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ArdentFlame

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Posts posted by ArdentFlame

  1. The idea is to take dragonbone armor and accessorize it with cloaks, furs, bags, etc. to make the armor look, you know, more like a barbarian's. Like an actual adventurer's attire.

     

    This isn't necessarily a new idea. One guy was even working on it about a year or more ago, but never posted a final file to the public. The link to his work is below.

     

    http://www.nexusmods.com/skyrim/Images/393746/?

     

    What he was doing was using Omesean's Aesir and Einherjar armor parts and adding them on to the dragonbone model. Personally, I'd like to take that even a step further by combining Omesean's work with Dreogan's Dragonbone Ebonsteel mod. Sounds like the perfect armor to me. I've listed links to both of their works.

     

    -Dragonbone Ebonsteel - http://www.nexusmods.com/skyrim/mods/24941/?

    -Aesir Armor - http://www.nexusmods.com/skyrim/mods/35094/?

    -Einherjar Armor - http://www.nexusmods.com/skyrim/mods/12693/?

     

    Now, I haven't consulted Omesean or Dreogan about this supposed project, so as of now the idea is to make this a private project. In other words, I don't have current plans to post this on the Nexus or Steam for others to download. That is a topic for later discussion.

     

    The reason I'm here asking for help is I'm not very good with Blender, and I don't own 3ds Max or Maya. However, I'm quite skilled with Nifskope. I can do that half of the work, which should literally be half of the work, if someone could simply open the meshes in a 3d editing application and move the mesh pieces around to look proper. For example, getting the belt piece to fit the body, making that pouch or whatever to not clip through the base armor. Things of that nature.

     

    If anyone is interested in a project like this, let me know.

     

    Thanks!

  2. What I want to do is learn how to create custom items in Blender, export them to NifSkope, and then into the CK. I not only want to know how to do this for my own personal use, but also for the hundreds of other people online who would like to do the same things. I've researched for months on mesh editing and I have learned very little because there is a surprisingly small amount of information on this topic on the Internet. One reason is because a lot of people use 3DS Max, but that program would either require you to fake a college student application, get into college classes solely for that purpose, or spend thousands ($) on the program. Most people don't want to do any of that. Blender is a perfectly acceptable tool to use.

     

    Back on topic. I'm looking for people who are experienced with Blender, or mesh editing of any kind, and are willing to share their knowledge with the rest of the Internet.

     

    I'll do my best to relay all the information I currently know.

     

    I am using the current version of NifSkope (hyperlink takes you to download site) and Blender 2.72.

     

    A little background information: NifSkope is mainly used to compile mesh pieces and assign certain variables that allow Skyrim and the Creation Kit to be able to read the .nif files (meshes). Blender is where the actual mesh editing comes into play. You can add, copy, delete, etc. pieces of a mesh from within Blender. You can even create a completely new piece of armor from scratch, if you have the know-how.

     

    Another thing: If you do any researching at all on this topic, you will find that everyone seems to use Blender 2.4 because it is the only version of Blender that can read .nif files. This is no longer true. Blender 2.7+ now has that capability, so keep that in mind.

     

    Blender does not innately know how to read .nif files, so you need to download a Nif plugin from Blender, which can be download from here. Watch this video to learn how to install the plugin.

     

    Once you have all of this done, you should be able to do some basic editing. You can import meshes into Blender and work on them. The problems I'm encountering right now include getting the export from Blender to be read in NifSkope. This topic pretty much sums up where I'm stuck at. I've bugged the guys at the NifTools Forums enough, I'd say. This topic is another thread of mine on NifTools forums concerning several problems I have encountered. Read it if you'd like, it may or may not be of some help.

     

    Any help or comments would be appreciated. I will keep updating this topic as I go. Thanks.

  3. I want to create my own custom armor. I have a pretty good idea of what I want to do, but I need guidance. I know how to use NifSkope well and I can run some basic functions of Blender. What I don't know is the best procedure to create my own armor.

     

    What I'd like to do is be able to create custom armors sort of like Omesean's Aesir Armor and Einherjar Armor mods. I planned on using the pauldrons, capes, etc. from his mod to build my own armor. This is for personal use only, I will not be distributing this custom armor(s) to anyone. I will not violate Omesean's permissions of his mods.

     

    I'd like to take all the little pieces of the armor(s) (pauldrons, capes, and so on) and build them all together into one mesh in NifSkope. Doing this would require all those little pieces to be NiTriShapes. What I do not know is how to create said NiTriShapes, or how to make sure that when I load them all into NifSkope they will all be in the correct position on the armor. Essentially, a lot of my problems are within Blender, or whatever program would be best for this task.

