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Jennifur68

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Posts posted by Jennifur68

  1. Show us a picture or two so we can get a better idea what you mean by edges missing. Unwrapping the UVW shouldn't cause missing edges because all its doing is arranging the mesh laid out flat for 2d painting. I suppose its possible you may have some flipped normals in your mesh if you mirrored any parts.
  2. Once you get the UVW unwrapped you'll need to render and save it to take to Photoshop or GIMP so you can create the texture. Unwrapping the UVW is generally a chore most people really dislike...I know its the least fun part of modeling for me. I'd suggest you find a good 1024 x 1024 checker grid to apply to your model so you can see areas being stretched and distorted and correct them on the UWV. This is one of the grids I apply as a texture to the model and load into the UVW editor as well.

    Click here for grid.

     

    Click the thumbnails for larger images.

     

    http://i188.photobucket.com/albums/z215/Jennifur68/th_SaveUVW1.jpg

     

    http://i188.photobucket.com/albums/z215/Jennifur68/th_SaveUVW.jpg

     

     

    This has always been one of my favorite places to refer people for UVW mapping, yes it was written for 3DS Max 7 but the concepts still apply.

  3. I guess I phrased that wrong but the new forms that are created are added to the active plugin . I checked my merged plugin in TES5Edit and didn't see anything that wasn't supposed to be there...I went through each section one by one looking for Skyrim vanilla items and had it run a filter for cleaning. Thank you for taking the time to explain this to me, I was starting to think I'd never get it merged.
  4. So...in effect what I just did was intentionally create a dirty edit save with the other six weapons going the one I had set as active...that's correct yes? Initially it was showing all the weapons as the greatsword at the forge using the merged .esp, the one I had set as active in the CK but after re-opening the .esp and editing all the forms to relink the proper first person .nif files it seems to work properly...yeah I forgot to check that the first time. The only issue I'm running into is I lose all the weapons I previously created...but I guess people can open the console and simply give themselves the weapons again if they previously made them at the forge. My son also has Skyrim so I'll upload the new merged .esp tomorrow and have him test it by downloading it through the Skyrim Nexus just as anyone else would. But so far things are looking good except the inconvience of people losing the weapons they previously made...I'm afraid I may take a bit of a beating for breaking the existing files to consolidate them to one. I'm just glad I only have two weapon pack mods out.
  5. Honestly David I have no idea where to begin merging them in the Creation Kit...what I saw in its merge Wiki page was basically, "Open the one you want to merge as an active file, merge all the file information and save." All I've used the CK for so far is filling out the four forms needed for weapons. I'm totally new to making Skyrim mods or modding for The Elder Scrolls at all. Making the weapons, texturing them, getting everything set up in NifSkope and creating the CK forms seems easy compared to merging the wepons .esp files. I'll look into Version Control...maybe I can figure it out. If someone would be so kind as to layout the CK kit steps needed for merging I would be very grateful too.
  6. I tried the TESVGecko Beta 0.20 and it did find a dirty edit in the greatsword right away but it apparently is still too early in development to merge...I cleaned the dirty edit with TES5Edit. I could really use pointing in the right direction...any help creating a merged .esp to replace the original seven would be greatly appreciated.
  7. I do have a great white shark I made as a static mesh for Second Life just to play with organic modeling. For Skyrim it would need to be rigged to a skeleton...maybe the slaughterfish skeleton might work so it could use the same animations but I don't know how using it may affect the slaughter fish in game. Sometimes using game assets like skeletons can have really bad effects...like once I shrank the IMVU chat skeleton to create a short alien avatar...suddenly all avatars in the 3D chat room started randomly shrinking to my size then popping back to normal size. My model also wasn't made with rigging in mind but if someone wants to give it a shot I guess I could send them my 3DS Max file to look at...but then if they have the capability to open my file the odds are they're probably capable of making a shark from scratch.

     

    And I agree with Steve, its not a simple as you may think. Even if you enlarged a slaughterfish and reskinned it with a shark texture it would never look like a shark. Its certainly a project way beyond my Skyrim modding skills currently.

  8. Maybe I'm doing something wrong but with TES5Edit I can merge the seven .esp into one new one but it needs the original seven above it in the load order as masters. Is that expected behavior or did I do something wrong? I'd like to merge the seven without needing them as masters for the new one...otherwise I'm just adding an extra .esp instead of consolidating them to one. Or with what I'm trying to do should I be looking to create a .esm?

     

    My goal is to merge:

    Dagger.esp

    Sword.esp

    Greatsword.esp

    Mace.esp

    BattleAxe.esp

    WarAxe.esp

    WarHammer.esp

     

    To create a stand alone .esp that is only mastered to Skyrim.esm:

    WeaponsPack.esp

  9. Oh I didn`t know that there is also a one handed version,one improvement I ould appreciate if you could,please merge all waepons in one esp data,because I can only have up to 255,but if you leave it like it is now its cool too

     

     

    I'm working on learning how to merge the .esp files into one...I'll update as soon as I get it figured out and make sure its working properly. I'd rather have just one .esp for this too.

