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  1. Hi, I'm trying to do something I know very little about and would be grateful for any insight. The Animated Fairy Wings mod has "do whatever you want with credit" permissions, and I want these wings on a standalone follower. Problem: The wings are a magic effect. There is no Armor or ArmorAddon to copy over. I have to find some way to change the magic effect in some way that would allow me to apply it to something she can wear, or make it a perk (preferred). The closer I can come to making these permanent wings on my follower the better. Here are the magic effect as they are, and the potion. Is there anything I can change in the effect that would allow me to have it available to the follower? I've tried adding it as a magic effect to other back armors but it just doesn't show up in game. Any help would be appreciated. http://f.3ezy.net/Dirtnap/pics/fuck.jpg http://f.3ezy.net/Dirtnap/pics/potion.JPG
  2. I'm trying to port a follower of my own creation to XBox on Bethesda, and CK64 keeps butchering the facegen textures when it packs to the archive. Everything else about the follower works on the other end but that. I've tried several things including just leaving the potato texture CK generates in there, and what results is blackface on their end, and an unreadable texture when I extract the .bsa to look at the facegen. Can anyone tell me what I am missing? I don't need instructions on exporting facegen to solve brownface bug. That's not the issue. The facegen is already exported and there. It just gets corrupted when packed. Any help appreciated.
  3. I've been trying to get Bolide from Apocolypse (yes, I've checked the permissions) working on a standalone follower, and have the spell duplicated,all dependencies renamed and applied and functioning independent of Apocolypse, but she won;t cast the spell even after I've adjusted all requirements and given plenty of magicka/perks in CK. My player can learn and cast it, so the spell itself works. I have the follower set to combatmage in CK and all the numbers show she should be able to cast it. She shows to know it in game too. Is there anything I may be missing? Thanks!
  4. YES!! Ok, that got the meshes in the workspace, thank you. I'll be going through both tutorials and will try to be as self sufficiant as possible on getting through the rest. I have 3D modeling and texturing experience in other platforms so I think I'll be able to settle in with some effort. I really appreciate your help!! http://f.3ezy.net/Dirtnap/Nexus/Untitled-2.jpg
  5. Thank you so much for helping. I'll try again without the preparations then. I hope that's what the array too long was about. I'm getting so discouraged, I can actually do modeling if I can just get it in there that's what kills me lol. I love this info and will read carefully.
  6. I can't figure out how to install this older nifskope version, but I do think it's something happening in the newer version that is corrupting the .nif I changed User Version to 11, User Version 2 to 34, and then deleted the BSlightingshaderproperties using Block Remove Branch. The whole mesh disappears. When I saved under a new name and then attempted to reopen it it could not be read and both user versions then said 11..... This is a basic UUNP unp body mesh.
  7. Thanks very much M48A5 I also tried that approach per the tutorial I was using with each in C;/Apps/the program but got the invalid syntax error.
