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DJlarryt

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  1. Hi @Briarbird What's the name of the Butler's file? (Barnabas) Is he listed as another entity in the dlc folder? I can't find him as "Barnabas", "majordomo", "Butler". I'm trying to swap the Butler to look like Damian. I know you've already done it with other characters but I can't open your existing mod in the toolkit to see it. Thanks in advance!
  2. Yeah I had hoped that the Untold Stories would allow even a couple clothes changes but no... big disappointment. Don't worry, we are all working hard at http://deadrising2mods.proboards.com/ to work on these. Texture modding is already possible, I figured it out in probably 10 minutes.
  3. Thanks that was it! Finalized the Navmesh and performed the path test. Turned out there was a few polygons overlapping so it made a brick wall for the NPCs. Remade the NavMesh in that spot and now NPCs walk in freely on their own! :laugh:
  4. Hi all, I am hoping one of the experienced modders could maybe give me some suggestions on how to fix this annoying quirk. After having dove headfirst into the Creation Kit and building myself a custom house (which is functioning fine BTW), I'm having just one little issue. There's one large room on the lower floor where I created a bunch of beds for them. When I lead them to this room, they will only come to the door and stop there. If I run all the way into the room they will run upstairs trying to follow me, or run around the corner of an adjacent room and into a wall thinking that's the path in, I suppose. If I return back to the doorway they will run back downstairs and stand there in front of me- so it seems there's a point where they refuse to enter on their own. The only way I can get them right into the room is to Dragon Shout (Unrelenting Force) them in (doorway is large) and once inside they interact with everything properly while in Sandbox mode. When I re-recruit them, they follow me out without any problems... it's just going in that's annoying me. I checked for everything in the Creation Kit that I can think of- The navmesh is placed properly and allows them a clear path into the room. There are no collision walls to block them from getting in, and no furniture blocking their way. Could there be something else I'm missing? I have their Sandbox wander mode set to 1024 which should give them plenty of range to wander around. Thanks for any advice!
  5. Thank you so much for the advice guys- I will pay attention to the new information you provided and give it another shot this weekend when I have the time. I did only scale the model's shoulders/ waistline in model_1 but not in model_0, so that shouldn't have caused a problem since there were no vertices deleted or added. I will play around with the weight scaler after adjusting both models and see what happens.
  6. hey there, nope- didn't fix it. I think it might be a problem with nifskope settings as it works fine in 3dsMax....
  7. Hi all, Am trying a simple mod to learn how to make better ones later. Imported the actor body model (after watching several tutorials and reading the ones on this forum) and attempted to move some vertices around to see if that would work. Didn't add/delete any, just moved them around. Checked the skin weights by moving bones around in Max and everything looked okay. Exported using all the proper NifSkope settings and did the customary switcheroos/ copy-pastes to make it game-ready. When starting up my game, the model is exploding all over the place. Strange thing is, I only adjusted one thing (body) not the loincloth, etc., so the skinning should be OK on that. See below: http://i245.photobucket.com/albums/gg63/likmfurry/TESV2012-10-0613-35-00-89.jpg Am using NifTools 3.7.1 for Max and Nifskope 1.1.0 in Max 2012. Any help is appreciated- thanks.
  8. Hi all, Although I'm not new at modding games, I am new at modding Skyrim so please go easy on me :) I tried creating an actor body mod using the principles in this tutorial. Steps seemed to work as planned except I am hitting a wall when re-importing into the game. 1. Imported into 3DsMax fine. I am creating another mesh and then copy/pasting the Skin and BSDismemberSkin from the original model onto my model and then getting rid of the original- so they only thing that will be different from the original will be a new mesh. 2. Model check and export from 3DsMax is fine, according to the settings on the tutorial page. 3. Nifskope- followed the instructions, model appeared fine in view panel. Changed the BSLightingShader Properties as instructed and made the tweaks to AlphaProperty as suggested. Saved and moved to mesh/actors/etc file. 4. In-game: At first the player character just automatically adopts the body of the thin cast character (malebody_0.nif), not malebody_1.nif. So when I replace the cast character with the malebody_1.nif renamed to malebody_0.nif to test it, nothing but a big red triangle shows up where the player's bodies should be. Has anyone got any suggestions on what I might be doing wrong? There are dozens of successful character and armor mods, so I mist just be missing a small step. Thanks kindly.
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