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VectorPlexus

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Everything posted by VectorPlexus

  1. Scripts to be used in game are compiled (.pex), but to edit them you must have the uncompiled version (.psc), so I'm guessing you are trying to edit a script that has no uncompiled counterpart in the "Source" folder
  2. Hmmm, I was able to import fine, although I had the same "rotation" warnings, I did not have any errors concerning the 32 partition part. Like neomonkeus said, the first ones are just warnings. Are you sure you're importing the edited file provided in the rar? do you have the "import only skeleton" option enable during import? if so, disable. I also edited the original, and didnt even bothered changing the dismember partitions, because that body already has the partitions messed up, so no point in correcting it. Only then I get the error pyffi.object_modeles.xml.enum:ERROR:invalid enum value (32). But in this case i rather not correct it, because by default, the import operation will "merge" unrecognized partitions into a single one BP_TORSO
  3. what do you mean "is not a vanilla script"??? its compiled version (.pex) is inside Skyrim - Misc.bsa :psyduck:
  4. Yes ofc I tested it... thats why I was asking for a screenie. Its not that I doubt your word, its only that is very hard to see the normals on the eyebrows at all =) Anyway, I built a new mod for testing purposes, and instead of using the malebrows.nif, I used the malebody instead to replace the nif in the CK form BrowsMaleHumanoid01 (removed any TRI file reference, but those are only for morph targets), so I could have a better look at the normals, and this is what I found: - Replaced the malebody.nif in BrowsMaleHumanoid01 with no edits to the nif: Body showed with the texture set by BrowsMaleHumanoid01 and not those specified by the nif, otherwise I would see abs in the body. - Edited only the normal map in the TextureSet HeadBrowHumanMale01 with 2 different normal maps: normals showed with both maps, different locations, so the specified path on the nif file, is irrelevant like I previously stated. It only showed the one specified in the NIF when I removed the file that was set to use in the CK from its location. Also... I had CTDs whenever I used a DDS outside the characters folder... :rolleyes: ... so... not only for organization sake, but also to avoid CTDs and other oddities, always chose to organize the files within the Character folder :wallbash: and I'm sorry for the smilies, but lately I've seen a lot of mods doing that, creating random custom folders just in the first "meshes" and "textures" level, and I see no point in doing that. From my perspective, if Bethesda is using a specific way to organize assets, modders should comply to that. Its clearer and cleaner. Maybe its just my OCD here, but thats the way I see it. I'm glad you corrected that anyway. :thumbsup: This proves at least that the method described by Timmy19992 is pointless and useless. It also proves that the problem is not the CK, but rather how the nif's settings and shader are set to work in the nif itself. So next step, I copied the malebrows.nif shader to the malebody.nif. Doing so, while previewing in the CK, the body got a black tint semi-transparent look, texture was visible, no sign of the normals. In game doesnt even appear. Also tried to make an empty texture, and using the malebrows.nif, cleared its NiAlphaProperty, and changed its normal map path to use another normal. I saw no evidence that it was using any normal map at all (and thats why I asked you for a screenie in the first place, because at least for me, I'm not getting any normals whatsoever in the eyebrows) This is as far as I'm able to go for you to diagnose your problem. So, if I were you, I'd go over to the NifSkope forums, and try to figure out what settings in the NIF (maybe specifically in the NiTriShapeData, BSLightingShaderProperty and NiAlphaProperty) you should use to fix it, because it is clearly some setting in the NIF and not the CK.
  5. not at all. mind you, that info is from April 2012... if it was ever a bug, it has been fixed. (at least for me LOL)
  6. I would use both solutions: If you want a specific location to be checked, use that formlist and on locationchange thingy. But lets say you are near a campfire, use the trigger thingy. You can even setup a script, that places a trigger at runtime when the PC aproaches a campfire, and when it moves away, remove that same trigger. That way it avoids you from manually having to place triggers everywhere where a campfire or another heat source exists.
  7. I'm developing a mod that adds/removes armors to/from a formlist, no problem whatsoever... could you post your code?
  8. @maud Update the game @Steve Most software only checks for the compability by checking if version is at least "bigger" then X (or if it fails for example to execute a function that requires version X). I had SkyUI 2 running with SKSE 1.6.6 without any problem.
  9. Being a noob is not a problem, we were always noobs at something, in some point of our lives, so no need to apologize... personally the only thing I dislike when ppl ask for help is when they go in caps and increase the font size and use it in red saying "HELP PLZ! IT DOESN'T WORK!" without providing any detailed info. It seems to me that skse is not loading at all in our game. To check if SKSE is loaded in game, press ESC and on the bottom left you should ave both game version and skse version displayed. If no SKSE version is listed, then its not loaded... The only thing I can imagine (besides a bad SKSE installation) is that something in your system may be blocking SKSE from loading... either an AV, that lame windows UAC... whatever. I would check skse_loader.exe properties, and maybe enable the run as administrator option.