  8. Thanks very much for your tutorial Hanaisse! I'll go through it carefully. I don;t see anything about what versions to install in your tutorial yet but looks like a ton of great info so I appreciate it. I've installed Blender 2.79 and the latest niftools, and Blender does recognize the plugin but even after preparing the .nif in nifskope by changing the user versions and deleting the blocks of BSLightingshaderproperties I'm still getting a python error on import. This time it says array too long. Is there anything I might have missed? No idea what array too long means. I tried looking up this error and there were several that said to download the older version of nifskope v. 1.0.22. I found that but it's just a folder with a bunch of source files and no visible way to install. Tried running the makexe.bat in it in cmd and it said invalid command. http://f.3ezy.net/Dirtnap/Nexus/Untitled-1.jpg
  9. Hi, I'm trying to get Blender working on importing .nifs and have been running into ongoing issues with python errors. I've followed these instructions exactly, including the exact versions and changing the directories per the instructions. http://wiki.tesnexus.com/index.php/Installation_of_Blender I keep getting this python error when importing the .nif. It says compiled with Python 2.6.2...I don;t even have that installed, I installed 2.6.5 per the instructions and double checked that. I've also tried going back to the beginning and completely uninstalling and reinstalling each program in the order it is listed. This is the third time I've been through this. Would anyone be able to decipher what this is trying to tell me? I really want to get started with Blender but this is making me want to uninstall the whole thing, move to a remote area and become a monk. Any help would be greatly appreciated. http://f.3ezy.net/Dirtnap/Nexus/Capture.JPG
  10. I'd appreciate it! http://f.3ezy.net/Dirtnap/Nexus/69836840_1304471246386140_3963169634886090752_o.jpg
  11. Hi, I've been searching for a very long time to try to find a cohesive, complete set of instructions on how to edit a body in 3DX Max and then get it back into the game with the previous weighting\physics functional. I have 3DS Max 2012 and Niftools and can get the .nif in and manipulate it. I know not to change the number of vertices. I've gotten some valuable info to save from this tutorial here https://forums.nexusmods.com/index.php?/topic/478312-tutorial-3ds-max-skinned-meshes-into-game/ But, what I want to do is take an existing UUNP HDT body, put it in 3DS Max, smooth and change a few areas, and get it back into the game with all the UUNP HDT functionality. I'm concerned that if I just put the properties as shown in the tut on the new .nif it still isn't a physics body. Is that correct or no? I see where many sources do talk about the properties to change in .nifskope like BSLightingShader etc, so I can understand that much, but I don't want to lose the HDT jiggles with a new .nif. Is there any resource that can give me the full breakdown, or is anyone who does this kind enough to just tell me? I see follower mods with custom ridges on the bodies crediting 3DS Max so I know this can all be done, but how? I've already seen all the tuts on weapons, armor, horses etc, I need to know more about human bodies. Thanks for any help.
  12. There are two default vampire eye textures for the vanilla vamps to use. the first one looks like it was eyevampire_01 and there is an 02 as well. If you deleted the textures folder between playthroughs there are usually texture set backups that a mesh will draw on in case the first one is missing and this may be the case with yours. If you want to make sure she has the eyes you want, you may be able to go to textures\actors\character\eyes, find eyevampire_01 and 02 and pick the glowing eye, rename it to both of those names overwriting this other yellow eye.
  13. PORTING actually...can't figure out how to delete my comment to correct the spelling....I'm experiencing a very strange issue with a follower I've ported to SE. I've ported many others with no problems but this one is giving me something I've never seen before. It's a female follower, so I've only created texture sets and custom body and outfit for the female follower in CK. When it loads into SE, if the player is male and has an SOS body, the feet and hands have a massive weight difference to the body unless he is at weight 100. Putting the player at 100 corrects the mesh seams but leaves the body textures default on the players body and severely distorts the foot and...other extra textures. It looks like it's trying to map some other kind of texture onto the male foot. I've double checked everything in CK and the default male meshes and textures are exactly as they should be. The only thing I can think of is for some reason the custom outfit .esp that I copied the outfit assets from somehow corrupted the process, but I don't get why a female follower would be affecting a male custom body in any way, as the outfit used was only for females. Has anyone else experienced this? An obvious conflict with SOS but I can;t find the connection anywhere. I have already tried remaking the entire mod from the beginning and still get this result. Thanks for any help anyone might choose to offer.
  14. I'm looking for a voice actress for my standalone follower, Gretchen for some basic custom follower dialogue, and no quests yet. She is a tall young Nord and I'd like her to have a strong but graceful voice, not too low but not high or sultry. Something possibly between FemaleEvenToned and FemaleNord, but not as clipped and slightly rude sounding as Mjoll. She's a sweet person and should sound like it. A natural Scandinavian accent would be ideal, but could be mildly faked as long as it sounds authentic. A film example of the overall tone would be Gwendoline Christie's voice in Game of thrones. Strong, but graceful and not forceful in my opinion. A little younger sounding than her is ok. Gretchen is in her early 20's. If this sounds like something anyone can do and is interested PM me to discuss. Thank you! https://www.nexusmods.com/skyrim/mods/96230 http://f.3ezy.net/Dirtnap/Dirt%20Nap/20190202202515_1.jpg
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