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DeltaType90

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Everything posted by DeltaType90

  1. You should probably ask here :thumbsup: http://answers.ea.com/t5/Mass-Effect-Andromeda/ct-p/mass-effect-andromeda-en
  2. Hey guys :) For some reason I can't open the DDS textures I extract with MEAExplorerWV, I even went through the trouble of installing GIMP and the required plugins because I thought the problem might be with my regular texture editor, but that turned out to be a waste of time because GIMP can't open them either :confused: Anyone have any idea what could be going on? :huh: Best regards DT
  3. Have anybody figured out how to use MEAExplorerWV to change which bonuses are added to the armor parts? :huh: In ME3 this was really easy, but I can't seem to find a way to do it with the MEAExplorerWV tool :pinch: Well truth be told I can't seem to figure out how to make any changes stick, I think I might be getting old, getting old sucks, used to be able to figure these things out in a matter of seconds after getting a new tool, but now I feel completely lost :confused:
  4. Great thx :smile: So no model editing capabilities yet? :unsure:
  5. Like the title says, I'm looking for a guide of some kind so I can start modding ME:A, anyone know if there are any such guides yet? :mellow: Best regards DT
  6. Correct. Basically in order to mod the game, you have to add the new files as if it were a patch from BioWare. With that however, came some issues. You couldn't go certain places with mods on. Some cutscenes caused CTD. Etc. People were saying this time around it should be faster/easier for the modding community, but I don't think that's the case. Either that or there's less interest in modding MEA. Gah! dealt with this kind of modding before with WoW, not going through that again it's way too circumstantial and you end up spending more time troubleshooting than actually playing and enjoying the game :laugh: All I need is the ability to modify the occasional textures like I did for ME2 and 3, made a world of difference :confused: Besides BioWare actually seems to be listening to the community (unlike a lot of other developers), making changes to the game based on the feedback we give them to improve aspects that they may have overlooked, so I'm staying patient when it comes to the major things, but I don't expect them to make changes to minor things like textures based on the whim of a single player which is why I want to be able to work on that part myself :happy:
  7. Doubt this will use TexMod. It's the same Engine as Inquisition, so we will probably see the whole fake patch system applied to this game as well. Haven't played Inquisition, but I imagine "fake patch system" is one of those things where you need to update it every time the developer updates the game?
  8. Anyone know if somebody is working on a new TexMod tool?
  9. For a sec there it actually seems to have been fixed, but sadly this was not the case and even 3DS doesn't work, the result is actually worse when using the 3DS format, so again I am at a loss :confused: I think I'm just gonna shelve modding for a bit, don't really have the patience for it these days, especially when the tools are not even working hehe :tongue: Thanks for the help anyway guys :thumbsup:
  10. Oh well and this is what I was talking about, it seems the problem is not a consistent on and though it (like I wrote above) actually worked that one time, it now doesn't work again :pinch: Also the 3ds export suggestion is also not working, so that is not an option either, guess I'll just put the project on hold for now until a fix is made to solve the problem (fingers crossed) :confused:
  11. Thank you for the reply :thumbsup: Well I've been using the same version for some time now and this is only the 2nd time it has ever happened to me, so it can't be a consistent flaw :huh: In any case, I always have two versions of NifSkope installed anyway, so I tried doing what you said and imported the .OBJ into my older version and it worked like a charm, thanks a bunch Tamira saved me allot of head scratching :wub: With the very best regards and thanks DT90
  12. Hey everyone :) For unknown reasons (on my part) after having used Blender in this manner for some time now, exported .OBJs now all of a sudden have completely messed up UV maps and I can't figure out why... This is how it looks in Blender (please note the model is made up of several parts) and is how it is meant to look. http://www.mediafire.com/convkey/0700/27qnna3yp9628qj6g.jpg And this is the result I get after exporting the model and importing it into NifSkope (lower left corner is the UV map for the main body mesh as it looks after the model has been imported into NifSkope). http://www.mediafire.com/convkey/36d5/y51p9iebmlybyqk6g.jpg Anyone know the reason why this happens? P.S. It is not a single model, but rather multiple parts i.e. main body - head - bridle - eyes - tail - etc. and also note that I have tried to export (Blender) and import (Nifskope) the model both as a single .OBJ (set) as well as in individual parts, neither method works.. Hope someone out there can help me out and thank you in advance for any tips or advise :) With best regards DT90
