Jump to content

KrittaKitty

Supporter
  • Posts

    18
  • Joined

  • Last visited

Nexus Mods Profile

About KrittaKitty

Profile Fields

  • Website URL
    http://krittakitty.tumblr.com/
  • Country
    Australia

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

KrittaKitty's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Noooooooooooooo..... Now I'm sad :( *hugs* ... not that it matters anymore, but with the antler mesh you can detach the antlers from the deer/elk head and make it a separate object in your scene and then only add the 'skull' bone to that meshes skin modifier. That way there are no other bone weights such as the ears influencing the mesh, just make sure that mesh is named 'antler' and export the whole animal normally and it should work. I did the same with a unicorn mesh that I made for the aeonbarr mod, which is meant to be included in the next release (if that is still happening with all the hoo haah around now). Anyway, I am sad to hear you don't feel safe to release mods any more, I hope things at steam cool down soon and our talented community unites again! TC Kritta.
  2. Have you tried opening the .nif in nifskope, right click > mesh > update tangent space? It sometimes seems to fix these black patches for me.
  3. HI all. I've had SO many people inboxing me about why the Lykaios Race has been taken down. I deleted it by accident and it wont be back up UNTIL i finish the new version of it. So it will return, just be patient! My Argonian Feather mod is still available under the 'Hot argonians' mod also. I took it down because I am changing and remaking a lot of the content and removing the KS hairs part of the mod. I set up a new tumblr to make it easier for people to see the progress on the race, so keep checking back on there for a release date!
  4. WOW! Such response, Very Help! Much advice! I managed to solve my problem by using this little gem of a program: vwr Racemenu Mod Maker by vwr. Works with racemenu 3.0.0. http://www.nexusmods.com/skyrim/mods/49349/?
  5. HI all, I'm having a fight with the Creation Kit at the moment.... I am desperately trying to compile a Racemenu Overlay script for one of my Mods, but no matter what I do I can not get CK to show the RaceMenuLoad.psc script as an option to select when adding scripts to the overlay 'quest' or to sucessfully compile a script. The racemenu scripts ARE in the correct source folder, they ARE the correct scripts. CK even tells me that they exist if I try to create a new script with the same name! but it still wont show the damn thing in the filter. I've even tried copying the script data in notepad++, deleting the original script and then making it as a new script in CK. But then CK wont sucessfully compile the script and throws a page full of errors. I have followed what instructions there are on the Racemenu mod page on how to install the modders package, and have tried allllll the different versions available. Clean installs, EVERYTHING.....and Nada... I am at the point of punching my screen and giving up on modding skyrim. I have to be missing something really obvious, I can be rather dumb sometimes. If anyone else has had the same issue let me know if you found a way to fix it ...OR if you have sucessfully compiled body overlays for Racemenu and would like to volunteer to compile the scripts for me: i'll do all the script work and input all the overlay names and file paths so you only need to put it together. I'm also trying to find out how to add a beast race 'Tail' overlay category into Racemenu, but It seems to involved editing the Nioverride.dll which is waaaay beyond my skills. *cries* Any help would be appreciated.
  6. Awesome, PM me when you're ready for them and I'll send you a dropbox link with the meshes and textures :D
  7. I just noticed your post on my page..... PLEASE TAKE MY HORSIES!! I'll let you have allllll of the other 18 different colours and the slimmer (think more of a Barb or quater horse type shape) asymmetrical meshes as well as the asymmetrical vanilla horses too (in 10 or so solid colours). I'm still going to make a 'horse market' mod when I can get CK to load exterior cells, but I'd really just like the damn things out there already.
  8. NM, I 'think' I may have figured it out, just tried checking SLSF2_vertex_colours, and setting 'has vertex colours' to yes. tail is now solid looking, though appears dark. but I think that is just the normal maps causing that, i'll play with making them and see if that fixes it :D YAY! getting closer to making this work!
  9. Hi there! WHat exactly did you want to know? Do you already have your UV maps set up for your mesh? if so it should be easy enough to start from there. you can either use something like mudbox, zbrush or sculptris to get a rough idea of your texture and hand paint in details which run over seams. Then you can also layer effects, details and colour correct in photoshope once you have your basic textures done. I do 90% of my texture work in photoshop and only use zbrush for making my normal maps really. I prefer to work 'flat' in photoshop, and use nifskope to quickly view the textures on the body while I work on them. On my lykaios page you can DL my photoshop file for the UNP body textures to have a look at if your unfamiliar with making texture maps and layers in photoshop. You'll also need the nvidia .dds plugin if you don't already have it. ALso make sure to give yourself a bleed edge on all your UV maps so that you don't be seams on your textures mipmaps when your viewing it from a distance.
  10. Hi all! I'm trying to get a new tail mesh I created into the game, and unlike vanila tails it uses an alpha chanel to make it fluffy like the werewolves tail. I've got it rigged and all the shaderproperties appear correct in nifskope and it looks just dandy! THEN, when I look at it in game, it's slightly transparent and 'glows' in indoor lighting. Outside its not so bad and appears sort of normal and solid looking. The textures are only testers, and I still need to fix the normal maps to have correct bumps, but that shouldn't make it see through! :/ Not sure if this is an issue on my end with my nvidia drivers or if I've stuffed up a shader setting somewhere in the nif. Ideas? anyone had a similar issue? Here is what it looks like in game, and what it looks like in nifskope. http://i.imgur.com/ie3OpMs.jpg
  11. Hunting In Skyrim will be introducing new deer mounts in their future releases, not sure if you have tried to contact them yet though. but would be a good place to start for some info on how to do it. Though what you would need to do is set up your new 'mount' race/armor, in CK, then create a new texture set with your black textures so that your 'new' deer mount race only uses those textues> this tutorial is quite good to get an understanding of changing texture sets. http://www.youtube.com/watch?v=9MYG4IvgKGo, also DarkFox127 has fantastic tutorials on pretty much everything Mod related, http://www.youtube.com/user/DARKF0X127.
  12. See if maybe Darren83 might have something similar planned for the discworld mod? He did fantastic work on BunBun http://www.nexusmods.com/skyrim/mods/57352/?
  13. I will be re-texturing for vanilla only at this point. annother modder is currently working on an amazing overhaul of all the horses in skyrim, which adds around 4-5 new meshes for different breeds of horse, I will hopefully make my textures to suit their horse when the mod is released. I've only got standard vanilla and asymmetrical UV meshes for vanilla at the moment so for now thats all they will be for.
×
×
  • Create New...