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THEANCESTOR

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  1. I guess I will have to try out 2010 but before that I will try out another version of the Havok tools for 2012 because somewhere I read that I could be using the wrong version of the tools for 2012. I'll let you guys know what happens.
  2. I'm not insulted at all. I thought of the FNIS update too. I made sure to run the generator every time I copied the animation to the game directory but that still did not help. I still have no clue what the problem could be at this point.
  3. I followed Bergzore's Youtube Tutorials on creating animations with 3DS MAX and Havok Content Tools :https://plus.google.com/b/113127597825886767712/102441478628381874390 However, once I get to the final steps and I export my animations, they don't work in Skyrim. For example, I started simple and modified a vanilla walk animation in MAX and exported my new animation. In game, instead of the animation playing, the character simply slides across the floor in an "a-pose/t-pose" type of fashion. The legs don't move and the animation does not play. Here is what's supposed to happen in game: http://www.youtube.com/watch?v=orfWh2DWlPE Here is what actually happens instead when I try to see my mt_walkforward.hkx animation in action: http://www.youtube.com/watch?v=7E4-hP9o8ik As you can see from the second video, the "walkforwardleft" and "walkforwardright" animations function as normal because they are from other mods. However, my "walkforward" animation does not work. I don't know if I missed an important step or setting when I exported from 3DS with Havok or what. The main difference I could gather is that in his tutorial videos, Bergzore was using 3DS 2010 but I'm using 3DS 2012. I don't think that matters does it? I've since tried a bunch of different settings independent of those from the tutorial videos, but still with no luck. Some Notes: 1) On my first export attempt using Havok, I noticed that my exported hkx files were about half the size of any other animations including the vanilla ones and ones from other mods, which would lead me to believe that my files are missing some data to begin with. Every export since has also resulted in this small file size observation no matter what settings I try. 2) On my first attempt, I set up my animation by importing the XPMS skeleton and some SevenBase meshes for the head, body, hands and feet. I essentially set up my own animation starting file. My second attempt, I used the "resource for modders file" included with XPMS hoping that would fix any errors I may have made by starting from scratch. After working with the new setup, creating my animation again by editing the vanilla walkforward animation and exporting with the same settings from Bergzore's tutorial, the results are the same -- animation still does not work in Skyrim. 3) I finally tried this method:bhttp://wiki.tesnexus.com/index.php/Working_with_animations_in_Skyrim However, still no luck. When I get to the final step of converting the niftools-exported version of my animation in kf format to hkx, I get a yellow error message saying something about there not being any animation data in the file. I'm at a loss here, PLEASE HELP Here is my 3DS MAX file from my first attempt if anyone wants to look at it to help me out: https://drive.google.com/file/d/0BzRg6qLomzStRlFHS2FGWldPa1U/edit?usp=sharing
  4. I'm on my 5th play-through of Skyrim and I've only ever decided to become a werewolf on my first play-through. I had no problems then. However, I've decided to become a werewolf the other day on my current game. The only problem is that after the transformation process, my werewolf mesh/character is not visible, it simply disappears right after the transformation is complete. Other NPC's that transform into werewolves show up just fine. The only mod I have that really modifies any creatures is Moster Mod Reborn, but I disabled that and I still had no luck. Plus that mod doesn't change the vanilla werewolf mesh anyway. I've tried dropping in custom meshes into my skyrim data folder from other mods, but nothing works for me. Any idea what could be causing this?
  5. Google "SG hair pack". Thank you, Darkangel I probably never would have found it.
  6. Does anyone know where I can find this hair mod?
  7. That I know for a FACT is here at this link http://skyrim.nexusmods.com/mods/15143 The animation is a little derpy because it's only while standing still (no turning or any other custom animations to accompany it) but it's still pretty nice. Thank you, supersponge for helping me find this mod. You're amazing!
  8. I think you may be right about the tri count, wiikki. When I tried to export my original statue model from 3DS Max, it told me that the limit was 65k. Though, I don't actually know what the true limit is. However, you guys, I did finally get my 65k mesh into the game. So the tri count was not the issue for me. I first tried exporting the nif from max with slightly different settings, but I don't think that is what solved my problem. Twizzler77's suggestion to create a version without collision did the trick. So for now, my mesh is in-game, but there is no collision. I'm sure I did the collision version right to a certain extent, but I guess I will have to do some trial and error. I was able to follow Bethesda's tutorial I posted above using the teapot example and it worked out fine with collision and all. I guess a more complex model such as a humanoid form needs different collision settings or something. Back to the drawing board.
  9. Thanks, Twizzler I will test out what you've told me.
  10. The other day I posted in the Mod Detectives threat hoping to find out about a pose I saw in a screenshot someone had posted on a mod here on the nexus: http://static.skyrim.nexusmods.com/mods/images/31954-4-1361348466.jpg For some reason, I thought it was a new idle animation for dual-wielding sword or axe players. But with some help, I realized that it's probably just a static pose from the "pinup poser" mod. Now, I actually wish it was a new animated idle for dual-wielding players. What do ya say, anyone care to turn this into a reality? I'd sure love to have this pose as an actual idle animation for my barbarian warrior female character. :)
  11. Oh yeah, I totally forgot about pinup poser. I still have that mod then. For some reason, I thought that in the screen, it was an actual new dual-wield combat animation. I'm sad now :(
  12. Does anyone know what animation pack I need to get in order to use the dual wielding animation this character is using? http://static.skyrim.nexusmods.com/mods/images/31954-4-1361348466.jpg
  13. I am trying to bring a model a made into Skyrim just for testing purposes for the mean time, but I would eventually like to make it into an actual mod. I want to do is add my own custom statues to Skyrim. For now I am just working on one mesh. I sculpted the meshe using Pixologic's Sculptris application, so naturally, the mesh topology is made up of triangles instead of quads. However, I don't need the mesh to be animated since it will be a static statue in the game. However, when I try to import the mesh into the creation kit, it crashes. Here are some details: - The mesh is made up of triangles as I said before. - The triangle count is about 65 thousand tris. After sculpting, I used 3DS Max 2012 and the niftools plugin to export a nif. I then followed this tutorial (http://www.darkcreations.org/forums/topic/3883-exporting-static-meshes-from-3d-studio-max-to-skyrim/) for the first test). While it did not crash the creation kit, the model itself did not show up. It only showed the big red exclamation marker. For the second test I followed this tutorial (http://www.creationkit.com/Exporting_meshes_to_Creation_Kit). This is where I get the crashes when trying to import my mesh into creation kit, so I don't know if I would have worked or not. My thoughts: - Is the fact that my mesh has 65k triangle the problem? - Did I do the collision wrong?
  14. I am looking for the hair that is used in the author screenshots of this mod: http://skyrim.nexusmods.com/mods/31050
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