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MrDave

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Everything posted by MrDave

  1. I gave Lydia a stack of various potions, and she uses them all the time. She uses healing potions when she gets knocked down due to massive blows. I haven't given her poisons to test out though.
  2. Don't forget unifying the normals on the mesh itself where it may be split apart, such as neck, wrist and ankle pieces.
  3. Funny... all of those great new features you mentioned were first brought to you by modders. Maybe you should change the thread name to "Modders prepped Beth for success". :) Give it about a month after the CK is released and we will have all sorts of awesome, in depth mods.
  4. You want to hit the tilde key and type in pcb and hit enter. This will purge the cell buffer. So it would be: `, pcb, enter, `
  5. Have you tried the Fallout Mod Manager? http://www.fallout3nexus.com/downloads/file.php?id=640 It may be able to clean up the save game, but I'm not sure. Or... Wrye Bash http://www.skyrimnexus.com/downloads/file.php?id=1840
  6. I saved the pic to my references folder. I'll make a version of it for Bob's. :)
  7. That's a basic flame emitter from the default game attached to the weapon. I've been trying to get a smoke emitter to stick (someone requested a purple bladed version of my Atlantean with smoke), but NifSkope keeps giving errors at the moment. While it is illegal to use an Oblivion emitter for a Skyrim mod, it doesn't mean that the Skyrim flames can't be used. I'll look into it in the next day here. :)
  8. With each new title they release, they incorporate some of the most popular ideas from modders (horses, necessities (hardcore for F3), NPC schedules and locked houses, etc.), and always have contents that modders can use to make more awesome mods. Before Oblivion was released, they bragged about having "over nine thousand useless items in game" in an interview.... and you know modders were going "oh yeah"...
  9. I used the search feature and came up with 3 pages of vampire mods and a page of recolor mods... oh yeah, and this thread. :P Some of the recolor mods are pretty hot!
  10. Nope. They are all hack job crap, as usual. Textures are always bloated for no reason, boobs are disgustingly huge, well for that matter the bodies always look like fat serial breeder welfare queens or crack hos... either way they all look like they crawled out of a trailer. The necks never line up. This takes a whopping 45 seconds to do in any modeling program, including fixing the normals so they match up. The seams for hands and feet never match, nor do the head and body textures. No one ever does both sexes so mods are never complete. The body meshes have always had their poly count quadrupled for no reason whatsoever. The hack job clothing ends up being four times the poly count too, and never works correctly since there is no skinwrap option in Backwater... erm I mean Blender (not that the original rigging is all that great to begin with). I could go on for an hour about this... When I do use nude modifications, I make them myself, and after the fiasco that happened with my 400+ hours of work for Morrowind being plagiarized, then me being attacked over it by a couple of rabid fanbois of the modder who claimed my work, I never release them anymore... and you can't see the seams. ;) Example: Warning, the following unclothed female image has no skin: Ghoul
  11. The channels in GIMP are vestigial, unfortunately. You will need to work with the specific layer, making it more or less transparent in the layers tab. At least that's what they say in the GIMP documentation. http://www.gimptalk.com/index.php?showtopic=12140
  12. Haha I found out why. It apparently has to have a released mod associated that has 1,000 downloads, or something like that, before it can be found on a search. Or at least that's the rumor going around. :D Cokla should have a non replacing, 1 and 2 hand craftable setup for the Atlantean up sometime in the next 24 hours. :) The Atlantean and both of Conan's father's swords are up now for "premature evisceration". http://www.skyrimnexus.com/downloads/file.php?id=4010
  13. Hehe, never take the time to do LOD normal mapping when you can do it in Photoshop in 30 seconds. :D I'm not sure if any of the leathers in here will work... http://www.skyrimnexus.com/downloads/file.php?id=2324 So I just made a diffuse and normal map for you. It has highlights for the sewn upper and bottom lips of leather, along with plenty of room to add in all of the metal textures. Throw me a PM and I'll email it to you. They are 1024x png files, so no loss of detail.
