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JaydoDre

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Everything posted by JaydoDre

  1. Hi , thanks, I'm still surprised that people show interest in my mod and in Skyrim. I've completed pretty much all the quests I was interested in so I'm not sure what I would come back to Skyrim for. I looked at Nexus and there are very few quest mods. Like what do people even do in Skyrim now? Anyway, the immediate problem with my mod right now is actually that I am having trouble applying animation to my outfits. I don't know if I'm doing something wrong but I just can't spend hours upon days upon weeks changing the weight on each vertice for each bone and in the end the armor still clips through everything. I looked at various tutorials on how to rig the model and I think I am doing all I can, but I don't know... And, yes, Roman related land and quests would be the next issue after that, but I don't think we'll get to that.
  2. As per the name of the thread, I am looking for modders to finish this mod of mine as I no longer have the time for it: http://skyrim.nexusmods.com/mods/32988/ Germanic outfits need to be created. A few female counterparts to the male outfits need to be added. General polish needs to be done, especially if someone knows a thing or two about improving animation. The only requirement from my side is that you continue to be as true to history as possible (Imperial Rome). If anyone is interested please PM me.
  3. I am trying to create an equippable body with a new texture on it (trying to create usable body paint that way) where the equipped body would keep the ability to change the tint of the skin based on race. So I made the default body mesh into a new "armor" and tried to link it to a different texture that I want it to use. But when I equip this body in the game with the new texture, that texture doesn't show up! It defaults to the standard texture.I think this might have something to do with the shader flags in nifskope, because it has things selected like "Remappable_Textures" and "FaceGen_RGB_Tint". Does anyone know how I can change the texture of my custom "armor" without destroying its ability to change the skin tint? Or maybe looking at it from another side: how to make an armor where you can change the tint through the character creation menu?
  4. After using the right keywords in search I came up with an answer. Aparently: "By default only meshes using the Body, Hands, Forearms, Ring and Shield slots will be visible in First Person Display" Because my mesh is using Biped object number 56 it's is not enabled for 1st person. You have to go to the races in ck and enable number 56 to show up in 1st person for each race.
  5. Yeah, I basically took the game's default male body and then increased both the skinny and the buffed up version by 0.02 (or something like that). Then I made the non-painted parts of the texture transparent. It's supposed to be Celtic body paint overlaying the skin and it works in 3rd person 1st person uses the same textures and so presumably the same transparency. The difference in 1st person is of course that the chest and legs are missing. I am now trying to use bslightingshader from other items to see if that helps, but other than that I am helpless.... :(
  6. I did. In fact, what you see is a modified version of the existing arms mesh. I have imported and exported parts of arms and legs before and it has always worked. I personally suspect that the problem is either in the BSDismembermentSkinInstance (because it's not one of the "standard" numbers) or with the various settings of BSlightingShader .... or the dds texture itself, though it looks fine when I open it in Photoshop.
  7. The mesh in the ck looks good too (see below). The only thing I noticed just now as I am writing this is why is list of textures in that ck window called "alternate texture" ? Do you know which settings I can play with when you say "sized wrong"? I know that I cannot simply use 3rd person mesh as 1st person mesh. Everytime I tried to do that before (withn different armor pieces) it would crash the game or show invisible (the whole upper body would be invisible).
  8. I have an "armor" mesh with a transparency and it is visible in 3rd person view but not in 1st person view! I've done many 1st person meshes before and I don't understand what's wrong with this one. The dismemberment and Bi-ped object number are both set to 56, which is one of the extras I use for these kinds of special objects. The texture is linked in the BSlightingShaderProperty and I added a NiAlphaProperty. Everything should work just like in 3rd person view, but it doesn't. Here is a screenshot of the 1stperson mesh in nifskope. Here it looks the way it's suppose to, but in the game it defaults back to standard skin mesh and texture. Can someone help please?
  9. JaydoDre

