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VectorPlexus

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Everything posted by VectorPlexus

  1. You have a misconception about what Outfits are... an Outfit, is a FormList created in the CK that accepts specifically armors, clothing etc. You have to create first an Outfit before you can see it listed in the Outfit listbox ofc. If you are using a Mod that adds armors to the game, an Outfit is not required. But if you want to use those armors in an Outfit, you have 2 options: Either edit change anything in that mod, including creating the Outfit/NPCs/whatever in hthe same ESP, or change the armor mod to an ESM, and when doing your own mod, make it the armor mod to work as master.
  2. OMG IT'S SHE-RA! =D <3 Anyway... Have you at least tried to CTRL+F4, because I just got my Oui'ja Board and checked with the spirits in the great beyond, and they told me that inside Skyrim - Textures.BSA, there's a bunch of DDS in: \textures\actors\character\facegendata\facetint\skyrim.esm so, its irrelevant if the game is new or not. Odds are, one of them will be for the NPC you are trying to edit, and the game when looking for a particular file, starts by checking your Data folder, if it doesnt find it, then starts looking in the BSA. The game is smart! :psyduck:
  3. Function1(Actor akActor)? would that work? or if not, set akActor first as a property, because I'm not sure if the akActor can only be accessed by the Event. If so, the function is not passing anything at all.
  4. CS from Oblivion never fully worked, and the same with the CK, its unable to render 3D objects (at least on actors/race forms). I'd go with bootcamp, thats the only reason I've installed crappy windows xP
  5. thats because thats the way Outfits work. the game checks if the NPC has a given outfit equipped or not, and if not, gives it to them to equip
  6. Well, I'm not sure how the nVidia export works, but probably what was happening could have something to do with alpha maps. A single merged layer, will still have a alpha map at full white, so maybe that could cause some issues (i find it strange though). If I understood you right, you are correct. You don't need to apologize for being a noob, we all were (and still are) noobs at something, at some point of our existence... I personally am a noob at lots of things, that doesn't mean I need to apologize for that. I rather have noobs, than ppl full of BS or unwilling to learn. What sets me off though, is those kind of posts that go "help me plz!!" and don't provide any other relevant information.
  7. aside from the possibilty of having renamed the _0 incorrectly, nothing else crosses my mind. Check if you have an extra _, i do that sometimes and its barely noticeable.
  8. Turn of the strobelight! :biggrin: Now seriously, I have no idea why is that happening to you, but it has nothing to do with mods (well it depends on what you call mods). Things that I think it could cause such aberrant behavior: - ENB Mods - Graphic card/driver - DirectX ENB by it self, needs to install a custom dx9d.dll, which somehow changes DirectX behavior, so that may cause problems with certain ini settings. check the install instructions very carefully for ENB and any ENB mod you have installed.
  9. I can almost imagine... Julie Andrews singing Fus-Ro-Dah to the children, and cast them through a cliff in the hills...
  10. just put the zip/rar file inside the folder where NMM keeps the mod install files, and next time you open up NMM, you can manage it just like any other mod
  11. you dont need to pack them inside a BSA, although its more more clean and organized way to distribute a mod. imagine this... your data folder has different subfolders... meshes, textures, scripts, whatever... a BSA is just a "zip" file, where files are kept in the same structure as your data folder. Lets say you have a mod, that one of its assets its a different tail nif mesh, located in meshes\actors\character\character assets\maletail2argonian.nif The game will look inside your Data folder in meshes\actors\character\character assets\ and inside the BSAs you have in the data folder aswell to look for maletail2argonian.nif. Since maletail2argonian.nif is not a default asset, if you dont distribute that file aswell, something bad will happen. But lets imagine you edited the mesh geometry in the malebody_1.nif and kept it at its default folder with the same name. Since this file has the same name has the one located inside Skyrim - Meshes.BSA, and if you dont provide your edited one, the game will use the one that he's able to find inside the Skyrim - Meshes.BSA In essence, BSAs, allow you to have several Data folders.