  13. Well I've taken the step and send a PM to the original author of the resources I've used, but it's been a long time since he was last online, so the likelihood of a public mod is looking kinda slim, but we'll see, you never know :wink:
  14. It is allot of work as each animation requires 20 images for a full animation, or at least 10 if you make use a mirrored animation (i.e. 1,2,3,...8,9,10,9,8,7,6... etc.), at this point I have converted all the vanilla paintings I could find, the problem however as it is right now, all images used are covered by copyrights, so it would not be possible to share it. I was however thinking of making a public template, basically setting up everything with the .NIFs and folder paths ready to go, but with "blank" sets of images and ppl could then just add their own images to the blank textures :wink:
  15. Yea for years now I've actually kept a version 1.0.22 installed and to begin with, this was actually the only version I was able to open up Skyrim .NIFs with, so it definitely is a unique version for some reason :P
  16. Thank you to the both of you for your replies :smile: I was under the impression that my NifSkope version was up to date, but if you Bess, have a version 113, I must have screwed up when I last reinstalled my PC, so it could simply be a version issue :pinch: Will try to locate and install the newest version and see if this solves it :wink: Thanks again for the replies :thumbsup: ___________________________________________________________________________________________________________________ EDIT: Okay that solved it, it was simply a matter of the version of NifSkope I was using, thought I had the right one but must have installed the old one by mistake doh! :pinch: Thanks once more for you time guys, much appreciated :thumbsup: :thumbsup: :thumbsup: With best regards DeltaType90
  17. :excl: Problem Solved! :excl: ________________________ Hey guys :smile: Right now I'm working on a private mod, which replace all the vanilla paintings with animated ones. The replacers are based on the mod "Moving Paintings". However I've run into a problem, NifSkope can't open any of the models called "middlepaintingchorrolcath", "middlepaintingelvenruins", "middlepaintingfarmhouse", "middlepaintingforest" and "middlepaintinglandscape". Anyone know if there's a way to fix this? Thanks in advance. DeltaType90 Moving Paintings: http://www.nexusmods.com/oblivion/mods/15250/?
  18. :excl: Solved the problem! :excl: I suddenly remembered a trick I've used in the past and don't ask me why this works, but all I had to do was rename the textures and the problem was solved :tongue: I have no idea about how the problem occur or why renaming the textures work, but there you have it :wink:
  19. Thanks for the reply :) I was actually thinking the same to begin with, so the first thing I tried was replacing it with a completely flat normal map, which should work with anything, but still no luck :confused:
  20. Hey guys and gals :smile: I'm going nuts over this one, I can for the life of me not figure out what on earth is causing this and I've tried all the tricks I know to solve it, both in Blender (still relatively new to this one) and NifSkope :confused: This is how the bug manifests itself in-game: http://fc08.deviantart.net/fs71/f/2014/154/f/6/oblivion_2014_06_03_11_48_43_22_by_corephantom-d7kuduz.jpg In the worldspace itself the weapon is just shown as black :sad: I've worked with several weapons and none of them have had this issue, so any help would be much appreciated :thumbsup: Thanks in advance! :smile: With best regards DeltaType90
  21. Yea I thought it might be something like that, modding Fallout and TES is just so much simpler :P Because I want the world NPCs to wear cooler gear than they normally do :happy: Yea I like that mod, spend hours having fun with that one the last time I had the game installed :biggrin:
  22. Actually the armors in that mod are legally ported models, from DA2 to DAO :biggrin: Anyway, I just used those as an example, but I actually tried replacing the Chantry robe with the "Sloth Demon Robe" from the "Hsli Sexy mage robes" http://dragonage.nexusmods.com/mods/1342, but that didn't work at all, they simply just showed up invisible, which normally indicates that the armor is incompatible with either race or gender, which was not the case :P Are there several files that needs to be replaced, or is the .msh file the only one needed? :huh:
  23. Thanks for the reply :smile: But that's not exactly what I meant, I was thinking more in the lines of direct replacers for vanilla armors, just for an example, let's take one of the light armors and then replacing it with something like "Isabella"'s armor from the Kirkwall Exports http://dragonage.nexusmods.com/mods/3098, or the vanilla Templar armor with the Templar armor from the same project :wink:
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