  10. I was looking to merge the .esp files of my weapons packs into one .esp so the user doesn't have several .esp files loaded to use them. I found this page and it says...

     

    "Manually Merge in the CK

     

    Open up two or more mods in the CK at the same time, with the file you want to merge the data to being the active file. Select an item you want to copy and give it a new name. When asked if you want to create a new object, say yes. Be sure to copy every little detail that you want to merge. Let's say you want to merge your NPC into another mod. You may not be able to just copy the actor object into the other mod and get away with it. Your actor might arrive naked, confused, broken, and helpless. If your actor has custom armor, custom AI packages, custom dialog in a custom quest, carries a custom sword, and belongs to a custom faction, you better copy all of those objects into your mod too.

     

    This merging approach is rather time-consuming."

     

    I've never used TESVSnip but that page says its unsafe for merging .esp files but I would assume its been used a lot for that purpose because I keep seeing references to it. I've searched online but a lot of the informatio I'm seeing seems to be pre-CK release. Youtube doesn't seem to have any videos on merging .esp files.

     

     

    Being new to modding for Skyrim I'm a little confused...is there someplace with a step by step walkthrough of the process of merging several .esp into one or could someone explain the steps? I tend to learn best when things are explained step by step more like...

     

    1. Get bread, meat, mustard.

    2. Place bread side by side, add mustard to bread.

    3. Add meat to bread and place second slice of bread on meat.

    4. Eat sandwich.

  11. Personally the first thing I did was get the high resolution texture pack that was listed as DLC on the Steam page for Skyrim...then I came here looking for hair because I like cute hair. I'm using the SkyUI in my first playthrough but I installed it only recently...it does require the Skyrim Script Extender (SKSE) so if you choose to use it you'll need the latest version of SKSE installed first. I installed SKSE initially because I did install UFO and Convient Horses about halfway into my game because I felt sorry for Lydia running behind my horse...plus I'd have to stop now and then and let her catch up so I wasn't really going places faster on my horse. Currently I'm at around 400 hours into my game but I also drug my feet on the main quest quite a bit doing side quests. My son blew through Skyrim's main quest in around 20 hours and stopped playing but he missed so much of whats available.
  12. YAY! You fixed it. :biggrin: :dance: Thank you for all your help Ghosu! I really appreciate you taking the time to help me and your videos are great, I used them to learn until I got to NifSkope, then I went back to your Creation Kit video. My .objs were coming into Nifskope with scrambled UVWS so I had to switch to the videos I linked above which works out because I can just export .nif files from 3DS Max.

     

    http://i188.photobucket.com/albums/z215/Jennifur68/DaggerTextureFixed.jpg

  13. I just checked and here's what I see:

     

    Has Vertex Colors is set to No

     

    The UVW is displaying correctly in Nifskope under NiTriShape => rightclick => textures => edit UV

     

    Num UV Sets is 4097

     

    I don't see menu SPELLS => PATCH => UPDATE, on my menu I have Spells, the next level in the menu for Spells are Batch, Optimize, Animation, Sanitize and Block I get that menu in NifSkope -1.1.0 which I used to edit the .nif files and I just installed NifSkope -1.1.2, it has the same Spells menu options.

     

    http://i188.photobucket.com/albums/z215/Jennifur68/NifSkopeSpells.jpg

  14. Sorry if there's a topic for this already but I've looked around and didn't see anything. I'm making a new dagger and I was having an issue with the scabbard coming into Skryim black but the dagger was fine except one small black patch on the pommel. I fixed my scabbard issue by redoing the scabbard from an earlier save in 3DS Max. One problem fixed, the scabbard looks fine in Skyrim now but as soon as that was corrected the dagger started showing up in game black. The only things I've changed are redoing the scabbard and welding some unwelded verts at the tip of the pommel that I had collapsed but not welded and I assumed was causing my black patch.

     

    My process:

    Create meshes in 3DS Max, unwrap the UVWs, make and assign textures. I'm using Multi/Sub-Object for my textures, the dahher is material ID 1, the scabbard id ID 2 and the blade blood material ID 3.

     

    After exporting I load two instances of NifSkope, one with the model I wish to overwrite and one with one of my exported .nifs. I remove the branches in my dagger for material and shaders then copy the shder properties from the Steel Dagger to my dagger, I parent the shader to my NiTriShape and assign my textures to my mesh. I copy my NiTriShape and paste its branch into the Steel Dagger then delete the branch for the steel dagger and rename the string index changing it from 1stPersonSteelDagger:0 to 1stPersonDagger:0. I repeat these steps for the scabbard and blood. Once everything is set up and my blood layers are flagged as hidden I save my nif. I then load the third person Steel Dagger and copt my branches to it and delete the originals. I save both files as 1stPersonDagger.nif and Dagger.nif, I'm using Dagger as a generic name for this post.