  12. sundracon's will, not so sure about the FS (you might get seams on the legs/hip with FS)
  13. no, nif files (or any other file assets like DDS, HKX, PEX, etc) are not packed in the ESP. Thats what BSA files are for.
  14. Photoshop or Gimp. (You'll need nVidia DDS plugin to be able to save in DDS format from PS). Not sure what you mean by the eyes? can you be a little bit more specific?
  15. whatever proccess you use in photoshop is irrelevant. Only thing that matters is when you export (although as a good practice you should always flatten it first, and check if you are using RGB instead of some other mode, but I doubt that is your case). try to export using both DXT1 and DXT5 without alpha maps, and check the generate the MIP maps option. Other than that, it has to be a incorrect save. The default location for malebody_1.dds is \textures\actors\character\male. If you use any mod that changes the default character assets (like Unique Race mods or whatever), then check what the proper folder for the malebody_1.dds should be. I use a mod, that assigns different textures for each race, so if I'm playing a Nord, and want to edit the texture for nords, I must place my edited DDS at \textures\actors\character\nordmale\malebody_1.dds. same rule for all other races. Another thing you should be aware of. Textures can be set in 2 ways: either in the NIF file, or through the use of TextureSets in the CK. The second option will always override the texture assets specified in the NIF file. That shouldnt be your case though, unless you started using a mod after doing your 1rst try.
  16. Thats a very complex thing to achieve (so far modders are now trying the first baby steps in doing custom creatures), because for that you will need to use several tools, even different versions of the same tool, just to try to make it work on Skyrim: - Nifskope - 3DS Max (something between version 9 and 2011) - NifTools for 3DS Max - HKXCMD - HBT 6.x - HCT 6.x (same version as HBT) - HCT 2010.2 (the version Bethesda used to develop the game assets) - HCT 2010.2 SDK - Some knowledge on what is XML and how it works This is the very minimum required at the very least, and since you require to have the same plugin installed in 3DS Max twice for 2 different versions (HCT 6.x and 2010.2), you'll need to have aswell 2 different installations of 3DS Max. Generally speaking, you'll need to have some skills in 3D, in 2D bitmaps, some scripting/programming. I'm sorry I'm not being that specific about this, but there is no simple answer for what you're asking
  17. That would make no sense... How would modders be able to start mods, without publishing it first? :psyduck:
  18. you mean use the texture from the male mesh on the female mesh? no, because the UV Mapping is different in both (although they share some resemblance). Like I said, you need to edit the actual textures.
  19. I'd solve it like this: If you want to replace just a part of the skin texture (lets say you want to cover the thighs, but leave the arms untouched) you need to take an extra step: - In Blender or 3DS Max, create a new material, and assign the appropriate vertex to the thighs. After exporting, you'll have a new NiTriShape for the thighs. (do this for both _0 and _1) After the first extra step: - First select the BSLightingShaderProperty from a NiNode that belongs to some clothing part, and copy the branch (CTRL+C) and paste it (CTRL+V). - Delete the BSLightingShaderProperty on the thighs/body NiTriShape. In the same NiTriShape, change the property to the correct node you just pasted. - Then just set the BSShaderTextureSet file assets.
  20. I would say you didnt exported the hands with a parented skeleton
  21. https://www.google.pt/search?q=nifskope+obj+import+uvs :psyduck: (i already told you the solution on my first reply)
  22. you mean like this: http://www.runehunters.com/comics/2011-11-27-skyrim.png
  23. I think what he means is: I'm trying to make an ESP use another ESP as a master file. You can't. to change/edit/use forms in another data file, the data file has to be an ESM, not an ESP. you can ofc, recreate a new armor from scratch in the new ESP (including an Armor Addon), but those 2 ESPs are unable to communicate with each other. Thats why there are Master Files.
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