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PopReference

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Everything posted by PopReference

  1. If you're useing Blender 2.6 you should use the latest NifSkripts, exporting as an .obj doesn't export all the needed data for a Skyrim .nif. I also suggest you check out theBlender: Noob to Pro wiki. As for the mesh you can easily seperate Vertexs with P, really simple.
  2. Have you watched officerbeardontcare's vid.
  3. Have you tried adding this line to the Skyrim.ini: [Trees] bEnableTreeAnimations=1
  4. I'd say just check out this Custom Races mod: http://skyrim.nexusmods.com/downloads/file.php?id=8720 But, as far as I know, it doesn't matter what you name your file or it's location as long as your Plugin tells the game to use it. The easiest way is duplicating a race with in the Creation Kit and just change what you want there, I don't really know though, just a guess.
  5. Unfortunatly, Blender isn't 100% compatable with Skyrim just yet due to the NifTools playing catch up with the 2.5 updates: http://niftools.sourceforge.net/forum/viewtopic.php?f=13&t=3520
  6. Blender is a 3D modeling program similar to 3Ds max, except blender is free for everyone and isn't fully compatable with skyrim .nif files, yet. Hey erad25 can you share what versions of Blender, Nifscope, scripts, etc. so we can know what your working with for starters, just to make sure you're have all the right tools. Also what tutorials you've been through so far, I know there's a lot out there but you may have missed an important one.
  7. The feet and hands are fine it's the body that's moved.
  8. If you can't find bFloatPointRenderTarget=X in your .ini you can just add it in under [Display]. The SSAO can be changed in the enbseries.ini, found under [EFECET] > EnableAmbientOcclusion= (true or false)
  9. I suggest playing through the quest first before makeing any judgments since explaining the real reason why the guild changed so much would involve spoilers. SPOILERS! Just like ever quest in Skyrim, it's never as simple as you think/hope it will be. I actually put of doing this quest because I didn't like the idea of the first mission, but then I cave and just did it anyways and I must say it was a really good quest line regardless. I also really got into the whole sneak theif type of gameplay.
  10. Then just update skyrim in steam. It's the most recent patch, so skyrim should be updated to it right away. You obviously missed the point. I had already updated to the 1.5 patch, however, what I didn't recive was this random file the the OP said was part of the update. What I asked was clarification on were precisley he found this file new file. Thanks anyway.
  11. You can assign the mesh to one of the non-relapceing body parts: http://forums.nexusmods.com/index.php?/topic/576983-tutorial-assign-meshes-to-new-body-parts/ Or you need to add the body mesh into the .nif with the armour.
  12. I've come across a graphical glitch myself, but I can't be bothered to do anything about it right now. It shows up as vertical red shaft in the distance, if anyone cared to know.
  13. A "safe" uninstall of those mods is easy: just delete all the files they add, and your good. SKSE installs in the skyrim folder, delete any file that begins with "skse_ " SkyUI depends on what version(s) you've used, the latest version only adds to the interface folder.
  14. It's good you found the problem, but your wrong about the silent change part, it's #4 on the new features list: "New features New cinematic kill cameras for projectile weapons and spells New kill moves and animations for melee weapons Shadows on grass available (PC) Smithing skill increases now factor in the created item’s value Improved visual transition when going underwater Improved distance LOD transition for snowy landscapes" Obviously it wasn't a great fix or well tested, but you can blame the beta testers for that one.
  15. That's a lot. I have only a few of those mods can anbody elaborate on exactly how/why? I didn't read that is was changed that much on the update notes I saw.
  16. Added? Where? How? I didn't get that update. Were excatly did you find this file?
  17. Yep, just updated for me. Needed to install the latest SKSE and played for few minutes. I actually notices a small increase in performance/decrease in stutter and lag spikes, breifly anyways. Speaking of, can anybody comment on what mods are obslete(as in fixed by Beth) in the latest patch?
  18. From the image I can gather this: The real problem is the dynamic snow on the rocks or lack there of, and how the light from the torch is reflected. As for what textures they use: All rocks and mountain textures come from the same source, MountainSlab01 or MountainSlab02. Could you share what mods you've use for those textures and meshes as relevent? PS: I just tried to find out if these types of rocks can be altered in CK. I found some but I can't even select them and they can't even be move with terrain edit, they just float there, what are these things?
  19. No I don't have this problem, one question though; do you draw back your bow then zoom or zoom when you draw your bow? PS: Do youuse any Mods that alter Archery/Bows/Arrows? If not maybe you should?
  20. The Skyrim launcher's option menu will change most settings to their default even if you change just 1 thing, if you changed your display settings this could be the problem?
  21. Well you should know everything you need to get it to work. Getting everything to work in NifScope can take a few trys, you can should go over every detail you learned so far to make sure you didn't miss anything. If you're really stuck you may have to show your work to actually see what's wrong but I suggest you try and get it working yourself, good experience. :thumbsup:
  22. Saveing shouldn't be a problem, just merge the layer mask and save. The Mesh probabley needs to be told to recognize the Alpha properties. Deadly Serious Tutorial - Nifskope and Texture Transparency is a very good tutorial for doing this. http://skyrim.nexusmods.com/downloads/file.php?id=4092
  23. I really don't think you need to go all out 3D edit for this type of mod. Stick to Gimp/Photoshop and NifScope. Eplaining every thing in detail would be a pain for me so I'll just give you the steps: 1. Load the Texture in your image editor 2. Mask the area to be transparent in Alpha layer 3. Load the the Helmet Mesh with NifScope 4. Add Alpha Properties for Lighting Shader Properties 5. Change the DismembermentBodyPart type to 131 Of coarse that's easier said then done, for the first time, but it's simpler then messing with the polygons in Max. PS: As for why that other mod, and many like it, chose to remove the neck portion may have prevent cliping of the neck through the helmets mesh. The neck partition of the Head mesh is 230 but you can only chose one NifScope.
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