     

    If anyone can help me, or point me in the right direction of getting help, it would be much appreciated. Thanks!

  4. I'm not too sure that anyone cares, but I'll just keep posting my progress as I go to help any other people that may struggle with the same kinds of things that I have.

     

    I found out how to open a .dds texture and load it onto the imported .nif file.

     

    1- Place your mouse on the line that separates the menu bar at the top from the editing window in the middle until your mouse turns into a double-headed arrow.

    2- Right click and click "Split Area." Two editing windows should now be visible.

    3- Change the window type of the second editing window to UV/Image Editor by clicking on the small box to the bottom of left of the editing window.

    4- On the toolbar below the UV/Image Editor window, click Image > Open and navigate to the appropriate .dds file(s).

    5- Open it/them up and your 3d image window (your other editing window) should now show your textures!

  5. Thank you for the reply.

     

    I've finally pushed through and got Blender 2.49 able to import .nif files. I have even prepared the Nord Steel Plate .nif file that I'm editing for Blender and I now have it fully imported. Right now I'm working on getting the .dds textures to show up so that I know exactly what I'm cutting and pasting.

     

    I'm kind of striking out on help of any kind throughout the entire Internet on my project. It's like no one knows a thing about armor editing, which I know is far from the truth. If anyone knows anything that could possibly help me please let me know.

  6. I've been working a long time on making a custom armor, but I'm very inexperienced with certain things. I want to start a new project using the Steel Plate armor as the base, but I want to separate pieces of it, like removing the pauldrons, or making the sleeves a separate NiTriShape (I'm using Nifskope BTW). My problem is I don't know how to separate meshes. I know you can use Blender, but I have no idea how to use it or where to start. I can't even import .nif files into it. I looked online that there's a thing in user preferences to enable importing .nif files but it's not present in my Blender user preferences for some reason.

     

    As is obvious, I need lots of help. So if anyone can help me at all with anything it would be greatly appreciated. Thank you.

  7. Hello.

     

    I've been trying to create a custom mesh using several other mods, so I don't take credit for the pieces use, license any distribution, or anything like that. Anyways, here is the mesh:

     

    http://www.mediafire.com/download/ody6dphytnumf4n/WarlordBaseF.nif

     

    I've been having two problems with it so far:

     

    1) Many pieces of it do not show up in game

    2) When I upload it to the CK, the transformations I made to some of the mesh pieces do not work and appear way apart from the cuirass (and yes, I DID hit apply, several times in fact)

     

    I'd also like to note that I've created custom armors like this in the past, so I have a good idea of what I'm doing, I've just unfortunately forgotten a few things and need some help jogging my memory.

     

    Thanks!

  8. For the past few days I've had lots of trouble combining meshes in NifSkope. I've ran into numerous problems that several others have, including vertex color issues, keeping meshes aligned, and many other things. :wallbash:

     

    One issue that I've seen dozens of other people ask about online but never find an answer to is getting the newly combined mesh to show up properly in-game. The mesh will look fine in NifSkope, and even in the CK, but when you load it up in-game the parts that you added to the base mesh are missing. Well, I've finally found the answer that no one else seems to have.

     

    Anyways, I'll give an all inclusive tutorial as to how to combine meshes, even though there are dozens of others on the internet, I hope this one can help shed some more light. Remember to save often. It would be best to have multiple saves in case you mess up. There's no undo in NifSkope.

     

     

     

    1- Open the .nif file that you wish to modify in NifSkope

     

    2- Open another window and open the .nif file that you'd like to copy things from to the 1 .nif file

     

    3- Change the name of the master NiNodes of both .nif files to match each other. For example, name them both "IronArmorBase"

     

    4- Add any skeleton pieces to .nif1 that may not already be in .nif2. To do this, look for the other NiNodes under the master NiNode. If there are any in .nif2 that aren't in .nif1, then Right Click > Block > Copy Branch. Go to .nif1 and on the master node hit Right Click > Block > Paste Branch.

     

    5- Once .nif1 has all the required skeleton pieces, copy and paste all the mesh pieces (usually labeled as NiTriStrips) to the master NiNode in .nif1 the same way as in step 4.

     

    6- When you've got all the desired mesh pieces together in .nif1 you need to assign the textures, if they aren't already assigned. There are multiple ways to do this. One is to go to Render > Settings > Auto Detect Game Paths and make sure Skyrim is selected. Another is to individually click on a mesh piece and manually select the individual textures by doing NiTriStrips > BSLightingShaderProperty > BSShaderTextureSet then go to the Block Details below (if Block Details are not displayed hit F3) and open the Textures tab. There will be several textures listed. On them, Right Click > Texture > Choose and find the appropriate textures.

