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ScrollThief84

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Everything posted by ScrollThief84

  1. What you could do is model everything in 3ds and UV it, then export as obj. and import it into Blender for the sake of using it to export the file as a nif.. I have done this before, all you need to do is add weight and skeleton. It works rather well. If your wondering, I use 3ds 2015 and it works fine :smile: Edit: you will still need to adjust a few things in NifSkope, but worry about that when you get there. Oh, and this is all if you can't get your hands on 3ds 2012.
  2. This might help: http://wiki.tesnexus.com/index.php/Creating_a_custom_race_for_Skyrim It explains (I think what you are trying to do) how to add different head parts using form lists. Scroll down to "Add the required form lists" and that should explain it.
  3. A good place to start would be to have a look here: http://www.creationkit.com/Category:Papyrus Look at all the references on that page. Also google; "how to script Skyrim creation kit". It should help.
  4. I assume you want everything from the NiTriShapeData Block? If that is the case, just copy it and past your NiTriShapeData Block onto your NiTriShape Block. Other then that, I don't know how except for what you have been doing.
  5. Hey, unfortunately there is no plugin for 2013 versions and above. There was someone working on 2013 over on TES Renewal but I don't think it ever got finished. Sorry, but for now you might need to stay with blender unless you can get ahold of max 2012.
  6. Yay! Def Yay! I really like the banner, it looks almost Game of Thrones-esh. Very nice!
  7. Hey zubarus and welcome to the forums :) When ever I have questions involving Blender, I refer to this tutorial: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1 I'm sorry for my laziness in not typing out the solution, but I just finished a class and am kind of tired. Anyway, that page should help with your issue. Cheers, Nate
  8. The mod I would recommend is black sacrament armor. It adds a bunch of assassin armors and is possibly my all-time favorite armor mod.
  9. I did however find this: http://forums.nexusmods.com/index.php?/topic/1984549-smithing-create-a-custom-category/ Don't know if it will be any help but it's worth a try.
  10. Ok, so after a little looking around... They are indeed hard coded, my bad. The info I was basing my theory off of was the fact I have mods that add new categories to the tanning rack. After I double checked, they where only steel and hide. So yeah, they where already in game. Sorry, Nate
  11. OK, so if I understand, you want to add new smithing carigories. That shouldn't be to hard, just find say, the daedric catigory, duplicate, rename it and add a smithing perk so that in order to craft it you need the perk anddd it won't show up in your list until you have said perk.
  12. Correct me if I'm wrong but aren't the new smithing catigores added by dragonborn attached to already in game perks? Like once you unlock advanced armors, Nordic armor shows up in your forge crafting list. This is done by setting the smithing catigory on the pieces of armor in the ck, no scripts needed.
  13. Wow! Looks really good :) I actually like the first image of the bridge the best. I like the look of the over sized stone. I wonder though, when looking at the castle about what the dungeon will look like... Such an EPIC castle should have an equally impressive dungeon. Anyway, I will be watching this and can't wait to explore it. Cheers
  14. I don't really understand what you need help with.... Maybe tell us what your tying to do and someone might be able to give you an idea.
  15. The by far, weirdest thing that has ever happened to me was... Wittnessing the moving mannequin bug. Yeah, I know not so weird right? Well the part that was strange and to be honest, I almost $#it my pants was, the mannequin moved just after I passed by it and when I turned around it was only a few feet away, looking right at me! The things that happen in these games sometimes :)
  16. You could try a modified version of the way you lower the ramp into Mercer's house during the Thieves guild quest. All you would need to do is make it a ladder instead of a ramp. You could have one on all sides of the pit, but only have one that functions... :smile:
  17. Sorry, :( Here is a more direct link: http://steamcommunity.com/sharedfiles/filedetails/?id=124986185 Cheers!
  18. Hey deventosh :) Have a look at this: http://steamcommunity.com/app/72850/discussions/0/864951657971387723/
  19. I took this from: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1 It shows the process of getting .nif files into Blender. It uses creating armor as the base but should work for creatures. Once the creature is in Blender, you will need to rig it to a skeleton. The link I provided shows all the steps, just REPLACE when it talks about armor with your creature .nif. Hope that helps as I've never tried creature .nif's before... "As Blender has not yet been fully adapted to Skyrim, to be able to import the nif files into it you have to change some properties in NifSkope. Do the following: Open the body you are going to work on in NifSkope (in the example, we are using femalebody_0.nif) First step is to edit the NiHeader settings: In the Block details section, expand the NiHeader property as shown in picture Editting the NiHeader in NifSkope You'll see that the User version property has a value of 12. Double click on the 12 and then change it to 11. Then go to the User version 2 property, that has a value of 83. Double click on the 83 and then change it to 34. Next step is to delete the BSLightingShaderProperty: Expand the NiTriShape node as shown in picture Deleting the BSLightingShaderProperty Select the BSLightingShaderProperty node and press Ctrl+Del or right click and select the menu option Block -> Remove Branch Do this for all the NiTriShape nodes the mesh has (if it has more than one) Save the modified nif file. This modified nif is the one you will be importing into Blender.Repeat these steps for all the Skyrim meshes you need to import into Blender. Now you can import the body parts into Blender. To do that use the menu option File -> Import -> Netimmerse/Gamebyro (.nif). If you cannot find that option it is because you haven't installed NifScripts. Follow the instructions given here: Installation of Blender to install everything you need."
  20. Awesome that you got it figured out :) Wish I could have been more help but I'm still learning and haven't tried body parts yet... ...still trying to make armor in Max.
  21. This might not be the best way... But what I would think of trying is to use the missing polys from the original Bethesda head mesh and then attach them to your custom model. Dunno, could work. :)
  22. I just took a look at the Dark Brotherhood boots and they have 406 faces or poly's. As for using subsurf... Not sure, I guess as long as you can get the poly count down without completely destroying your model you should be ok. I usually use ZBrush for lowering poly count... Sorry.
  23. Have you tried the "Decimate" modifier? "The Decimate modifier allows you to reduce the vertex/face count of a mesh with minimal shape changes". Linky: http://wiki.blender.org/index.php/Doc:2.4/Manual/Modifiers/Generate/Decimate
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