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Stephen999

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Posts posted by Stephen999

  1. Hello Im trying to make an EGM for a custom head... I have been following a tutorial from the modder LazyRadley, but am at the exporting stage Ive set up the morphs and what not but once exported and viewed in CS it conforms badly and not as it should be

     

    I have shared a video demonstrating how the head conforms in Blender to how it conforms in CS

     

    Any help would be most appreciated as Ive tried everything but nothing seems to be working

  2. Get an account at Imgur and add the screenies there and then post the links between spoiler tags. The account is free and the link to post here is the second from the bottom when clicking your uploaded picture on Imgur.

    Hello this Forum Post is more or less the same issue i think as what i'm having but no one has replied to it?

     

    https://forums.nexusmods.com/index.php?/topic/3843515-eye-mesh-strangeness/

     

    Do you happen to use Discord as there its so easy to share images and the like and talk

  3. Hello i am working with the Fallout 4 London Team my role is a 3D Artists and have converted a Police Helmet into the game. Its a Metropolitan Helmet which at the top has a Headlight that i would like to get working to as in-game it can be turned on and off.

     

    I have searched on the CK and have looked closely at the Mining Helmet for instance but still have little to no idea how to integrate a working Headlight. I replaced the Mining Helmet with the custom and all i get in game is once the headlight is turned on it is far behind the player no where near the actual helmet Headlight.

     

    Sorry i cant upload anything on here as it keeps telling me that there was an error

     

    Please reply ASAP

     

    Or please send me a Direct message elsewhere like discord

     

    Stephen999#0844

  4. Hello i need help from an individual who has experience in working with these modifiers as i am in need of urgent help with a custom mesh i am wanting to add to the game but is invisable? please reply to this post ASAP?

     

    The issue is i have one part of a mesh set to the torso that appears but i also have another piece set to torso and that's invisable so part A i can see but B i cant?.

     

    Kind Regards: Stephen999

     

     

  5. Hello i basically need help locating where the Blink Morphs and squint Morphs are for the Oblivion Human head i have looked in the Tri File but i cant find the morphs specified. Any help would be much appreciated on this is someone find them can you post a Screenshot telling me where they are.

     

    please reply ASAP. the reason why i want to know is i am in the making of editing morphs but i want to edit those specified. as i said any help on this will be appreciated.

     

    Regards: Stephen999

  6. Hello there i am hoping that someone knows how Bethesda have done this where when you discover a new location either a Fort or Town it has its own Music/Sounds for it.

     

    what i want to know is one how and where in the CK do i search to fin out how they did it.

     

    and two how do i go about adding new music sound for Locations being discoverd and i dont mean replacing either i mean keeping vanilla but adding knew ones there must be a way of doing this and im hoping someone in the community can lend some advice as it would be much appreciated at this time. :)

     

    thank you. (Stephen999)

  7. Hello i am hoping that someone can help me with this situation as it is really annoying me now after costant trial and error.

     

    First)

     

    first off i want to get a custom mesh into the game it is a skinned mesh it is Humonoid. i have added an Sub Index Modifier to it but i dont know how to set those up so any support on (BS SUB INDEX MODIFIERS) would be much appreciated.

     

    Second)

     

    when i texture the mesh in Nifskope i copy the Branches from a vanilla mesh over to my custom. then i save the mesh and move to the CK. i have created all the nessasary Armor addons and skins for the mesh it appear in the preview window but not in the Render window.

     

    i dont know why i have followed all tutorial regarding this issue one said about Bone Data and the bounding sophers. but i dont know. any help would be appreciated on this.

  8. Hello if anyone sees this forum i really need help from anyone who have had experience with making Tri Files for Skyrim heads and Beards ECT. i need to know what export options i need during the exporting process of each morphs as an OBJ i am using 3DS Max. And yes i have looked at this tutorial already but it doesnt help much http://wiki.tesnexus.com/index.php/Working_with_Skyrim_head_TRIs

     

    please someone who is generally experienced with making Tri Files for Skyrim but uses 3DS Max to create and export the morphs. please sent me a message either on this forum or post a personal message to me directly.

     

    the issue i am having is i have created all my morphs in max and they all work really nice and as they should. But then when i export each head morph out and create a tri File and load up the Creation Kit the mesh is all streching and pulling but it wasnt doing any of this in 3DS Max so im guessing it must have something to do with the exporting part something is being messed up but i dont know what.

