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Lumenbeing

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Everything posted by Lumenbeing

  1. PLease Duke Partrick, if you are reading this, please please allow discussions on your mod page. Finding the end of your thread on TESA is a chore.
  2. Getting really frustrated with the new NMM. Tried deactivating a mod before activating its update. Would not let me activate the update. Says that I can't have two active versions... hmm. This thing is FUBAR.
  3. I'm experiencing a crash every time I try to delete a mod. And updating a mod to the latest version does not deactivate the old version.
  4. This is so perfect for Dawnguard. Maybe could be a replacer for Harkon's armor. http://4.bp.blogspot.com/-iU7OrFaTHOw/Ty5KuJ25U7I/AAAAAAAAAjM/rEP8d2mRN6c/s1600/draculah8vf.jpg
  5. This was the best armor you could get in the first RPG i ever played. Here are some pics up an action figure wearing a version of Erdrick's armor. http://www.gundammodelkits.com/dragon-quest-the-legendary-armor-returns-erdricks-equipment-review-by-hacchaka.html I'll love to see something a lot less anime, made to fit in with the rest of Skyrim. Maybe even tone done the blue to a similar shade as the Blades armor.
  6. Hang tight. I'm working on in :) and its looking good.
  7. I'm working on my own model for this. Its progressing nicely. Just decided after the fact to search the forum to see how much interest there was. My witch hunter is going to be a little bit Warhammer, a little bit Solomon Kane, and a little bit Dwemmer/Steampunk. I'll post some pics here soon. But a guarantee this IS happening.
  8. I'm trying to do the same thing and having the same issue. My dragon also seems to go into super slow-mo mode. Not sure what that's about either. My dragon flies through those epic walls more than he does the ground though. My "ground" is lava and volcanic rock instead of roads. Did you find a solution?
  9. Why would you get the materials in Whiterun if they are Dwemer weapons? Let me guess, the guns can be found in a chest behind Breezehome... :P
  10. I think you would have had better luck with your thread if you had just posed a simple request instead of initiating a flame war with such a confrontational OP. Just saying...
  11. I seem to remember High Heels mod that had the undesirable effect of making the player levitate a few inches off the ground if they were not actually wearing heels. I think that was due to a skeleton edit. Your legs would still move like you were running though. I'm not sure that's the effect you are going for.
  12. I can't really look at it now since I'm in Mac OS and will probably forget to look when I log into windoze but are you saying you used copy branch to put the new NiTriShape from the nif you exported out of your 3D program into the original mesh, thus keeping the of bsdismember and bslighting nodes? If so then some things to check are the UV num sets property and the has vertex colors property. Compare the working nif to the unworking one. Open them up side by side in two nifscope windows.
  13. Any experienced armor modders out there, please help if you can. I'm working on an armor that has long sleeves that flair out at the wrists. I need to make that part of the model disappear when gloves or gauntlets are worn on the hands so it looks like the sleeves are tucked and tidy. As is, the frilly sleeves clip through the gloves. Is there some trick I can do with the BSdismemberskin modifier? or within the ARMO or ARMA that will fix this?
  14. Dungeons in Skyrim only come in a few flavors. Unlocked, locker (or barred) and dragon claw. I want a "stuck door" that I have a chance of opening based on my max stamina and a random "dice roll" like in D&D dungeons. These doors would need to have a script attached to them that "rolls the dice" a number of times based on my max stamina. If any of those random rolls hit a specific number, then the door could be opened. That would happen behind the scenes, when the cell loads, and then the actual door opening would be accomplished by either shield bashing the door or hitting it with a 2 handed weapon or an Unrelenting Force shout. The number of times I would need to pund on the door would be determined by how many "rolls" it took to hit the target number. I would love to put these types of doors into a dungeon mod.
  15. Did you select all and then convert to editable mesh after attaching?
  16. I'm researching the same thing now. There are 9 map slops in nifscope First is the color map, second is the normal and I think the specular goes as the alpha channel within the normal map file. There is a glow map which is what you are asking about, I think but I don't know which of the other slots is which. Would love an ansewr though.
  17. Good luck with this. I can't wait. Please don't make the armor craftable though. The best things in the world can never be reproduced. This is an artifact. It should live in his tomb and be unique. If anything, put the original armor in his tomb and then make THAT an ingredient in the Ysgramor's Armor Reborn recipe at the forge if you want to polish it up, replace the rotten bits if leather and fur and so forth. Or alternately make a separate Replica Ysgramor's Armor with your proposed recipe, but give it lower stats than the real deal. I thought about doing this once but decided I needed to try simpler things first until I had more experience. But I can tell you that if you unpack the meshes.bsa, you can find the statue mesh and open it in nifscope. Then you could export it, bring it into Blender and possible use it as a guide. Its pretty low-poly but that would be one way to at least nail the proportions.
  18. Okay I thought it was just me. Yeah I guess its bugged.
  19. So what it would take to get from the (monster mod) mesh that nofear88 posted to the concept that carpetleech proposes is a slightly more humanoid torso and neck, and a much smaller head so that armor modders could conform vanilla armors to the body. I think its the ability to wear armor and use weapons that will make or break this proposed mod. It can't be that hard for someone who knows what they are doing. Start with an argonian body, add a scaled down dragon head mesh, add in that raptor claw argonian foot mod and some wings from those succubus mods. All the elements are there. Calling Dr. Frankenstein?
  20. I especially like that Hrist helmet. Would be cool as a Nord Plate replacer (or alternative) if nothing else.
  21. I'm not able to preview my audio, nor am I able to get it to actually save to the correct folder (even though it says it is doing so). I'm running the CK as admin, but it makes no difference. Please help.
  22. I've had this problem come and go. Windows 64 bit. Using the Unique bodies mod, so the body and face mods I use are (should be) isolated. So for example argonians are not modded at all. Neither are imperial or breton women, neither are any of the male bodies or faces. And yet now I am seeing the wrong facial skin tone on almost every NPC. Redguards, like that Nazeem guy, will have a white face sometimes, argonians will have a yellow head and a green body. In other words it is not just a grey face issue. I have two thoughts on this. One is that there is some kind of indexing system for the hue (tone) that is getting mixed up. Two is that the specular maps for heads are not matching the specular map for bodies. If your body mod has a specular map (file ends in _s) then it would stand to reason that you need to have a head mod that includes a matching specular map. It is this file that determines how the surface reflects light (this is why all the "oily" or "sweaty" skin mods are JUST a _s.dds file). So maybe... using a face mod that includes a non-vanilla specular on one race (or just females and not males) causes the game to look for specular maps that aren't there on all other (un-modded) npcs Just throwing ideas out there. I may do some testing, but probably not. I'm having too much fun actually playing the game to care about gray faces right now.
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