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Grimoa

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Posts posted by Grimoa

  1. that damn weight slider.

    Oh yes.

     

    Did you do the female mesh yourself (using Blender or 3dsmax?) or is it only a retexture (no changes to the mesh?)

    If you changed the mesh (I think you did from what you say) take a similar, working mesh and compare every inch.

    The black color looks like you did not set vertex colors to yes.

  2. Make a copy of the ini file and save it to somewhere (create a subfolder for example).

    Edit the ini to our camera settings and play.

    When you are done, switch the ini files.

    Your brother can play without over-the-shoulder view.

    When you want to play, switch inis again.

  3. 1.4 is done.

     

    Sorry for the delay, i will never make any promises again. I would have uploaded before christmas, but I used some wrong body part numbers, got seriously confused cause I was sure I double checked them... aaaand well, put the mod asaide for christmas and new year.

    (Sounds familiar, Derok? I seem to be hallucinating a lot lately...)

     

    Anyways, Fur Shoes, Dragonscale, Iron and Daedric Boots are done.

     

    And I tweaked my ENB resulting in some feet textures not matching the body as well as before. >.<

    Well, no mod is perfect.

  4. Yep. It's actually quite easy to seperate saves and load order for two players... or one player and several characters. (That's what I do.)

     

    C:\Users\UserName\AppData\Local\Skyrim\plugins.txt

    Holds a list of all active plugins in loadorder. Create one subfolder for each character and place the plugins.txt there so you can switch between them.

     

    C:\Users\UserName\Documents\My Games\Skyrim\Saves

    Do there same here.

     

    As for the frostbite spiders: No idea.

  5. Congratulations on sucessful modding!

     

    I invented the Khagonian >.<

     

    khagonian.jpg

     

     

     

    Well as to why you havent heard from me: I started half a ton of modding projects, learned some new stuff (the reason why I mod, I think) and now got a few mods which made it to 95% but will not be released before christmas. One of those is the new Boots... Sorry.

     

    I'm leaving for my parents place tomorrow, so no more time. I will get the update done first thing after christmas. (I hope.)

     

    Happy Holidays!

  6. I saw this article on Reddit a while back and it was apparently a complete fabrication, I don't have any proof handy right now, but I wouldn't put much stock in it.

     

    This. I saw that article aswell.

    Now I will wait for the screaming and wailing when people learn it's not true the hard way.

     

    And iirc the stuff that came true was hidden game assets released in a Skyrim update previous to a dlc. This article has ne proof of that sort.

  7. I am not sure of the legal implications. Where do they draw the line?

    Nah, best not get anyone upset and yourself banned. Not worth it. Keep the armor for yourself! :)

     

     

    Is there a clean mesh function in blender that removes nonmanifold shapes? Google is not cooperating :\

    Nooooo idea. I had to google what non-manifold means and I don't think I encountered non-manifold meshes so far. Or at least I didn't have problens with them. :huh:

     

     

    You don't want to sculpt on triangles, its messy, you want nice even quads.

    If that is the problem: Mesh -> Faces -> Convert Triangles to Quads

  8. I had seams appering in a mesh in Sculptris (no money for MudBox^^) once along UV seams. So if your verts are all connected you may want to check that and remove the UV mapping from the mesh.

     

    As for joining verts Blender (again no money ;) ) does it, so I would be more than surprised if Maya didn't.

    In Blender it's Mesh -> Vertices -> remove doubles Maybe it's called something similar?

     

    Edit: Hey, you ninja-edited your post! :D

    Glad it works and a shame you won't be uploading it.

  9. What acidzebra said.

     

    Mod authors are in no way obliged to support their mods. Mod users are not entitled to updates.

    I can understand the feeling if a favourite mod ceases to work with a new Skyrim patch (or whatever) but especially if you enjoyed the mod you should find it in you to respect its creator's whishes. (And in all other cases: What acidzebra said.)

     

    Mujuro's suggestions seems ok aswell, but it might not work in every case.

  10. Sorry I didn't respond, I somehow lost track of this topic.

     

    Well, the only method I know for creating the _1 mesh is already outlined above.

    Finish _0 with everything including weight painting and UV map. (Best check it ingame a this point, just use a copy of _0 renamed to _1.)

    (In Blender or 3dsmax) Make a copy of the _0 mesh, go into edit mode and pull the verts into the new place. You can pull several verts at once, you can scale and rotate the selected verts.

    I moved the object in object mode once, it will not cause vertex explosions but it will not scale correctly either. The "center point" of _0 and _1 objects has to be the same. So if you move the object in object mode make sure to set the object's center to (0,0,0) for both objects. Or work in edit mode only for the _1 mesh.

    Hope that's not too confusing.

     

    There's no shortcurt to create the _1 mesh, at least none that I know of. it's a pain, I know, but that's how Skyrim armor works. Good luck getting your users to appreciate your extra work!

     

    As for the texture issue, I'm not sure i follow. Could you do a few sreenshots showing the UV map and where it went wrong?

    Also I heard the latest nifscope is giving some people trouble, maybe try using an older one.

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