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LordNyron

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Everything posted by LordNyron

  1. Came here to see if I was the only one having this problem, glad that I am not. Website is unusually slow and Vortex refuses to log me in no matter which method I try. Fun times.
  2. So I have two questions. 1) Can ME3Explorer be used to extract maps from any of the Mass Effect games? 2) If so, would it come in pieces that would have to be reassembled or as a completed map? I know people who have used ninjaripper for that sort of thing and the maps come in thousands of pieces that have to be manually reassembled. Was hoping it might be possible to extract or convert maps files from the game directly using ME3Explorer and hopefully only have what I need rather than a thousand things I don't need because ninjaripper just rips indiscriminately and in order to get full rooms you have to rip from multiple angles meaning you get a lot of the same files that you have to sort through.
  3. Looking forward to giving it a test run when I get home from work, but I do have a question that you may or may not be able to answer at this stage. Will Vortex ever have the functionality of OBMM and other game specific mod managers? What I mean is, could I install an OMOD file through Vortex? Before I had to install those specific mods for Oblivion, such as COBL, through OBMM because it was needed for that kind of mod, and then I could install all normal mods through NMM. That's a bit of a pain to jump between two different mod managers just to get everything to work. I'm not sure if NMM actually supports OMOD files, but every time I tried it didn't work so I'm assuming it doesn't. It would just be nice to have a one stop shop for my modding rather than keeping multiple tools around.. Obviously I can't expect that to happen, as wonderful as it would be to have the Dragon Age: Inquisition Mod Manager,Wrye Bash/BAIN, and ME3Explorer/texmod integrated as part of Vortex so I could mod those games through it as well.
  4. Problem solved. Turned out it was conflict between ENBSeries and outside programs that were all trying to hook into Skyrim. I went to the ENBSeries forums(Which I didn't realize existed.) and found a post there where someone said that other programs that hook into Skyrim could cause this problem, so I turned off both GeForce Experience and Evolve, and wouldn't ya know it the game started, though SKSE had a bit of a fit first.
  5. Can't seem to get the injector to work. I run it as administrator from the Skyrim folder, then run Mod Organizer as administrator, start SKSE Loader through MO, and the injector does nothing.
  6. I have Skyrim installed to a custom "Games" folder separate from the two Program Files folders. I might have to try the injector. I have the required ini settings set in both the default ini's in the Documents folder and in my MO profile folder, just to be safe.
  7. For the past few weeks I've been having trouble getting Skyrim Legendary Edition to work. One second it was working perfectly fine, and then the next time I went back to play it it had stopped working. I tried uinstalling all of my mods, reinstalling SKSE, the works. The game would try to start, but as soon as the black box comes up, it stops responding and closes. Today, out of random curiosity, I removed the d3d9 dll from my Skyrim directory, and sure enough Skyrim started working, without ENB that is. I tried using a d3d9 dll from an older, but still recent ENB version and that didn't change the outcome. I then tried reinstalling DirectX 9.0c, but that had no effect. So now I'm stumped as to how I can fix the problem without removing ENB entirely, and so now I am here to see if anyone else can help me sort this out. And if it helps anything, I'm running Windows 10, and I think I tried reinstalling Skyrim, but I can't remember.
  8. The title is pretty self-explanatory. When I try to select polygons on one side of my head model, it doesn't select them. Instead, it selects polys on the opposite side of the mesh. So If I click and drag to select the polys that make up the forehead, it selects the polys on the back of the head instead. Keep in mind that I have "Ignore Backfacing" turned on. Before this, it was selecting polys on both sides of the model. Turning on Ignore Backfacing fixed that, but now it's not selecting the right polys. If someone can help me figure out how to fix this, I'd appreciate it. Also, second question, how do I edit one side of a mesh and have that edit be applied to the other side? I know there's a symmetry modifier, but I can't seem to get it to work(and my model turns dark when I apply it.). I've noticed in all the videos I've watched that none of the modelers ever used that modifier. They were just able to edit the mesh and have that edit be made to the opposite side without turning anything on. At least, that I could see. If there's a key to toggle it that would explain a lot. EDIT: It just occurred to me, but in the event that this might help, there was something else strange that happened. I tried to use the "Push" modifier to move the polygon shell I had made(before scrapping it.) away from the head ever so slightly, but instead of pushing, it shrunk, twisted, and then got bigger. As if it were working in reverse among other things. And I know I was doing it right because I had a video playing that showed how to use it. He increased the numbers and the mesh was slowly pushed away from the head. I did the same thing, only it didn't get pushed, and it did what I mentioned before.