    No servers

    I got a similar issue. Usually when the file has not yet made it to other servers you still see the actual servers and when you click on one of them it tells you the file is not ready or something, but now all the servers are missing from the list. I uploaded the file in question several hours ago so it should have made its way by now. On a side note: I also get the 504 time out error which I think usually means the site is overloading, so that probably has something to do with the above.
  10. I just wanted to come back to say I never figured this one out, so if someone can help that would be great. But I did manage to get over the problem, if I'm not mistaken, by merging the mesh with another 3dsmax file and then deleting the extra object. It is sort of a universal solution for all corruptions.
  11. Just throwing this out there, thought this may not be your problem, but the Dragons you had already killed at the lairs designated on your map that have respawned do not give off souls.
  12. If I have an object consisting of two meshes and in nifskope I link both meshes to use the same texture file, will that texture then be loaded twice by the game and therefore use up twice the resources?
  13. One or two of my custom armor meshes appear grey when I wear them in the game. The texture appears normal in NifScope and I haven't seen anything out of the ordinary in the settings. I know that if the texture was missing the object would be blue/purple, but now it's just grey. I use 3ds max to export the models. Can anyone explain what's going on?
  14. Well, after breaking my head for a day, I managed to kind of fix my problem. I still don't know what caused this, but I was succsefully able to apply the generic 3dsmax fix for unknown problems that consists of: "...create a fresh new max file. Make a simple box inside of this file and merge you Halftrack with this scene. Now, select the box model again (make sure its an editable poly) and say attach in the modified window. Once you attached all the model parts to the cube.. remove the cube model ..."
  15. Hello, I bumped into an issue I've never had before. I made a sword and the shadows on that sword in the game are clearly reversed (the sun lights the underside). I looked at the mesh in nifskope again and realised that there is a problem. Check out the image below. The sword on the left is the one with no highlights and the sword on the right is another one of my swords that looks fine in the game. I exported both swords from 3ds Max with the same settings so I don't understand. Anyway to fix this?
  16. For my Roman mod, but also just for its own sake, I would really like to see a large Middle-Eastern desert land with redguards. Something Syrian with a bunchof rock formations. I can start working on it but it may never get done then. I know there is an Elsweyr desert mod but it's not quite it and has no redguards. There is also a redguard land mod but that one is not a desert.
  17. Just wanted to say thank you to skysan4298. Fixed my problem too. That was quaite obscure. Good find.
  18. I don't know, but I tend to get pissed off when I or someone else asks for help and someone replies telling me or him to go read a tutorial or to "google it", which I obviously already would have done 20 times before I was desperate enough to ask my question in the forums :) Anyway, I hope the bug fixing works out and maybe someone can provide more input on the NPC issue. Regards
  19. Hey, It's Dre here. First of all you said you have trouble with navmesh. I have done only mod where I had to add navmesh (see, this is exactly what I meant when I said I was quite amateur myself) but when did it, I was following the official tutorial from Bethesda. Did you make sure to follow those instructions? I recall that he explains how to check that your navmesh is correct - that it doesn't contain errors. Make sure to do that. This is where the tutorial is if you haven't already seen it: I know it is not nice of me to point you towards a tutorial, but I thought it was quite good. Also, open up the player's house in Whiterun in your creation kit. I think it has stairs and you can see how they did navmesh there and make sure you have the same in your area. By the way, I do recall one problem I had with navmesh is that I would place it not close enough to the door or it would not be large enough for NPCs to use it. Make sure you make enough navmesh and that it is close enough to the item you want the NPC to use. Regarding the NPCs behavior. Did you make sure that their aggression and confidence levels in the "AI Data" tab of the actor window are set high enough? Again, what i would do is I would open up one of the existing guards (just search CK for "guard") in a separate window in the creation kit and make sure that they have the same or similar settings as your custom soldiers have. Regarding the voice "maleeventoned" should work. Don't know why it wouldn't... When I had problem with the voice is because I would have the character say things that have not been made for that particular voice, but maleventoned I think is most common voice... And again, I know I am maybe not winning any extra points with this advice, but If you are new to all this stuff coming for Oblivion (for which I myself have only made one simple mod) I highly suggest looking through the tutorials made by this guy: ForAdventure and also the series made by Bethesda themselves. They both explain character creation.
  20. I'm right about to start tearing out my hair. I switched things around, made sure that the pants are no longer assigned to biped object 53 but to calves. It's basically just normal shoes by now, but the upper part of the body still disappears when I put it on. What the heck is going on?
  21. I am trying to create two items that can be equipped separately: 1) an upper body tunic and 2) some pants. In order for the pants not to clip through the tunic when worn together, I assigned a part of the pants mesh to biped object "body" in the creation kit (and of course also in the "dismemberment" settings of the model itself) and then I lowered the priority of the pants so that it is lower than that of the tunic. What this should have done is make it so that when you put on the tunic, the part of the pants that's assigned to biped object "body" disappears, but instead what happens with me 2 out of 3 times is that the tunic disappears. Does this mean that the "priority" setting in the creation kit doesn't work? Please help. Below are the two objects in the creation kit
  22. I don't want to bump, but I do have a third question in relation to textures and performance: If I have one object, like a helmet, that consists of two meshes / instances and they are both linked to the same texture in the nif file (but they use different areas of the texture), does that mean that this particular texture will be loaded twice in the game and therefore have a negative performance impact or not?
  23. I'm sorry to return, but I just wanted to share another discovery relating to morphing/slider. It seems to be a month of discoveries for me. If you have multiple armor/body objects that you are exporting from the modelling program by selecting those objects and choosing "export selected" then you must select the "skinny" versions of those objects in the same order as when you select their "muscular" counterparts or they will be assigned to different numbers in their respective nif files and that will cause the mesh in the game to be messed up (I know this problem sounds very specific but I export meshes this way all the time and then wonder why my vertices explode all over the screen). Only took me like a year to figure that one out as well.
  24. That was just crazy enough to work, captain! I can't believe how much time I wasted on reshaping stuff before:( With the morpher you can never tell. Sometimes it works and sometimes you get a screen full of polys....
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