-
Posts
437 -
Joined
-
Last visited
Everything posted by Terra Nova
-
Blender's UI and viewport are bright, so you should be ok. Also - this should help greatly: http://wiki.blender.org/index.php/Doc:2.4/Manual
-
Open the console and then click on that object, you'll see it's ID. And then search for it with the console(help ID), or in the CK.
-
You can do this. The actual modeling process is less stressful than actually getting it in the game, from my experience.
-
Don't worry, you'll get through it
-
I don't exactly know why his worked and yours didn't on the CK portion. As far as I know, the CK portion is just adding an AA(ArmorAddon) that links to the model, picking the right biped objects, and then creating the armor itself, linking that to the ArmorAddon. By opening the nif in nifskope, how many NiTriShape nodes are there? And the window you closed was probably BSShaderTextureSet. You can get back there by going into NiTriShape → BSLightingShaderProperty
-
The UV map controls all texturing. He simply colored those portions with their respective colors. Your issue is simply missing textures. This can be solved by correcting your texture paths in nifskope. If you don't know how to do this, I don't mind walking you through it.
-
I can tell you why it wont glow. It's missing the glow map. It sounds like the vanilla textures were replaced somehow, or that this is the default for the temptress race.
-
What would cause my skill to skyrocket over 100
Terra Nova replied to patrick5988's topic in Skyrim's Skyrim LE
Running any smithing related scripts that perhaps botched the skill advancement statements? -
What do you think of this sword?
Terra Nova replied to xXCunningWolfXx's topic in Skyrim's Skyrim LE
You should not avoid tris in a finished model. Only when working on a high poly model. The game engine makes the whole mesh tris anyways. For the game mesh you want as little polygons as possible, while keeping the shapes. Only thing to avoid is N-gons. A optimized mesh will be almost all tris, with quads where it is needed to retain the shape. To be honest, if you want the mesh to look less boxy, make it high poly, then bake it down. Don't waste polygons on chamfering edges. I see, well I run into triangles on a regular basis and they are extremely annoying. One reason I don't like them is their uncanny nature to break or reroute loops. Thats mainly why I try to avoid them. And I don't find myself chamfering much anyway(they just lead to Ngons), but I'll keep all you've said in mind.- 7 replies
-
- skyrim sword
- beginner modder
- (and 4 more)
-
Really wish I was still using blender, as I'd have a lot more information. Well now you know it's been the wrong body/parent, all should be well, hopefully. The set(by my own standards) looks great. Definitely know that feeling of getting something made in the game finally. Although I can't make anything that good yet. I'm just passing on what I've learned lol.
-
What do you think of this sword?
Terra Nova replied to xXCunningWolfXx's topic in Skyrim's Skyrim LE
It's boxy, but that's only because you have not subdivided it yet. The blade is a good IMO, because I personally have problems with the blade, especially the tip, but I wonder have you managed to avoid the triangle(s) that tend to form at the tip(under the tip. The tip itself can be made with 2 quads) and are really hard to turn into quads without messing up the loops. The handle is too small for the hilt, make it a little wider. You could probably split the edges around the hilt(chamfer this is called in max, I don't remember what it's called in blender) to round it out. Just watch for Ngons if you do though.- 7 replies
-
- skyrim sword
- beginner modder
- (and 4 more)
-
Gauntlets 37? don't you mean 33? You can do all your modeling in 2.6.9. I think. 2.4.9 doesn't have to be used exclusively for modeling. Most people just use it for the better exporter/importer skyrim purposes, especially for .obj. I'm sure not 100% sure though. I use 3DS myself, haven't touched Blender in months.
-
Make sure they are on the correct skin partition. They should be on SBP_37_Feet. And just putting this out there, Blender has an annoying tendency to corrupt skeletons on import. You know it's corrupt if it's prefixed with .00 instead of .nif. That too can cause unexpected BS in game, or simply crash the CK.
-
You must be using a version of nifskope that was made before the Skyrim header was added. You can get the latest, but be warned that .obj functionality with it is broken. Now if you DO have the proper nifskope version, follow this tutorial: http://tesalliance.org/forums/index.php?/tutorials/article/123-3d-craftworks-importing-assets-into-blender/
-
No, unpack the meshes.bsa and grab the shadowmere.nif You need shadowmere.nif to change the texture path in BSShaderTextureSet. This will also tell you which of those files in your screenshot you need to edit in order to change the color to black. I can tell you right now, it's not the sk file.
-
By looking at how Call Storm vanilla is scripted. I think Xilverbulet made his a bit inaccurate for balance sake. Beth's Call Storm can wipe out a whole region.
-
You need to unpack the meshes.bsa and navigate to: actors → horses → shadowmere.nif Open Shadowmere.nif in nifskope. Go to the node named "eyeglow". Go in BSEffectShaderProperty. You'll see a DDS file, this is the file you need to edit in photoshop to suit your needs. (you'll then need to unpack textures.bsa I think to pull the dds file) But you probably only need to change the Emissive Color in BSEffectShaderProperty. Test it out.
- 2 replies
-
- shadowmereeyes
- change
-
(and 2 more)
Tagged with:
-
You can make a quick account at the offical TES forums, and go to their mods section and ask the SKSE team in their thread.
-
Well, trying to code the rest of Xander's suggestions made my head spin, so I went with the easiest. For multiple pieces, just add more armor properties and then add more add/removeitem statements. Scriptname PlayerRingEquipScript extends Objectreference Actor property PlayerRef auto Armor property MyArmor auto Event OnEquipped(Actor akActor) if akActor == PlayerRef PlayerRef.additem(MyArmor, 1) endif EndEvent Event OnUnequipped(Actor akActor) if akActor == PlayerRef PlayerRef.removeitem(MyArmor, 1) endif EndEvent
-
Yep. That's what I meant.
-
You can export the load order, as far as I know, and then import it. Example: I have 2 characters. My main character uses 67 mods, and the other uses 4. I exported the load order list from my main character and named it "Veronica_Load_Order" and for the second character, I exported that one and named it "TestCharacter_Load_Order". So when I want to play my main character, I just import "Veronica_Load_Order". Same thing for my test character. This is how I switch load orders for different characters.
-
If I understand correctly, you're having an issue with the Chests themselves appearing? I recall this happening to one person with one of my mods, but I couldn't figure out the cause. It was a chest in Riverwood. Maybe something up with that particular region. Try placing them somewhere not near whiterun perhaps ?
-
That mod you're talking about is probably SkyrimXP by Andalaybay(hope I spelled that right..) she hasn't released it yet for a number of reasons. 1 of them being lack of critical functions not implemented yet.
-
How do i run the app Java Runtime Environment?
Terra Nova replied to Mookeylama's topic in Skyrim's Skyrim LE
With Java installed, it will run itself until you disable it. It does it in the background, and usually a little icon appears next to the task bar clock indicating that it is running.