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LE CK problems with custom models
Fumofumo replied to messiasmummo's topic in Skyrim's Creation Kit and Modders
There's a duplicate BSLightingShaderProperty that is bugging out or a BSLightingShaderProperty that has been linked twice. It's really annoying in the first case because it usually isn't even a duplicate. What I do to fix this is just make a copy of the .nif and start deleting NiTriShapes until I isolate the one with the broken BSLightingShaderProperty, then I just copy over a new one. -
LE Need help with nifskope please
Fumofumo replied to masterdaz22's topic in Skyrim's Creation Kit and Modders
NiMaterialProperty was used in Oblivion meshes. Skyrim doesn't use it as it takes a more Fallout-esque route. I would assume to make it work for Skyrim, you would have to do something like this... http://i.imgur.com/jJGm3.jpg I haven't done any testing though, so it may not work and you might want to ask someone like Ghogiel. -
Female Armor Resizing Project
Fumofumo replied to TrueChaoS's topic in Oblivion's Oblivion Construction Set and Modders
This is what Ziitch is referring to. Forgive the bad mouse writing, penmanship isn't one of my strong suits and it sort of translates into my mouse writing as well. ;3. Anyway, Lattices aren't too complex. You add one hitting the Space Bar, scale it to size in object mode. U, V, and W change the number of selectable vertices on the Lattice, basically subdividing it to give you better control over morphing your model. You then add the Lattice Modifier and fill in the object name to each model you want morphing. From there, you simply select the Lattice and switch to edit mode, fiddle with the vertices, until you get it morphed the way you want. When you finish, just apply the Lattice Modifier that you added to each model. You can also probably touch up certain parts by hand with Proportional Falloff after you apply the Modifier, but I don't have an image for this... http://i.imgur.com/EiHph.jpg http://i.imgur.com/UX3IA.jpg http://i.imgur.com/Vr1pe.jpg Hope this helps you in your endeavors. -
Here's a list copy and pasted from Overclock.net: Performance Coolers 1) NH-D14 ~$85 2) Cogage Arrow ~$70 3) VenX ~$70 4) Megahalem ~$60 5) TRUE ~$50 6) Thor's Hammer ~$65 Budget Coolers 7) Mugen 2 ~$40 8) Balder ~$45 - Haha, apparently this one is an emoticon. 9) Xig S1283 ~$40 10) 212+ ~$30 Prices are approximate. All Air Coolers from best to worst, although all of them will exceed the stock Heatsink and Fan in performance.
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Got £500-£800 on a new PC! :D
Fumofumo replied to Falloutmad115's topic in Hardware and software discussion
I would go with Ghogiel's Intel Build, personally.. AMD Phenom's are based on old architecture and don't stand on level with a Sandy Bridge, they are a hundred or so cheaper though. Instead of a 970 BE, you could go for the cheaper 955 BE. A 970 is basically just a factory clocked 955. BE processors are built with easy overclocking in mind, as they have unlocked multipliers so you should look into that if you go that route. A 6950 is also a nice buy as nearly all of them can be bios flashed to a 6970. -
What? Every armor mod includes a body unless, it expects you to be entirely naked, then it adds clothing through being accessories and such that go over the body. All of the outfits that come with the game do this too, with the exception being that they use the same body for everything. There are different variants of Type 3 and other body mods and due to this, it's entirely preferential to the creator of whatever clothing mod to choose their favorite body to modify the armor to. The original game armors don't have this preferential choice because they all rely on the same body.
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Decent AMD CPU coolers
Fumofumo replied to CommanderCrazy's topic in Hardware and software discussion
I use Dark Knight edition of the S1283. The only difference is that the Dark Knight comes with a better fan and has a dark finish... I only bought it because it had a rebate that made it cheaper. A rebate that I never received. Other than that, I run a BE555 unlocked to 4 cores running at 4.0ghz. For AMD motherboards, it's just a clip on. For Intel, you have to screw in brackets. Unfortunately it will do a horizontal mount blowing air towards the top due to the retention clip instead of a more preferred vertical mount exhausting out of the back. Also, if you have ram with tall heat sinks that are too close to the CPU socket, it may get in the way of the attaching heat sink onto your CPU as it can overshadow the slots. My CPU idles at around 32-34 Celsius maxing at around 46-48 Celsius. Ambient temperature is only around 25 Celsius though. Your mileage may vary whether or not you get one of these.. -
Mesh editing problem
Fumofumo replied to TheSchmittMeister's topic in Oblivion's Mod troubleshooting
No problem. ;3. Just doing my service to the community by answering things I think I can help with. -
The Tutorials should be linked on the first page of the thread. You won't need to worry about layering the alphas until after you are done though. Can't really help you with Blender 2.5 as I still use 2.49b.