  9. wonder how much we really actelly needed skse for  it looks like mod authors was dependant then se came out without many authors found paths around skse A few common SKSE features can be done without it, just requires messy or convoluted workarounds. In those instances SKSE offers a simple solution. Most of the features can't though, as they're accessing code that otherwise can't be manipulated. The Silverlock team already said they'd be more than willing to take applications for people who want to work on SKSE64, they just gotta prove they can do what is needed. Why make an SKSE replacement or competitor when you could help the team finish SKSE64? If no ones stepped up to the plate thus far, then I doubt there are many people who can actually do it.
  10. 1) SKSE64 is not dead, the one person working on it took a break and is working on F4SE. Said person will return to SKSE64 eventually. It will happen, just be patient. 2) Even with a petition, Bethesda probably won't make an official script extender. They know full well that the script extenders exist, and if they really wanted to, they could have just built the functionality into Skyrim Special Edition and Fallout 4. They did not. If they didn't do it then, it's doubtful a petition of all things would get them to do it. 3) And even if they did, what makes you think it'd be free? They have Creation Club to push, make you buy Bethesda Fun Bucks and use those to get SKSE64.
  11. Two days ago I was playing the game normally, modded to the limit, and it just crashed randomly. I haven't played since then, so when I went to start it up today, I assumed it would actually start up as per usual. Except it doesn't. SKSE Loader does its thing, little black box appears in the top left corner of my screen... and then it crashes. I've tried everything I can think of. Looked for missing masters, validated the game cache, ran TES5Edit, ran LOOT. I hadn't changed anything from two days ago. No mods were added, no mods were removed, and no mods were moved. Everything was as I left it except that somehow a master got moved lower than a dependent mod, but that was the only one. I fixed that, but it still CTDs. I honestly can't figure out what's wrong. And this is coming off of a weird occurrence where a mod went "read only" and refused to acknowledge my admin privileges.
  12. copyright is also prevent too make anything remotely similar WHAT? That's total nonsense, even in the "real" business world. That only applies to art, music, or design. Not to computer programs. Or how do you think would it be possible to have a free Apache OpenOffice. A set of programs which are re-implementations of Microsoft's Excel, Word, and others. And which almost looks like the original. Don't you think they would be kicked badly in the ass by MS if they had any rights on "similarity copyright". its the rules for consoles and beth so i think it would apply here too for making something wich looks exactly the same is nearly like you took mod and ported it Beths rules are in place because the last time they attempted paid mods, a lot of mods were, quite literally, stolen from Nexus and uploaded to the Steam Workshop with a price tag(All from mod authors who were very much still active, even if they weren't updating their mods. That isn't okay. Though, even if the mod had been abandoned, you still shouldn't take someone elses work and try to sell it.). On Nexus it isn't uncommon to see multiple mods that do exactly the same things, sometimes slightly different, sometimes not at all. Just because a mod exists for something, doesn't mean that someone else can't make their own mod that does the same thing. That's like saying a modder who retextures the mountains gets sole rights to retexturing the mountains because they put out the mod first. Beths rules are not the rules of Nexus, last time I checked. There's nothing wrong with friendly competition amongst modders who volunteer to make mods and release them for free. Obviously, you can't take someone elses mod and upload it as if it were your own without permission, that makes sense because they did work hard on that, but nothing is stopping you from making your own mod that is similar to theirs, perhaps even better.
