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Everything posted by majistik
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Hi, I want to create a horn helmet mod. Im trying for about 2 hours to convert this 3ds max file to NIF. https://drive.google.com/file/d/0B0EgPnxZXKaNRERPXzJOZ3dJUVE/view?usp=sharing Every time I export I get a blank NIF with no visable meshes inside. I tried so many options yet it never shows up in Nifscope. What did i do wrong? im not an expert in 3ds max. Thanks for your help.
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Hello, I have started working on this mod 5 years ago. In the last few days I have worked a lot on retexturing. Could you guys tell me what you think? Thanks for the feedback. Hope you enjoy. Bamboo Quarterstaffs And Bows For Skyrim
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Maybe first run it witout mods see if it still crashes.. then you will know if its the mods fault or no
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first, It can make the game look better. second, it prevents crashes (that is the only reason I'm using it) I use FXAA with ENB, I think FXAA makes the game look at his best but thats my opinion.
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If you changed mod files its best to pack them as BSA if you changed creation-kit data it is best to create your own ESP (you open the ck with "skyrim.esm" and "the_mod_your_changing.esm" but with no active file so after you make changes you can save to your own esp) If you only make BSA but didnt make ESP. i think you need to create a dummy ESP that will make the BSA load. But im not sure about that. you can do both :smile: then put those files in a ZIP file and try it with mod manager\organizer. your "patch" should be after the original mod in the mod loading order in the client.
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1. you need to tell nexus manager where is you mod folder are. i think its under settings. then you can re-install them. maybe after you install and uninstall they will be deleted - im not sure. here is a video which shows how the mod manager works: https://www.youtube.com/watch?v=ClqtmSUsFhg For the situtation you told here i dont sure you can easly unistall those mods by installing and unistalling (but maybe you should try), you can deactivate them in the manager. If you want to delete them you need to go into the /data/ folder inside your game folder, then look and delete the files that every mod archive you installed contained (delete to recycle bin so you can regret!). by the way i dont use the nexus mod menager for this exact reason. i prefer the mod organizer as it doesnt copy anything to the game directory. http://www.nexusmods.com/skyrim/mods/1334/? 2. you need to look where does your game put the saves NOW. its usually in: C:\Users\***YOURCOMPUERNAME***\Documents\My Games\Skyrim\Saves\ Just to be sure its the right location go to the game and start a new game and save. now search your comuter for files with the extension *.ESS (you can also write "*.ESS", without the "", in the windows-search, after you find it you can right click it and open containing folder). of course, you can know from the files name and creation time if your in the right folder. Goodluck!!
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maybe try Mod Organizer instead? http://www.nexusmods.com/skyrim/mods/1334/?
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auto-uninstall mods after download folder delete
majistik replied to Lyzands's topic in Skyrim's Skyrim LE
I Had the same problem then I used mod Organizer instead of nexus mod manager. http://www.nexusmods.com/skyrim/mods/1334/ You can know which mods you had by going into the "Data" folder looking for ESP files mostly. And by the way. I think your mods were not really deleted. go to the skyrim launcher and check "data files". -
My new music mod, what would you like to hear?
majistik replied to fustru's topic in Skyrim's Skyrim LE
Nice Track!! keep up the good job :) -
In my angry birds mod i think i use getitemcount for the random arrow bow. maybe copy part of my script? it includes in the mod and it works. hope it helps.. BDW did you use markers that you are so sure it comes "FALSE" and go to the "else"? BDW did you registered "SoulGemBlack" at the CK interface?
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If you just want to change texture of existing stuff you can do it even without 3ds max. you can change the existing textures with 2d program like photoshop. if you want to model something you will need 3ds max. you can watch tutorials on youtube. autodesk offers a free trial for 3ds max There are free alternatives for 3ds max like blender, i have never tried them.
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WHAT CHECK WHEN IMPORT/EXPORT BODY IN 3Ds MAX
majistik replied to phoenixdemon's topic in Skyrim's Skyrim LE
I dont know what are the exact setting to check. I made a youtube tutorial for bows (bows from 3ds max to skyrim) and there are good setting there for a bow weapon, Might work. I noticed that when you import\export nifs in 3ds max they always change, It usually takes more work with Nifscope to match the same branch order with the exported Nif (to be the same as the original NIFS). -
Camp fire Mod in Skyrim with Giant Camp Fires.
majistik replied to wynterlyn's topic in Skyrim's Skyrim LE
how about this site https://sites.google.com/site/skyrimsurvivorseries/frostfall/survival-basics-harvesting-wood this mod is called Frostfall -
Camp fire Mod in Skyrim with Giant Camp Fires.
majistik replied to wynterlyn's topic in Skyrim's Skyrim LE
Dark Souls Bonfires? http://skyrim.nexusmods.com/mods/30290//? Im not sure you can actually make it anywhere tho maybe also look at those "survival mods" -
maybe with scripts? I have made a script that is triggered by bow-draw and bow-release in my angry bird mod. Maybe you can call some spell or effect when your sword is attacking, However I hope it is possible to know which direction your weapon swings every time so you can aim the effect just right :s If you aware or any weapon in the game that makes some effect when you swing it try to look into it, I cant remember any. This maybe also be done with character animations(for all swords for example) but this is hard to do if you are not into animations.
