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heavywaters

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Everything posted by heavywaters

  1. Don't cry.... You were given the answer, google has what you need, do your own research.
  2. The first thing that came to mind on the ruined city (part 2)... You need some premise as to why the shadow creatures are here. Is it by choice or would they be trapped there? Did they live there in life or were they brought there by some necromancer or the like? If this is their home, maybe you need their blessing to pass, do some task that they cant. If they are bound there, what would a necromancer want them to stop you from finding? As for the castle... What happened to the "King and Queen"? Maybe that will give you some ideas, if not will return with whatever comes to mind...
  3. use Tes4Files.... It will do everything for you, except create the archive. -heavywaters
  4. Sounds like your trying to paste branches from some other game into a nif for oblivion or you wouldnt get version mismatch errors. Nif versions are specific to what ever game they are designed for, they dont get "updated". "Paste over" wont work because the versions dont match. You will have to run the nif thru a 3D modeling program to get the version you need. -heavywaters
  5. No need to "animate" anything... It's called a NiFlipController in Nifskope (search it). i.e.: to flip thru a series of textures to give the illusion of animation. -heavywaters
  6. Here, try this link. Should be all the info you need to get started off right. -heavywaters
  7. You don't need to know Python to make mods. You do need Python to run Blender as it relies on it to function. Neither the CS nor Oblivion require it, but if you want to make custom meshes and export the files from Blender as Nifs so Oblivion can use them, you will need it. You will also need to download Blender Nif Scripts (which are written in Python) in order to import/export those Nifs. -heavywaters
  8. I often wonder why its called "common" sense... It's anything but common, and far too many people have no sense at all.
  9. I have given this some thought... It could be as simple as flipping the DDS image over in your favorite imaging program so its "base up". Then putting that inverted image back on the billboard within the nif, save and test. No reason why that shouldn't work. -heavywaters
  10. Figured the problem out on my own... The simplest answer is usually the right answer. -heavywaters
  11. They are compressed in a BSA file, they must be extracted before they can be accessed. Do a little research before you make a new post, I assure you - you would have found the answer.
  12. I agree with hitman. If you had looked at the Mod Troubleshooting thread you would have seen that someone has been asking for help on the third mod hitman provided a link to: http://www.thenexusforums.com/index.php?/topic/243219-predator-mod/ And Predator armor has also been made already. IIRC it is included in the Apachii Heroes Store mod: http://www.tesnexus.com/downloads/file.php?id=22962 Searching seems to be a lost art, or just too much work.
  13. Or, to make it really simple... In the bhkRigidBody block, set the Mass to 0. With this method you simply render the object immovable without altering it in any other way. -heavywaters
  14. There is no need to rotate a tree... Its nif is set to display it as a billboard: the tree has only one face which is set to ALWAYS face the camera.
  15. OK, dont ask about problems here, just the programs in general... ...got it.
  16. Finally, someone else that has used MaPZone. Just downloaded it a couple days ago and been playin' around with it. I am amazed by the quality of textures that this program is capable of producing, but my main interest is in creating higher quality normal maps than I have in the past. I appears that their forums are all but dead and there are a VERY limited number of tutorials for it. I'm in the same boat as Uber, I cant model very well at all so making proper true normal maps is out of the question for me. My main problem so far is trying to import a regular texture to work from, though it has a lot of presets, they just aren't suitable for ALL situations. But enough of my problems and opinions, here are a couple of contributions: This site has a nice tutorial that covers the very basics for those who (like me) have never used a program like MaPZone. http://www.truancyfactory.com/tutorials/mapzone.html Here is a link to Bela's Tutorial Channel on YouTube, it has a few for MaPZone and Photoshop. http://www.youtube.com/user/BelYo -heavywaters
  17. In my current WIP I have done just what TodaY suggested, most of the time it generates 3 or 4 pieces of the full set that match. I have also tried to make 6 (with shield) different leveled lists, each with a single piece of the full set, then nest those within one List. The results were exactly the same either way... It WILL actually give a full matching set, but less than a 5% chance at that. -heavywaters
  18. But beware.... Even done correctly you still run the risk of corrupting your save, so make a back-up first.
  19. One solution could be (if you want to display the entire set of armor) : Dont use the display stand at all, just remove the havoc from the items and arrange them so they look like they would be on a display stand. This method would make shape/strip conflicts a non-issue. Besides, the "head" of the display stand is WAY too big, it will clip thru any helmet you try to put on it. Never tried to use both in the same nif, would like to know the answer to this myself.
  20. From what I gather, you want to combine 3 different nifs into one. In order to do that you would need to copy and paste all the NiTriShape blocks into one nif. Thats the simple explanation, for the actual details for making it work may require a little research.
  21. Niflib is a C++ library for loading, modifying, and exporting NIF files. It stores a full representation of the NIF file in memory, allowing for arbitrary re-arrangement of blocks. It also automates several types of data dependencies that exist between various blocks within the file format. Yes there is documentation on the net, but none of it explains where the file should be placed. The only info I found said "it goes in the python folder". This is a little to vague for my liking, but I extracted it to that folder anyway. Whether I like this method or not it does seem to have worked. So, problem solved!
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