     

    7- The mesh should look good in the picture, but it still needs a bit of work. Find one of the original mesh pieces of .nif1 and go to NiTriStrips > BSDismemberSkinInstance. At the bottom of the Block Details go to Partitions > Partitions > Body Part. Remember what it says or simply copy the text listed.

     

    8- Go to the added mesh pieces from .nif2 and make sure that the Body Part data is the same as the original mesh pieces from .nif1. If they aren't it's totally normal. Simply type in or paste the correct Body Part data so that all of the NiTriStrips have the exact same Body Part data text.

     

    9- Go to Spells > Batch > Update All Tangent Spaces

     

    10- Go to Spells > Optimize > Remove Bogus Nodes

     

    11- Go to File > Auto Sanitize Before Save

     

    12- The file is now complete and ready to be added to the CK and subsequently Skyrim itself. Save and you're mesh is ready!

     

     

     

    If anyone has any comments or suggestions to change my tutorial it will be greatly appreciated. I hope this helps. :thumbsup:

  9. I'm fairly familiar with Nifskope, but having trouble combining armors that fit various parts of the body and making a single cuirass_0.nif file. The armors show up in Nifskope, but not in game. Here's my example. I have a Glass armor (cuirass file) that I can pull up in Nifskope. I want to add a leg piece from another armor set onto my existing cuirass file. I make the few changes necessary to import the leg piece into my existing armor set (with Nifskope) and it shows to be on the same body. I save it and place the armor in game, but the leg piece doesn't show up. Can't figure it out. I'm trying to add a variation to my existing female armor set to upload on the Nexus...to share with all.

     

    Need help

    Did you ever find the solution to this problem?

     

    Or did anyone else?

  10. bump

     

    And I've figured out that the Assertion Line has nothing to do with the fact that only part of the mesh is showing up in game. That's just NifSkope being weird with vertex colors, nothing to worry about. The real problem I have is that all the things I've added onto the original mesh don't show up in game.

     

    If anyone would like to take a look here's my mesh:

    http://www.mediafire.com/download/ydos4ypt5114edx/WarlordBase.nif

     

    Thank you.

  11. Well I'd try looking into how the script at Valthiem Towers or Robber's Gorge works. Both of those locations have sentries that stop the player and will either engage in combat after the conversation ends or let the player pass.

  12. You could have just asked for it...

     

    My initial idea, and the reason I had problems, was because I simply copied the entire NiNode of the meshes that I wished to add to the base piece and thought that the CK would read it fine. I found out that when you have more than one master NiNode for each mesh that the CK will only read the first one. In other words, it's only going to show the base piece that I started with. After I figured that much out, I tried taking all of the pieces out of the other NiNodes and copying them all into the same one. This is a very bad idea, because it majorly distorts the objects for some odd reason.

     

    The solution I found is that you need to make sure that all of the animation NiNodes, such as an arm twist or the spine of the NPC, first need to be added under the master NiNode. Once that has been done, simply copy all of the NiTriStrips, which are the individual mesh pieces that you actually see, into the master NiNode. Make sure to rename the master NiNode of the mesh you are copying over to match the NiNode that you are copying to or else you will be unable to paste. After that, assign the required textures and you're done!

  13. So for a while now I've been fiddling with NifSkope, putting together a custom armor set (credit Omesean) and I finally finished today. All of the pieces I created came out just fine, except the cuirass. When I load it in the CK I got the message:

     

    Assert

     

    File:

    c:\_Skyrim\Code\TESV\BSShader\Shaders\BSLightingShaderProperty.cpp

     

    Line: 806

     

    I've gotten this message several times before, but I think it's actually telling me that something is wrong with my mesh this time, because when I load up the newly created armor with my new mesh not every piece of the armor is showing. Only the base piece that I started with shows up, and the things I added on don't. I've attached the file. If anyone has time I'd love it if anyone could take a look. Thanks!

     

     

     

    Just some more information.

     

    What I did to this mesh is started with a base, which looks similar to Iron Armor, and then I copied branches from other meshes and inserted them into the new mesh all under the same NiNode. I also made a pair of gauntlets and boots the same way, but they turned out just fine; they work in the CK and in-game. For some odd reason, the base mesh is the only thing that shows up in-game. In the CK everything shows up, but I also get that error. I don't see how it could be a texture problem, considering I spent like an hour on that mesh assigning every single texture it needed. Please, if anyone can give ANY helpful information at all it would be greatly appreciated.

  14. Well I know little about questing, but I know a bit here and there.

     

    As far as the second problem goes, I know that when you create dialogue through a quest there are three different kinds of dialogue you can set for an NPC. One of those should be Force Greet. Did you set it to that? I'm unsure of what you've done so far.

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