     

    These are the NifSkope tutorials I've been using:

     

     

    Once my 1st person and 3rd person nif files are saved I open the Creation Kit and create my four new forms and save the .esp file.

     

    Once in Skyrim I can create the dagger and upgade it as per my recipes with no issues.

     

    The black texture issue is driving me crazy and I'm at a loss to explain why I'm getting either a black scabbard or a black dagger...I've spent two days trying to figure this out on my own, checking my textures, checking the textures are in the right places in NifSkope, reexporting my meshes from 3DS Max, reworking my meshes. Any suggestions would be appericiated.

     

    http://i188.photobucket.com/albums/z215/Jennifur68/DaggerTexture.jpg

  15. A little sneak peak as the SAO Greatsword in Skyrim...I had to tweak the texture this morning but its working perfectly. Requires ebony smithing, its upgradeable and enchantable and soes slightly more damage than the ebony greatsword so its not overpowering. If all goes well I should have all the weapons ready to go in a day or so if not sooner.

     

     

    Edit: Rather than just post new replies I'll simply edit this reply with update images. Once its all done I'll post a new reply on that.

     

    Greatsword Image

     

    The sword has a black scabbard but I think I need to lighten its texture a bit since its looking almost pure black in game, other than that its looking good.

    Sword Image

     

    Battle Axe Image

     

    Dagger Image

     

    War Axe Image

     

    Mace Image

  16. No, ya'll aren't alone...Ive seen several topics on this subject. In my Heljarchen Hall near Whiterun I have two small beds for the kids downstairs, two small beds for followers upstairs plus two full sized beads, one in the downstairs bedroom and one upstairs. I'd like to see the two smaller beds upstairs made to be childrens beds too and the adoption limit raised to four since my followers tend to sleep in the large downstairs bed anyway.
  17. I was working in the Creation Kit when I noticed Steam was updating Skyrim and I can still open the Skyrim .esm. The sword I was working on loads into Skyrim and is useable...except for the fact that its invisible. Honestly at this point I'm not sure if I screwed up or if it was the update because the sword looked fine in NifSkope. I did notice when I went to test the sword in Skyrim that the update screwed up my version of the Skyrim Script Extender, I'm running the latest version of SKSE.
  18. I was working on the meshes tonight and got them all done except the war hammer...not really sure what to do for it yet. I still need to tweak the textures, do scabbards for the one handed sword and dagger, then do the blade blood layers, export everything and start running them through NIFSkope and the creation kit. Please bear with me on this project...the last time I used the Creation Kit or NIFSkope was three months ago so I'm rusty. I'm hoping to get the one handed sword into Skyrim so I can get a look at the textures in game and tweak them as needed from there.

     

    Click here for WIP image.

     

     

     

    StuartSmiles let me get through this pack then I'll see what I can do if someone else doesn't do it first.

  19. Honestly though I read your initial post I saw the image of him wearing it on his back and greatsword got stuck in my head so thats the size I made the model. But after I re-read everything a few days ago I realized you wanted a one handed sword so thats easy enough to do by scaling the model. After thinking it over I thought I may as well try and make it a weapons pack with a greatsword size, one handed sword, dagger, mace and axes made in the style of the sword as well. What I can do is get the swords and dagger out then update with the other weapons later unless I just get in a groove and do it all at once.
  20. So far removing her Blood Potions and storing them in a chest seems to have fixed her turning me into a vampire. I spent a day in game time running around near Whiterun with Serana killing giants, saber cats, mammonths, bandits on the road, bandits in an old fort and not once did she turn me into a vampire even when I purposely got between her and the target when she used her vampiric drain. I made sure she was injured by the mammoths and giants and and she did go down on a knee to recover, when she had the potions she must have been using them dispite the fact she always had five on her because she never took that much damage with them. Hopefully this is the solution the the problem I've had with her turning me into a vampire...on the downside she does resist healing spells because she counts as undead.
  21. I think this may be my problem as well...in combat she kept turning me into a vampire, but only after the end of the Dawnguard quest when I gave her five blood potions. I kept being turned into a vampire in combat even when I was not directly between her and the target when she would drain them. After never being able to get cured I got tired of loading a previous saves I dismissed her even though I really like her. I kept getting a message that was something like "Your vampiric traits receed as you feed" as though I were a vampire and then I couldn't cure it by drinking a Cure all Disease potion and couldn't start the quest to cure vanpirism. I even tried using the dragon priest mask that makes you immune to 100% of diseases but it still kept happening.

     

    I'm going to go get her and test her in combat a few times with the blood potions stored in a chest and see if she still turns me into a vampire.

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