  14. Very true... too much stupid... everything lol. I'm pretty comfortable in Max, but I feel like the Rainman in Photoshop... I see an image and rattle off all the steps taken to achieve the end results. :( They said they were going to hotfix pelt mapping back to the way it was back with v2009... they lied. Yeah, if you check out the mission briefing menu in AAS, I built that in Max2010 and ended up having to export the whole scene a piece at a time and rebuilding it in Max9 due to the idiotic changes they made to lighting. In 2010 it looked like a sunburned redhead.
  15. If you need anything like leather textures, etc. let me know! :D
  16. By all means. Modify it to your heart's content. That's what it is for. :D
  17. I just updated NifSkope, but haven't told it to auto detect paths. I got so used to that feature not working all through F3 and FNV that I just don't bother lol. I've never gotten to see normal maps rendered in NifSkope. :( I'm staying with Max9. I've used Max2010 and up and they suck so bad as to cause Tourette syndrome... I mean even my computer swears. How a group of professional devs could break so badly as to render useless, basic things like lighting and pelt mapping is beyond me. Anyway, the obj tools I have on this rig are default and ruin smoothing groups. The GW ones work great, I just haven't installed them yet on here. The model's up, if ya wanna check it out. :) http://www.skyrimnexus.com/downloads/file.php?id=4010 Be warned, I hand painted the texture... which is for chumps I may say. Give me procedural any day!
  18. I'll do ya one better. :) http://www.skyrimnexus.com/downloads/file.php?id=4010
  19. Can I blame the uniformly shiny thing on Vista? I know somewhere along the line it's all Gates' fault. ;) If you just right mouse click and hit Mesh-> face normals, then Mesh-> smooth normals (since the vaunted obj hoses them), then Mesh-> update tangent space, it works like a champ. Maybe it just needs the 4097 to go through the batch function? I think just the removal of the environs was what changed it from black to textured. Still didn't cure the normal issue though lol, so steel weapon pastes are right out. :D Gona go get this thing up for people... the old ones never should have been taken down lol.
  20. Yeah on the environ maps, I'm sadly all too familiar with them... just more bloat as far as I'm concerned. We already have specular maps. I've used them at work a number of times over the years (although when I can, I just render things out with the evil R word reflects). Thing is, with Skyrim they are keeping everything uniformly shiny regardless of value, so I'm doing away with them. I'll try the armor paste... YAY lol that did the trick. Strange, weapon pastes don't work, yet armor pastes do... My other items in game are working with their default settings of 1, so I'm thinking that 4097 number isn't real. :P Thank you, I never would have thought to use an armor paste instead, since it shouldn't ever make a difference. The first item I put in has new, default lighting shaders from right clicking and adding new... not sure why it worked. The second has from steel weapons and I had to delete the environs. It seems each item is going to have some unique issue, even though they are all the same, relatively speaking. Side note: my normal map for the handle is way too busy. :D I'd post a pick, but I keep getting errors saying I'm over my global upload limit, even though I'm not.
  21. Apparently I can't post previews even though I am still under the global bandwidth limit... just keep getting 'upload failed' errors.
  22. I'll try the iron one here in a moment. Thank you :) My pipeline is the same as it's always been: Build, UVW map in Max, create texture, test, export .obj, open existing similar default item, replace mesh via import .obj, restructure hierarchy, test, swear a lot, change hierarchy, test agian, drink Guinness in celebration. I don't bother with vertex colors for basic items, so that would explain why simply removing the _m maps from the texture list worked. The only issue leaving the environs in caused was my dead wood handle was shiny. EDIT: No change with the iron paste in. The only option for Has Normals is a boolean which is set to yes, with the list of normals below that.
  23. The point is soon to be moot, because as soon as I get the normal maps reading in game, I'll have this new one released... then on to the father's sword. I'm planning on two versions, one whole and one broken as a dagger.
  24. Howdy! :D I did an Atlantean due to the other ones being removed... my normal map isn't being read by the game. I've got other items in game and they are working just fine (well fine after I got rid of their environment maps), so I have no idea what's up with it. If I use a copied default steel sword list to set up the BSLightingShaderProperty, I get a solid black model with a specular map. If I copy/paste a list from a weapon I imported, I get the texture and specular, but the normal map still isn't read. Is there something new that's been done as to how normal maps are being handled? I even added in a parallax map, but that did no good. :(
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