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Quibblonian101

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  1. I'm really late to see this but thanks for the help. Would blender work just as well if I can't use 3ds max?
  2. Hello, If I wanted to create different animations for skyrim, like throwing daggers or different first person attack animations like Jett's ult from valorant or something... Where would I begin doing something like that? Is there any specific tools needed or programs to rig and animate models I could use?
  3. How difficult would it be to create an animation for vaulting over objects; like fallen trees, fences, stone half walls, and have the animation play and work when activating those objects allowing you to vault over things. Just thinking for immersion purposes you wouldn't just jump over everything and have to spam jump to try to get over something if you could just simply vault over it. I doubt I would ever find the time to work on something like this but I wondered if it was possible.
  4. I've been working on custom spells for awhile now and I need them all to use something other than magicka as its source. I've figured this out by simple item checks and removing items scripts; however my problem rests with the base magicka system. When you have no magicka the game forces you to fail your cast when attempting, but since my spells don't use magicka I have no idea how to get them to fail when they run out of the other source. I have a way of tracking how much of it I have on me so It seems like it would be an easy call of a function, like if someItem == 0 fail cast or something. But I can't find anything on what function to use. Does anyone know how the affect actually works and what code is used for the base magicka? Also how do I get my magic affect to occur every time I cast it? Currently I can fire it at will and it does nothing unless I successfully hit someone. But I want it to run even if I miss. I tried on cast but it doesn't work, I've been stuck on this forever now.
  5. Ok thanks, that's what I was hoping to do so I can at least get an understanding of how it all works.
  6. Thanks for the info. So I should really stop trying to skip some steps I see. I thought I would try to get a model in game first before doing any more work on it but I've yet to skin it and UV map it or add textures since I've no clue how to do that.
  7. I'm trying to get a new mesh into the CK but I'm getting the Marker_Error:0 for the biped model. I've seen some people say that you need to copy the BSALightingShaderProperty from a working nif onto the new nif and adjust things in nifsSkope; however, I don't have access to the base nifs, like a steel helmet nif for example, since I'm trying to add a new helmet. So I'm wondering if I can just copy the shader property off of mod that uses the headgear slot instead?
  8. I've made a lot of good progress but started to realize that I have no clue how to actually get the mesh in-game and skin\weight the model for skyrim. I figured that before I make any more progress on my model I should get what I have so far into the game and test it out. So anyone know how exactly to skin meshes in blender or how to get the nif in game? I imported the skeleton from XP32 into my scene but there are no bones visible and I'm not sure what to do most tutorials I find are using older versions of blender or are creating the bones as "armatures" from scratch. But theres nothing on importing bones from nif files.
  9. Ok so I exported a nif from bodyslide and already started modeling off of that. And your saying I definitely should not do that? :sweat: So the model I want to actually use has to be the "zeroed" slider for UUNP? Also I noticed that when importing the nif I was using, its body was fully solid; wheras when I imported an outfit nif to look at how they did it, the armor was attached to the body and around the outift was transparent and weird looking. Is this important? edit: I found the .nif for the bodyslide I want like you said Skyrim/Data/Caliente Tools/BodySlide/ShapeData/Unified UNP/ But the files are .bsd, how would I convert that to a nif?
  10. Thanks for the detailed response! For me there is no \Character Assets Female\ in my folders. It ends at character and facegendata, so I had to look for nif files in the body mods I have like I think you mentioned. I want to create two separate armors. One male and one female; however the female one is of higher priority because I want to create a follower mod with custom armor, weapons, animations, and scripts. I've already created the follower and just recently finished modeling one of the weapons and now am moving onto the armor. I typically prefer to use UUNP and that's what I'll be looking for. So from what you've said: Get all the .nif files into the scene: - I've done all of that except for the skeleton. So I would just import the skeleton_female.nif from XP32 with the rest? I don't know how the animations work in blender so I'll have to figure that out I guess. The base will be UUNP and It's not a very bulky armor or body type so probably just UNP high. Bodyslide: You said It's better to let bodyslide do the work and it will generate the versions. But I'm not sure when to use it. Do I create my outfit in blender and then import it into bodyslide and then generate the second version? Or do you actually use bodyslide to create the armor and versions? And what would you say is the best way to actually model armor? I have watched many different tutorials and some people use a cloth modifier that has physics involved. Some use sculpt and completely sculpt armor from scratch. Or others start off with squares and reshape them and add things. But I want to know what the proper way to do it is from someone experienced in armor modeling. I would hate to spend hours trying to do it one way and for there to be and easier or more efficient way of doing it. I have some experience in weapon modeling but have never done clothing before so this is something more intermediate for me but I'm hoping after this project I'll have a better understanding.
  11. I want to create a couple sets of custom armor and I'm pretty new to how it works. I have blender and have some knowledge on 3D modeling and can probably figure that part out myself. What I'm not sure about is what to sculpt the armor around as reference. I have an idea that you need to convert a body nif into an obj using nifskope and then import that into blender and work off of that, but I'm not sure where to find the best models or right nif files. I tried loading in some nif files like femalebody_1.nif and hands.nif etc. But is there no full model or full body to work off of? Also I couldn't find all the male body parts, only the body and feet. And I think bodyslide comes into the mix somewhere. If anyone knows I would be great full.
  12. I have a spell that uses something other than magicka to work. So I need to add a function that makes the spell fail If I don't have enough of the certain object. This is what I have so far and I'm using steel ingots as an example. I tried InterruptCast() but it did nothing. It removes the steel ingot and it sends the dubug notification, but it doesn't stop the cast when I have no steel. Scriptname Remove_SteelIngot_script extends ActiveMagicEffect Actor Property PlayerRef Auto MiscObject Property SteelRef Auto Event OnEffectStart(Actor akTarget, Actor akCaster) If (PlayerRef == akCaster) If akCaster.GetItemCount(SteelRef) < 1 akCaster.InterruptCast() Debug.Notification("You have no steel!") ElseIf akCaster.GetItemCount(SteelRef) >= 1 akCaster.RemoveItem(SteelRef, 1) EndIf EndIf EndEvent
  13. I don't know if I should create a separate post since this is pretty much related, but is there a way to stop a sound from playing? I have my sound working now but I also created a dialogue to stop it whenever I want. mySoundFX.Stop But It seems this isn't a function. The sound will stop on It's own, but since I want to have a long list of sounds I would have to wait forever for it to end.
  14. Fixed my problem and got it to work. The reason it was crashing is because I was using a .wav file but I converted it to an .xwm and had to change the directory in TESEdit to get the .xwm file to be read. I thought people said that wav files were now ok to use but I guess it's still best to use xwm.
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