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Making a hair mesh? That's something new. Usually most people port over hair. Well, I can give you some tips for this. You don't have to make a texture first but you can if you plan on duplicating and placing locks as it will save you time in the long run.. You can really go about this any way you want. Either way, you will need to make a texture and UV Map the hair at some point. Making the texture early just saves time as you can UV map a single lock then duplicate it and adjust it as needed, but even then you may have to change the UV's up. If you plan on using Alpha Layers to give the semblance of strands in Photoshop, you will have to learn how to re-layer the strands so the transparency doesn't screw up. If you've been working inner-outer, you may not have to but you probably will. TESA has a short tutorial on this. Not really much I can tell you. You just make strips and UV them. If you get stuck on the NifSkope magic, you can always post back.
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Mesh editing problem
Fumofumo replied to TheSchmittMeister's topic in Oblivion's Mod troubleshooting
Well, it should have already been rigged if you went and combined them from their .nif format. It probably wasn't if you exported them as an .obj for reasons already listed. I'll post some instructions for an easy to do Bone Weight Copy that won't be entirely perfect. This all can be circumvented if you use the actual .nif files you were originally trying to combine as they probably have their rigging still.. Probably. Otherwise here are these steps. 1. Import the armor, delete the bones like usual. Also check if it has any vertex groups, and if it does, delete them all. 2. Import a body that resembles the shape of your armor and delete it's bones. If it's in two pieces, combine them so they are one object using Ctrl+J. 3. Select all the pieces of the armor, then select the body so it is the highlighted object. 4. Go to Object->Scripts->Bone Weight Copy then select Quality 3 and hit OK. 5. Grab yourself a drink and a snack and wait a while until it finishes. 6. Import a skeleton like I listed in the other steps. 7. Delete the body you used the Bone Weight Copy for if it is no longer required as it will ramp up export times. 8. Export as I listed above. -
Mesh editing problem
Fumofumo replied to TheSchmittMeister's topic in Oblivion's Mod troubleshooting
Use this Blender Compilation. Follow it. Doesn't particularly matter that it's from Fallout3Nexus if you were wondering. Also, .obj files do not retain weighting/rigging, hence why nothing will show up because it isn't rigged to a skeleton anymore. I would work the with .nif files instead. I'll list out some conventional steps here for when you get Blender's .nif import and export scripts working. 1. Import the .nif files you want to combine. Delete the bones that come with them. 2. Delete pieces or combine them, etc. 3. Select all objects, and import a fresh skeleton, preferably the one you are using with Parent to Selected. 4. Select only the skeleton and export as all the parented pieces will export with the skeleton. 5. Assuming you did everything right, it should more or less work. -
Graphics card for my new build
Fumofumo replied to ginnyfizz's topic in Hardware and software discussion
I would suggest getting a single, powerful card. Crossfire can be quite a pain as certain games don't really have support, thus no performance gains whatsoever. SLI seems to have better scaling at the moment too. If you do get a 6950, you should ask your system builder if he/she can flash it to a 6970. -
You can delete the body you imported to do the Bone Weight Copy. Not entirely sure what you mean about the rest though. Care to clarify for me?
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Well. The reason selecting only the skeleton and exporting works is because when you import the skeleton, you are parenting it to the other objects. Thus those objects are dependents of a sort. Before exporting, try moving the skeleton's position, you will see that it will move all the pieces accordingly. As to the other part of your question, yes. Simply remember that when after importing the .nif to be cut into pieces, delete the bones. It's always better to import a fresh skeleton.