  10. I must tell you though... that second picture is REALLY revealing for a victorian costume. During that period, women's costumes, rarely if ever, showed any skin besides the hands and face xP
  11. Oh lol, an hour is to much anyway, 5-10 mins would suffice, but glad you were able to fix it =)
  12. It really depends, because usually a mesh has more then 1 texture... Skins for example, they rely on 4 textures, each and everyone of them could potentially cause seams: 1. Diffuse: this one is what gives the texture for the skin 2. Normal: this one allows to "cheat" the light, by changing the direction of the light in a low-poly mesh. Usually normals require you o have a high-res map, that allow you to bake a texture to simulate the light direction on a low-poly as if it was a high-poly. 3. Specular: changes the glossy/shiny aspect on a surface 4. SubSurface: emulates the color change on the skin, when light hits it... for example, ears, since they are thinner, some light is able to pass through it, changing its color aspect There are many other textures that might be involved in a 3D mesh, depending on each case Every single texture must be seamless, and if possible, baked in a 3D app. You can try to blend the textures in 2D apps like PS/GIMP, but the results are never as good as if you baked them in 3D.
  13. I'm fairly certain it was just a collection of .dds files that were put in the data/textures folder. This is the mod I was trying to edit. Well, then you have another mod that is changing the assets default locations. May be a mod that has its assets packed in a BSA, but thats the only reason that I can think of ofr the issue you're describing
  14. The CK is not a 3D app, its mainly a tool that allows you to control assets, forms and scripts. For making your own meshes, you have to make them in a 3D modeller program, assign UVs, making the textures, and to reduce the polys, you need to probably make 2 versions of the meshes, so you can use the LoD (Level of Detail). Just as an example, take whiterun. What you see outside are all meshes with a lower level of detail, since you only see it from far away, higher meshes are useless. When you enter whiterun, you change to what is called a new world, allowing you to see the same meshes but with a higer res. (thats why you go through a loding screen)
  15. The Arlou'Laleelay and Pkunk :psyduck: from Star Control II. Also Day of the Tentacle, had great characters
  16. Well, I begun with spectrum games, but I'm surprised no one mentioned it yet... Star Control II. IMO one of the best games I ever played, still play its port for modern CPUs, The Ur-Quan Masters, quite frequently. Great story, great characters, great music, great humour! Even if I know all the game by heart, I still enjoy it and have lots of fun.
  17. I want these: http://media.comicvine.com/uploads/4/49256/2312968-he_man___she_ra.jpg And a Castle of Greyskull... And Thundercats would be nice too xP
  18. no... LOLOL http://en.wikipedia.org/wiki/Reptile http://en.wikipedia.org/wiki/Amphibian anyway, here is what I think Argonians really are!
  19. http://skyrim.nexusmods.com/mods/16471
  20. well... if you have some remote desktop software on your computer, I will gladly open the .7z file and extract the skse_readme.txt for you, so you can read it! :psyduck: but seriously now... just unpack it to the game folder and replace all files xP
  21. Yeah, triggers is the more commoly used situation, but he didnt specified what he meant by area, so I just explained the most straight forward solution (in my PoV) without needing to add objects in cells. And no, I never said "brush aside the CK", I use it on a daily basis, and I'm always learning each day with it on how papyrus works. But, I also like to check the .psc files to see the undocumented functions from the latest releases. And since last SKSE is pretty recent, its always a good idea to do it aswell =) Case in point, CK doesnt even have documented the Armor Addon functions: Scriptname ArmorAddon extends Form Hidden ; returns the model path of the particular model string Function GetModelPath(bool firstPerson, bool female) native ; sets the model path of the particular model Function SetModelPath(string path, bool firstPerson, bool female) native ; returns the number of texturesets for the particular model int Function GetModelNumTextureSets(bool first, bool female) native ; returns the nth textureset for the particular model TextureSet Function GetModelNthTextureSet(int n, bool first, bool female) native ; sets the nth textureset for the particular model Function SetModelNthTextureSet(TextureSet texture, int n, bool first, bool female) native ; returns the number of races this armor addon applies to int Function GetNumAdditionalRaces() native ; returns the nth race this armor addon applies to Race Function GetNthAdditionalRace(int n) native Which imo, are great for manipulating armors in game ;)
  22. tsc tsc... haven't you ever heard of Synesthesia?? :D http://en.wikipedia.org/wiki/Synesthesia
  23. Unfortunately, the CK is not up to date when it comes to SKSE functions, so the best way to see what functions are available, is simply go to the scripts source folder, and open for example actor.psc. You can see all the functions that are built in for use with the Extend Actor. But I dont think you need SKSE for that: you could do that with either a magic effect or a reference alias pointing to the player. if the locations you want that to happen can be set (imagine you want it in players house), create a formlist and put all desired locations in that form list. On the script (extend MagicEffect or extend ReferenceAlias) use this event: http://www.creationkit.com/OnLocationChange_-_Actor check if akNewLoc is in the formlist, if so, apply the Y spell/magiceffect or whatever... The End!
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