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Everything posted by VectorPlexus
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I can almost imagine... Julie Andrews singing Fus-Ro-Dah to the children, and cast them through a cliff in the hills...
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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.
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sundracon's will, not so sure about the FS (you might get seams on the legs/hip with FS)
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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.
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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?
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Problems with figuring out texture editing
VectorPlexus replied to rayban87's topic in Skyrim's Skyrim LE
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. -
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
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That would make no sense... How would modders be able to start mods, without publishing it first? :psyduck:
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Red cloth on female imperial armor?
VectorPlexus replied to Portugueseotaku's topic in Skyrim's Skyrim LE
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. -
Armor (Changing skin to cloth material?)
VectorPlexus replied to imbrium2's topic in Skyrim's Skyrim LE
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. -
I would say you didnt exported the hands with a parented skeleton
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LE NifSkope UV question for modders
VectorPlexus replied to phoenixdemon's topic in Skyrim's Mod Ideas
https://www.google.pt/search?q=nifskope+obj+import+uvs :psyduck: (i already told you the solution on my first reply) -
you mean like this: http://www.runehunters.com/comics/2011-11-27-skyrim.png
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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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these are the default locations for the textures, if you are using the default meshes: textures\armor\thievesguild\m textures\armor\thievesguild\f depending on what mods you might have, the location can be anything else. Textures can be set in the nif, and in the CK (CK settings override nif settings). Not to mention that you might have some mod with nifs/textures packed inside a BSA. Since my crystal ball is out of batteries, I'm unable to provide any further detail. :psyduck:
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failed to open "C:/Users/casa/Desktop/obj" material "defau
VectorPlexus replied to phoenixdemon's topic in Skyrim's Skyrim LE
could you be more specific in what are you trying to do? by the folder name (and the error msg), I can guess that maybe you are trying to import an OBJ to nifskope. If so, don't use the import obj function in nifskope, it doesn't import UV maps. As a side note, its the third time I've said this today... :psyduck: is it "lets try to import OBJs with Nifskope" day? :blink: -
Game stays on loading screen after adding mod
VectorPlexus replied to dtamburin's topic in Skyrim's Skyrim LE
If you can provide some details: - Downloaded the loose version instead of the BSA one? - Using any mod manager utility (NMM, Mod Organizer, whatever...) or installed the mod manually? I could imagine that if you downloaded the Loose version, and if you have installed the mod manually, you would get 12 original scripts replaced (plus respective source code). Having altered original scripts on your game data, may cause all sort of problems. -
Red cloth on female imperial armor?
VectorPlexus replied to Portugueseotaku's topic in Skyrim's Skyrim LE
Edit the DDS, with some tool that is capable of bitmap editing, usually Photoshop or GIMP (photoshop requires the nVidia Plug-in) -
find them in the BSAs then =D use this to be able to extract them: http://fallout3.nexusmods.com/mods/6175
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Problems with figuring out texture editing
VectorPlexus replied to rayban87's topic in Skyrim's Skyrim LE
You probably think you did the same on both your first and second try. I would say that on your second try, you either saved it in the wrong directory, or changed either its name or extension. Its not case sensitive btw. -
Messing with Guards and an interesting mesh problem
VectorPlexus replied to nojanath's topic in Skyrim's Skyrim LE
All NPCs are listed in the Object Window Actors/Actor. Guards (or any other Actor) are listed there. Even chickens xP Again, in Actors/Actor, select the NPC you edited, and press CTRL+F4 -
When loading the Data, set the plugin you want to work as ACTIVE
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I would try something like this (didnt tested it, but should work). Attach it to your Object Form: Scriptname YourScriptName extends ObjectReference ObjectReference Property PlayerREF Auto MiscObject Property YourObject Auto Spell Property YourSpell Auto Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) if akNewContainer == PlayerREF && PlayerREF.GetItemCount(YourObject) == 1 Game.GetPlayer().AddSpell(YourSpell, false) elseif akOldContainer == PlayerREF && PlayerREF.GetItemCount(YourObject) == 0 Game.GetPlayer().RemoveSpell(YourSpell) endIf endEvent Dont forget to define the properties xP