  13. So I haven't the faintest clue what happened here. I followed a conversion guide to the letter and for at least a week the mod(The Ordinary Women) worked perfectly fine. It overhauled the appearances of a lot of NPC's and everything was great. And then, suddenly, within the last 24 hours, it stopped working. It never left its place in the load order and while there are mods that overwrite it, they're all mods that only change the appearances of specific characters and in the past this has never caused so severe a reaction as the mod not even working at all. I tried shifting it's position in the load order around, but to no avail. To clarify specifically what has happened. At first I noticed that all NPC's affected by the mod had dark faces. It wasn't until a little while later that I noticed that the shape of their faces had reverted to vanilla, the same goes for their hair(All required hair mods are installed.). After I moved the the mod towards the bottom of my load order, NPC's that affected by other mods were fine again as if The Ordinary Women didn't even exist, but NPC's that aren't affected by those other mods, such as Svana Far-Shield, had not changed at all. Dark face, vanilla face, vanilla hair. I tried installing the Dark Face Fix mod, but that didn't help at all. Haven't tried following the manual way of doing it, largely because I'm not sure if I'm supposed to do it using Skyrim.esm or TheOrdinaryWomen.esp since the latter is the obvious cause of it, but the instructions say Skyrim.esm. At the same time, I doubt fixing the facegen, if that is the cause of the dark faces, will magically fix the shape of the faces and the hair, if anything I would expect it to still be the vanilla face and hair, but no longer dark, and that isn't exactly what I want. I would appreciate any advice I can get because this is bugging me. I don't want to have to uninstall the mod because then the NPC's affected by it go back to being ugly. I could try porting it again, but I don't understand why it suddenly stopped working in the first place.
  14. They ran into some unexpected bugs with the Special Edition version, so they're trying to get it all fixed up before releasing it. If I recall, one of the developers said that once they push out the next big patch for Bruma(Which should be today.), Special Edition will follow not long after.
  15. EDIT: Just realized this is in the wrong section, but it won't let me delete the post.
  16. So, basically, what's being said here is that even if the mod author has fallen off the face of the earth for 1+ years(No replies to comments, doesn't respond to private messages/inbox is full, no updates), no one can upload a port of the mod despite the fact that it's basically been abandoned, and you can't make a similar mod because of copyrights that aren't even official? So, can we not even make patches that overwrite the files of the original mod to make it work with SSE(Going under the assumption that the mod author is, again, not even around to grant any semblance of permission whatsoever, and has not been around for an extended period of time with no sign of their return.) and upload that patch so that others can at least continue to use these dead mods? Because I imagine that would fall under copyright somehow. Also, to the OP, Animated Clutter works perfectly fine in SSE without any converting or patches. I currently use it myself and haven't encountered any problems.
  17. Just to elaborate further on what Tooneyman said, a lot of mods from Oldrim will not work with Special Edition unless converted using the new Creation Kit, and even some might still not work and require additional work before they will work. However, that doesn't mean you can't install some mods using a mod manager and see if they work without conversion. For example, a lot of texture and mesh mods will work without any additional work, though some textures might have this shine to them. If the mod requires SKSE, it won't work by default because there is no version of SKSE for Special Edition yet. The team behind SKSE is working on an SKSE64 for Special Edition, but there is no ETA on when it will be released.
  18. So, between Holds, Dawn of Skyrim, and ETaC, which one is the most recommended?
  19. ^ This. I use Oldrim as my super-roleplaying edition because there are just so many more options to change up how the game works or what kinds of roleplaying opportunities there are thanks to all the mods you can't get for SSE yet, but I also use SSE as my "I just want to play Skyrim again, but prettier" version because I can install a mega ton of texture and mesh mods and the game won't get massive framerate drops because I can now fully use my GTX 980Ti's memory and the game is just more stable overall because I do get frequent unexplainable crashes in Oldrim, whereas SSE does not crash at all no matter what mods I have installed unless they're absolutely incompatible or just don't work for some reason.
  20. I appreciate the help. Got it to work now. http://i.imgur.com/8eemIIu.png When I set up like how you have it, I could still see the white outline, but adjusting the transparency color to black looks like it did the trick, but Blender won't let me zoom in any closer to the model. If there's a way to disable that so I can zoom in as close as possible, I would appreciate it if you could tell me. Other than that though, it's only in materials mode that it works. Don't suppose you can tell me how to get rid of that outline in Render mode so that if I use Blender for animations and stuff in the future it won't have a black outline when rendered out. EDIT: I went into default editing mode and noticed that while some of the polygon strips have indeed gone transparent, others still look like they have a dark outline around them, almost like a blur.
