models? In which format are the models? I just describe how I import Witcher models to skyrim: - import the witcher model to blender using the script from the xentax forum - import a skyrim model to blender as a reference - reposition and rescale the witcher model to the size of the skyrim model - then there are 2 ways, you can export the model directly from blender to a nif file or you can export as obj and then import the obj to a nif with nifskope I recommend using the obj way only for unweighted models like close combat weapons (not bows, crossbows and armors) - the nif can be imported to skyrim with the creation kit You can find very good tutorials for each step using google.
  10. I solved my problem that I described earlier. Sometimes a little sleep does the trick. :) For anyone who is interested: always set body meshes in blender to 'smooth' otherwise exporting will change the vertex numbering and weight sliders won't work properly. @luddemann: I'll send you the files this evening when I am back from work.
  11. Hi at all. I am currently importing the imperial elite armor for luddemann and I am facing a problem that I have never seen before and I thought one of you may be able to help me. The problem is that after exporting the _0 and _1 model from blender, in Nifskope the Num Vertices property in the NitriShapeData of the body parts has different numbers in each nif. But only on the parts that I took from the original malebody nifs from skyrim. Everything else works. This causes the body parts of the armor to "scramble" when the weight slider has a value other than 0 or 1. I never had this problem before. Has any of you experienced this problem or an idea what could cause this? Thanks in advance. PS This even happens when I import a clean body nif to an empty blender project, set a material, add a skeleton and export again.
  12. The difficulty of weight painting depends very much on the armor (or armor part). If the form matches a vanilla armor, you can copy the weights from there and tweak it where it glitches or stretches. And even this is a time consuming job. You add the weights, export to nif, clean the nif, import to skyrim, check in game, curse and start over again. In my opinion this is the worst part of the whole import process. PS: I know how to import witcher 2 models to blender, too.
  13. Ok, I have no more ideas what could cause this. Maybe you could contact Hoddminir on his blog.
  14. I can't promise anything but my own witcher imports become faster and I begin to understand what I am doing. Also I really want to see your amazing armors in the game. I will pm you my email address.
  15. I am not sure but I think the cell offset is the problem. Hoddminir uses x -64 y -64 for a 4096x4096 map. Your map is smaller so maybe you should use x -16 y -16 for your map. Another idea: I had a similar problem while following the tutorial because I used a wrong image format. I started with a normal psd and converted later to the 16 bit grayscale that is used in the tutorial. This pixaleted the grayscale and formed similar chunks like in your screenshot. So you could check if you used the correct file formats that are mentioned in the tutorial.
  16. I know that feeling. I am currently working on importing some of the simpler witcher 2 models (hats, helmets, weapons) to skyrim and it is a huge journey of try and error. But I would love to try to import one of your armors because they are really great looking.
  17. I took a further look in what you want to accomplish and it seems I found the best way: 1. The nif you have to modify is \Actors\Canine\Character Assets Wolf\wolf.nif. Here you change the texture to your own texture like described before. 2. In the CreationKit take a look at the armoraddon NakedWolfAA. Duplicate this and set your new nif as biped model and set the race to your PetWolfRace. Uncheck any additional races that may be checked. 3. Look for the armor SkinWolf. Duplicate this too and drag your new armoraddon from the object window to the models box. Delete every other model from there. Set the race to your PetWolfRace. 4. In your PetWolfRace on the body data tab set the skin dropdown to the armor created in step 3. I haven't tried this but from my experience with the CK, that should do the trick.
  18. If you only made a recolor of the wolf you could copy the file and change the first filled texture entry to your own texture. The _n texture is the normal map which adds some 3Dish effects. I am not sure what the _b texture is. Btw somewhere in the nifscope options you can add the skyrim data folder as texture path. Then the relative texture paths are resolved and you see the textured model in nifscope (if you have unpacked the texture.bsa)
  19. You could copy the original wolf nif file and set the textures under NitriShape/BSLightingSomething/BSTextureSomething to your own texture. Then set your wolf race to the new nif. I don't know if this is all but this is all what I remember at the moment.
  20. Great news. I am glad that you found the problem and a solution. I still don't get what the exact problem was...but my guesses were all wrong so I will now stand in the corner and be ashamed.
  21. So I investigated a little further and it seems that the problem is somewhere in the setting of the background image: BackgroundPicture.Image = GetImageFromFomod("fomod/Main.png"); But I have no idea what the exact problem is, this happens in the very deep of .Net reflection...
  22. You are right. I downloaded v1.2.0. I feel so ashamed now... Are you sure about the InstallFileFromFomod command? The exception says that the error was thrown in the method CreateInstallForm, the InstallFileFromFomod command only exists in the PerformCustomInstall method.
  23. I just tried installing your mod with NMM and it worked perfectly.
  24. Hi, I don't know how strict you used the guide, but one of the first error-candidates I see is the InstallForm = CreateCustomForm(); in the CreateInstallForm method. If you don't have a CreateCustomForm method then the InstallForm object will be null and it would raise your error. Try InstallForm = new Form(); instead. This is just guessing, I am at work at the moment so I can not check out the problem in detail. I will do this when I am at home.
  25. If you mean the name-property in the CK, then yes. This worked for my own modding attempts. But then, I think, you would have an esp for every language you want to support. I have not looked further in this but maybe this could help. Click Oh, and for your interest: In the german version ebony is translated "Ebenerz". So ebony armor is "Ebenerzrüstung". If you need help for german translations feel free to contact me.
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