     

    please reply ASAP as i really need some good advice from someone who knows. :(

     

  9. Hello i need advice on how my current load order looks and whether or not i need to change anything. here it is :smile:

     

    [X] FalloutNV.esm
    [X] DeadMoney.esm
    [X] HonestHearts.esm
    [X] OldWorldBlues.esm
    [X] LonesomeRoad.esm
    [X] GunRunnersArsenal.esm
    [X] ClassicPack.esm
    [X] MercenaryPack.esm
    [X] TribalPack.esm
    [X] CaravanPack.esm
    [X] Fallout3.esm
    [X] Anchorage.esm
    [X] ThePitt.esm
    [X] BrokenSteel.esm
    [X] PointLookout.esm
    [X] Zeta.esm
    [X] taleoftwowastelands.esm
    [X] oHUD.esm
    [X] Project Nevada - Core.esm
    [X] Project Nevada - Equipment.esm
    [X] Project Nevada - Rebalance.esp
    [X] Project Nevada - Cyberware.esp
    [X] NevadaSkies.esm
    [X] ELECTRO-CITY - CompletedWorkorders.esm
    [X] ELECTRO-CITY - Highways and Byways.esm
    [X] DarNifiedUINV.esp
    [X] DYNAVISION 3.esp
    [X] TTW_StartupMenu.esp
    [X] TTWOptions.esp
    [X] The Mod Configuration Menu.esp
    [X] TTWVaultSuitHotfix.esp
    [X] MoriartysTestFix.esp
    [X] Project Nevada - Dead Money.esp
    [X] Project Nevada - Honest Hearts.esp
    [X] Project Nevada - Old World Blues.esp
    [X] Project Nevada - Lonesome Road.esp
    [X] Project Nevada - Gun Runners' Arsenal.esp
    [X] NevadaSkies - TTW Edition.esp
    [X] NevadaSkies - Pitch Black Nights.esp
    [X] Centered 3rd Person Camera - Unraised.esp
    [X] CASM with MCM.esp
    [X] My Merged Patch.esp
  10. In collision material, change the option from "Single: " to "name of NitriShape". Also make sure when you're saving the mesh that Nifskope doesn't rename ur nodes when saving. Auto sanitize usually does that.

     

    Hello to my knowledge I have already tried this suggestion but thanks for the suggestion though anyway means a lot. could you take a quick look from your end and see if I have forgotten to do something. please :)

  11. Hello so I will start from the beginning I want to add a four poster bed to skyrim but I want the Mesh to have different Material Sounds corresponding with that specific part of the mesh for example. the bed frame sounding like wood and the blanket sounding like cloth the bed is on whole mesh with selectable parts on it.

     

    I understand Chunk Merge is supposed to be able to do it so depending on what you name each NiTriShape for example the bed frame to SKY_HAV_MAT_HEAVY_WOOD and then name the blanket to SKY_HAV_MAT_CLOTH âand then using chunk merge to generate collision the actual mesh would then have two materials on those parts.

     

    âBut it wont work for me I generate the collision fine but those areas do not have their own sounds. so I don't know what I am doing wrong. I will upload two Nif files one is the actual Four Poster Bed. and the optimized one with all names changed to collision Materials. I hope someone can shine a light on this situation and help me out. :sad:

     

    LINK: http://www.mediafire.com/file/xav1huspsoeftaa/Bed.7z/file

     

    Please Reply ASAP.

     

    Regard: Stephen999

  12. Hello there I was wondering if anyone could lend some advice regarding Normal maps for Skyrim. I mean like for Farmhouses and what not. how are they supposed to be made I know how to make them but not in the same way as Bethesda and other Modders such as yourselves. for instance the texture.



    ( stonewall01_n)



    how and what does Bethesda do to make it look this way and also to not have ridiculously shiny specular. because I have noticed that on most buildings in Nifskope the Specular is on full. but with me I always need to turn the specular down that cant be right I will list the points that I'm hoping you can answer. :smile:



    1) how are the Maps Made?



    2) What Export Options Do I Need To Choose



    for the record I am a Gimp user by heart but a Photoshop user occasionally



    I hope you can assist me in these questions. :smile:


  13. Hello I am having an issue with the Shadows/Shaders I need some assistance. please I will post images of the issue. in game in dark areas the head is darker than the body and ears. but when I go into the inventory screen its fine its in game. so I hope someone can help :(

     

     

  14. Hello does anyone know how to add brand new Map Marker Icons for example new Forts And Capitol Icons but without needing to replace the Vanilla icons just add-on to the existing ones. Skyrim has been out all these years surely someone must of found a way to do it please I really need to know this. because I am creating my own world space and it would seem a bit strange for that world space to be using Map Marker Icons from Skyrim.

     

    Thanks in advance:)

     

    Regards: Stephen999

  15.  

    Hello I have figured out how to create a LOD object that is custom and see it in game with its LOD but I want to see it in the World Map view but I cant see it even so I have ticked the option (View on world map)

  16. Hello I am creating My own WorldSpace but I am having trouble Making the World Map Terrain LOD looking correct.

     

    First of I have Used Oscape:

     

    Also including SSLODGEN:

     

    And neither sort out the LOD Texture properly

     

    so I really need help setting it up Properly I have attached a few images one image is showing my Character stood near some Grassy hills and another one showing me using TFC to look at the same hill with its LOD Terrain texture and you will notice that it is just Brown mud and that surely should not be the case.

     

    another query I also want help with is how to get Custom LOD Meshes into the game and making them show up on the world map.

     

    here are the images?

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