  21. My main goal is to simply put together models in Blender and then export them to other programs for actual use, like Skyrim or Source. I may eventually use Blender for animations, so making sure the textures actually show up in render is also a good thing. Since I originally posted this, I've narrowed down the problem I've been having and it's less related to the models themselves and more to the textures, specifically the textures that come with the hair models I exported from Skyrim, and even more specifically those from SG Hair Pack. The textures themselves work, but the alpha channel apparently does not. It refuses to turn transparent. Instead it turns the polygons a bright white(With the Shadeless setting checked. If unchecked it will be a duller white and the texture will looked darker as well and shiny.) except for where the color part of the diffuse texture is, that stays the same. This is what I mean: http://i.imgur.com/mDZco3p.png I need that bright white(the alpha channel) to go transparent, and I've doubled, no, triple checked that that "Use Alpha" and "Transparency" were turned on, so it should be working. I even tried going through Blender Cycles and using its Compositing window to use the nodes and it produced the same result. As can be seen here: http://i.imgur.com/9SO2nAr.png I haven't the faintest clue as to why the texture's alpha channel isn't working properly. I haven't done anything to the file itself and checking it in GIMP shows that it does in fact have an alpha channel, which oddly enough is how it gets its shape, otherwise it's just an endless texture that ends up looking like hair, but without pointed strands aka the polygon strips with a regular texture applied to it. I also tried to apply the texture to the hair mesh in DAZ Studio, and it produced the exact same result. A white border around the texture. It's reading the alpha channel, but it isn't going transparent like its supposed too. It works perfectly fine in Skyrim though. The only change I made was converting the mesh from NIF to OBJ since Blender doesn't support NIF files without a plug-in, and that plug-in is recommended only for use with Blender 2.49B, a version of Blender that no matter how many different variations of I try, simply crashes on start-up while Blender 2.78 works perfectly fine.
  22. I've been at this for a few days and I'm about to lose it if I can't figure this out. I'm trying to get hair and clothing models from Skyrim mods in order to use them for personal projects. My goal is to get them into Blender and attach them a character model I built in Daz Studio. And while I can export the model NIF as an OBJ file and import that into Blender 2.78, I then run into the problem I've been having all week. The first thing I have to do is recalculate the normals to fix dark spots on the model. Then I set the texture to the one I want to use and set the material to the alpha texture. However, when I render the image to see if the hair model looks right, it doesn't. The texture I selected doesn't even show up on the model and the model now has dark patches on it and maybe a few lines here or there. I can barely see the alpha texture on it. Full disclosure, I'm new to both textures and 3D modelling in general. So if I made some sort of rookie mistake then let me know, but my assumption has been that the alpha texture is supposed to make the polygon strips transparent and then the regular texture goes over top of that so that it actually looks like hair(or whatever you desire the object to be.). However, even if the alpha did its assumed job, the regular texture still isn't even appearing. If I load it up as a material it shows up, but the polygon strip underneath is still clearly visible. I tried loading up a different model and I got the same problem. Except this time some of the model was a light lavender color instead of white. Now, having said all that, there is one instance where I got it to work. If I go into the UV Editor, select Object Mode, then open up the texture in the left window, and select the texture viewer in the left window, it will actually appear. HOWEVER, only a small portion of the model is actually affected by it. The vast majority of the model is a pitch black. Like, I can see that the polygon strips have gone transparent, but it's only like the hair texture itself has turned black in those spots. And of course, rendering it still spots out a model that is completely gray with some dark fuzzy spots and lines with no texture whatsoever. Oddly enough that only occurs when I hit the render button. If I just select the Rendered View option, the model is just gray. That's it. No dark patches, but also no texture. I'm seriously getting confused by all of this. And before anyone suggests trying Blender 2.49B, it doesn't work on my computer. I have no idea why, maybe because I'm using Windows 10 Pro 64 Bit, I don't know. It just crashes on startup. I even tried that Blender Portable that people seem to like that already has everything installed and it did not work. 2.49B ran once two days ago, but after I closed out of it, it has since refused to work and no amount of uninstalling and reinstalling has fixed it.
  23. I have not seen a free 3DS Max anywhere. Trust me, I would if I could, but all I see is a 1 month free trial of the latest version, and no legal versions of the previous builds. EDIT: Except the student version, but I'm not a student.
  24. My end goal is to use hair and clothes from Skyrim mods on a custom character model built in Daz Studio, and I believe I have to put the hair and clothes on the model in Blender. I'm not sure if it's really necessary to get the texture onto the models while in Blender, I think I can port back to Daz to do that and it might be easier, but seeing that they actually work while in Blender would at least me know not to waste my time. And I've figured out that I probably don't have to unwrap the UV so I'm not doing that anymore, however if I add the texture like I'm supposed too, one of two things happens: 1) The texture doesn't go anywhere specific on the model and just kind of wraps around it aimlessly. This was probably due to the UV screw up as I haven't seen it since I stopped that. 2) The texture is applied to the model, but it looks more like a photo being pasted over a white background. The polygon strips are still very much visible. I assume this is what a transparent alpha texture is for, however I've tried adding the N.DDS file that I believe is supposed to be the alpha texture, I'm not sure because they aren't labelled as such, but the image is like a light purple over a white background, which is usually how alpha textures look, and it doesn't seem to help anything. So I'm not entirely sure what I'm doing wrong. And just to clarify, I will not be porting the finished character model back to Skyrim. This is for my own personal projects, Skyrim just happens to be the best place to find clothing and hair for such purposes. EDIT: I'm also not entirely sure where to use the alpha texture. I believe it's under Materials because there's an Alpha box I can check off and it does the checkerboard pattern, but I didn't see any change in the model. And there are two Material's tabs. One that's separate from the Texture tab, and one that's in the Texture tab. I can't seem to add any custom materials under the standalone Material's tab and it has no alpha option, the one under the Texture tab lets me open a texture and hit the alpha checkbox. But like I said, nothing seems to happen. It isn't even picking up the normal texture anymore. And if I do render the image, there are these darker spots on the model. Looks like it did before I recalculated the normals. My step by step goes something like this: 1) Import NIF file into Nifskope 2) Export as OBJ file 3) Import OBJ file into Blender 4) Scale model down because for some reason it's bigger than the screen and then rotate it because it's laying on its side. 5) Enter Edit Mode and recalculate the normals to fix dark spots. 6) Go into the Texture tab and under Textures, open DDS file. 7) Move over to the Material's tab under the larger Textures tab and open the N.DDS file, set as alpha 8 ) Render model to view, result not as expected. I'd go somewhere specific to ask these Blender related questions, but there is nowhere and I know no one who uses Blender. And none of the official documentation really covers this. Even the Blenderella DVD stops short of showing texturing. I would try Blender Stack Exchange, but I did that once before and they are not a nice bunch to deal with.
  25. Well I got it working, the model imports and the gray faces are normals that need to be recalculated. So all that is fine. But when I go to apply the texture, something goes wrong. The texture doesn't go on the model correctly and I'm not sure how to fix it. I load up the DDS file like I'm supposed to, go into UV editing mode, unwrap the model, and unwrapping the model does something that I think it isn't supposed too. It looks like an outline of all the polygon strips overlayed on top of the texture image, and most of them aren't covered by the image, so I'm assuming that's why it isn't being placed on the model correctly, but I'm not sure how to fix that. I'm so confused. EDIT: The video I was watching showed the person loading the texture image in the UV editor and then unwrapping the model. There was no polygon outlines overlaying on top of the image. The image was just suddenly applied to the object. I'm assuming that the UV's are supposed to be the outlines, not the texture image, and that the texture has nothing to do with UV's. But even if I just set up the texture normally and then hit the render button, the texture doesn't apply properly. So I'm still not sure what's going wrong.
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