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I recommend FXAA not ENB
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How to use BSLightingShaderPropertyFloatController
majistik replied to spouch's topic in Skyrim's Skyrim LE
Copy from an existing bound weapon. Look at my bamboo mod I did it there (there is a normal transperent stick and a blue transperent stick) About the animation, again, Copy something from other vanilla weapons (or magic effects, or anything else), just put it with your weapon in nidskope, A weapon can contain several indepedant meshes. http://static.skyrim.nexusmods.com/mods/images/14617-2-1348955847.jpg http://static.skyrim.nexusmods.com/mods/images/14617-1-1336104148.jpg -
ENB Just absolutely refuses to work, no matter what i do
majistik replied to LawLVengeance's topic in Skyrim's Skyrim LE
Have to tried to uninstall\reinstall the entire game? (backup saves) Do you have the latest graphic card driver? Do you have the latest directx? by the way, In my opinion FXAA is far better then ENB -
Seeking Advice on Which Mods to Use for Best Visuals
majistik replied to Reanimator00's topic in Skyrim's Skyrim LE
FXAA (i have a good config in my mods) W.A.T.E.R. 1.5b Enhanced Night Skyrim Better Trees TreesHD Landscape Texture Pack (SERIOUS HD RETEXTURE LANDSCAPE SKYRIM) Dramatic Clouds Vurts Skyrim Flora Overhaul Natural Eyes OR High Quality Eyes (cant remember which one is the better one) rabbit hd (lol) Also i recommened: The Sounds of Nature - Water -
Making Nif Scaling animation (in existing NIF)
majistik replied to majistik's topic in Skyrim's Skyrim LE
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Hi, In my angry birds mod when the orange bird hit a target it calles an explotion which calls "fxhavokrockexplosion.nif" that creates rocks that falls to the ground, since the rock falls with gravity and doesnt remain static i used this model. I have deleted all the rocks and left one - and changed it with a big angry bird. everything is working great so far. However, I dont like the fact that it gets big all of a sudden. I want to add an animation so the bird in "fxhavokrockexplosion.nif" so it will get bigger by scale animation in about 2 sec - right after the model appears in the game. I tried to create an animation in 3ds max (which works in 3ds max) but any attempt to export it to a master file and use it\copy the mesh and brances to "fxhavokrockexplosion.nif" fails (im still kind of new in this but I tired many options of copying in nifskcope). I followed a tutorial that went into 3ds max with a mesh -> added bone -> attached the bone to the mesh -> made animation with the key option -> export with the correct setting and as NIF-with-master -> the file appears in Nifscope but when I press play I dont see the animation at all. So maybe my problem is with exporting from 3ds max (if this is something I must use 3ds max for and there is no possibilty to do only via nifscope) I can upload the 3ds max animation file OR my changed fxhavokrockexplosion.nif that works(without the animation). if you ask me to. What is the best way to do it? Thanks!
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LE Making Nif Scaling animation (in existing NIF)
majistik replied to majistik's topic in Skyrim's Creation Kit and Modders
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Hi, In my angry birds mod when the orange bird hit a target it calles an explotion which calls "fxhavokrockexplosion.nif" that creates rocks that falls to the ground, since the rock falls with gravity and doesnt remain static i used this model. I have deleted all the rocks and left one - and changed it with a big angry bird. everything is working great so far. However, I dont like the fact that it gets big all of a sudden. I want to add an animation so the bird in "fxhavokrockexplosion.nif" so it will get bigger by scale animation in about 2 sec - right after the model appears in the game. I tried to create an animation in 3ds max (which works in 3ds max) but any attempt to export it to a master file and use it\copy the mesh and brances to "fxhavokrockexplosion.nif" fails (im still kind of new in this but I tired many options of copying in nifskcope). I followed a tutorial that went into 3ds max with a mesh -> added bone -> attached the bone to the mesh -> made animation with the key option -> export with the correct setting and as NIF-with-master -> the file appears in Nifscope but when I press play I dont see the animation at all. So maybe my problem is with exporting from 3ds max (if this is something I must use 3ds max for and there is no possibilty to do only via nifscope) I can upload the 3ds max animation file OR my changed fxhavokrockexplosion.nif that works(without the animation). if you ask me to. What is the best way to do it? Thanks!
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You REALLY need to fix this Nexus program thing..
majistik replied to Wemox's topic in Skyrim's Skyrim LE
I dont know, But you can download the ZIP files for the mod you want, put in the mods folder of the nexus program, then you can install it withing the program like you have downloaded it. you can also install the mod without using the nexus software at all, however this is less recommended -
I know little about scripting, However last time I created a script as a quest i wrote on top "extends ObjectReference" and someone told me to turn it to "extends ReferenceAlias" :psyduck: