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JMSFedaykin

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  1. JAF01 - Did you resize the image in Photoshop (ie, Image -> Image Size)? Either the image was resized or the UVs on the mesh got squashed. But without a better description or some screen shots, it's hard to diagnose what the problem is.
  2. Just like the subject says... I need to find out if there's any way to import a skeleton into Max or Blender without the rotations of the axes being all screwed up. The reason I'm asking is that I'd like to be able to create my own skeleton for the mesh I'm working on, but I want to tweak the lengths of some of the bones to get the proportions of the figure how I want. So, I'd like to be able to get the bone rotations matching at the start. But when I try to align my bones to the bones of the imported skeleton, I get this: http://i.imgur.com/vr5Zmbs.png That's the thigh bone, just fyi. Now it looks like Skyrim's bones rotate on the X as opposed to the Y, which is how Max's bones rotate by default. But even if I rotate the center point by 90 degrees, that still won't account for the rotation along the Z. So, does anybody have any suggestions? Thanks in advance! PS, I also tried importing into Blender, but it barfs on every skeleton and I get some kind of "node name length is too long" error. PPS, Well, forget that... I tried rotating the pivot separate from the bone, but that doesn't work. I though you could, but I was wrong. So, there's currently no way I can get the rotations of my bones to match the rotations of the skeleton's bones.
  3. That should actually be pretty simple. Open up the amulets that you want to copy the properties / abilities from in the Creation Kit and make a list of their spells. Then create a copy of the Lustmord Pendant in the CK and give it a unique name. Then just add the abilities you want to copy to the Lustmord Pendant copy you created. Then, in game, hit the ~ key and type: help "<Name of Your Copied Lustmord Pendant>" 0. This will give you the ID number of your pendant. Then type in: player.additem <ID Number of Your Pendant> 1. This will add the pendant to your inventory.
  4. This is a really basic question, but I couldn't find an answer anywhere. So, I thought I'd try asking here. Basically, what I'm trying to figure out is if Skyrim's animations (I think they're *.hkx's instead of *.kf's, now?) store keys for scale and position information as well as rotation information for the bones in the animation? What I'm trying to do is create a new mesh for an existing skeleton in Skyrim. But I'd like to alter the length of some of the bones to be able to better match things up to the proportions that I'm picturing. It's not really a big thing. I can build the mesh to the skeleton exactly as is. But, I could make it perfect if I could alter bone lengths. But if the animation files key position and scale in addition to rotation, there's no way I can get that to work. So, I just thought I'd check. If they're like everything else I've encountered, I'm guessing they probably do. Thanks in advance!
  5. Pretty self explanatory. I'm trying to find the animation that gets played when the player climbs into the saddle to ride a horse. Maybe it's just been a long day, but I can't find anything in the "character\animations" directory, or any of its sub-directories, that looks like it's what I'm after. If anybody could point me to the correct file, it'd be a super big help! Thanks!
  6. Nope, that's pretty much it. Just unpack them if they're in a *.bsa and then create your versions of the textures and drop the whole kit and kaboodle back in your Data directory.
  7. Well, if that's the case... There is one thing you could try. You can procedurally change the VampireLord race. (It's listed in something like Game Variables in one of the menus for the CK.) You can use Papyrus to change that variable from the Vampire Lord race to your character's race. Actually now that I think about it, that probably won't work either because it's going to introduce a whole bunch of other issues relating to how the Vampire Lord casts spells and all the other stuff associated with it...
  8. This may be a dumb answer... But if you've found the MagicEffect, you can r-click it and choose "Use Info" and that will show you all of the CK items that use that MagicEffect.
  9. I gathered that you added the ability. But, did you set it up so that it's constantly active? That's what I was getting at. If the spell isn't constantly active, there should't be anything in the AI packages to make it cast the spell on itself. That's why I suggested trying to set it up so the spell is always active. You probably also need to create a quest so the spell gets cast on the follower automatically.
  10. What I can't figure out is why you're getting warnings about texture swapping? Aren't you changing the texture paths in the TextureSet node of your nif? And also creating a seperate nif for each weapon? I just don't know why it's swapping. It doesn't seem to me like there should be any texture swapping going on...
  11. I may be completely off base here, but I think what you would want to do is this: 1) Create a copy of the race that you want your follower to be and uncheck swims. 2) Then you would duplicate the waterwalking spell and make it a constant effect ability. (I don't know if you need to do this. It just depends on the particulars of the original waterwalking spell.) 3) Then in the race, add your duplicated waterwalking spell to the list of racial spells. 4) Then assign the race of your follower to your duplicated race. If I'm correct, then the follower should have the waterwalking ability and it will be applied constantly. Now, I don't know if unchecking swimming will cause the follower to stop following you. But if it does, try checking it again. Either way, I think the follower should probably waterwalk instead of swimming. Also, you may need to turn the magicka cost of your duplicated waterwalking spell down to zero. Hope that helps!
  12. My best advice would be to model it in whatever version of Max you want. Export it as *.obj and then import it into Blender v2.4.9 and export the *.nif from there. Blender isn't nearly as sophisticated as Max. Plus, I think you'd need to recreate the Materials / Textures. (But, the UVs should come over.) But, that workflow should work.
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