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JaydoDre

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Posts posted by JaydoDre

  1. So close! >.< Facial expression morphs are NOT working either. (Which is to say, utterly nothing happens. Which is better than say, the game crashing or the verts blowing up). Going to tinker with stuff some more.

     

    I am not sure if anyone is still having this problem, but I found out that the different number of vertices was due to a difference in smoothing groups. For some reason my modelling program messed up the smoothing groups on the skinny version of what I was exporting.

  2. You probably need to use a DirectX shader to see reflection cubemaps effects in the viewport.

     

    Thanks for pointing me in the right direction.

     

    I did have to download something after all, but it works quite well now. I downloaded xoliul's shader 2 and now I can load cubemaps and normal maps and all the masks and his user guide and videos are also great. I have no idea how accurately it will simulate the game but this is great.

     

    By the way, anyone knows what Direct X "shader" the game uses?

  3. I searched through the internets and cannot find what i think should be an extremely simple thing to do: How to load Skyim's dds cubemaps so that I can see the reflections in viewport in 3dsmax?

     

     

    If I just try to load a cubemap into the "reflection" map slot of any given material, the result doesn't look right (probably because it only reflects 1/6th of the cubemap). There are tutorials on how to create one from 6 images, but using an existing dds is some kind of a mystery. Surely I am missing some simple button click...

  4. Thanks for replying! Should I use the add alpha layer mask option for the normal map? or should I start with the dds that has a layer mask and just make the normal map from that?

     

    Should not matter how you do it, as long as you ensure that your normal map ( _n.dds) has an Alpha channel and then, when you save the normal map, you save it as DXT5 Interpolated Alpha type or any other type that will leave the alpha channel intact.

  5. I read in another post that this has something to do with the CK not saving properly and that the saved mod is a "dud" of sorts with empty entries.

    Please Steam and Bethesda, kindly fix this before Saturday - that's a mod release day.

  6. I loaded my armor mod today in CK, modified some minor thing on one of the armor pieces, saved the mod, went into the game to test the change and

    ALL the armor parts are now invisible, contain 0 armor points and are just generally corrupt. :wallbash: Please...please tell me I do not have to go on a rampage and this is just a simple thing easy to fix...hehe...he..right?

  7. Thanks for the replies. I have already rigged the 1st person mesh identical to the 3rd person mesh, that does'nt work, i think i will try again, but this time i will rebuild the mesh and try again, must be something i did wrong in the process.

     

    I have the same issue - did you find a fix yet?

  8. I think I might have figured it out. Deleting the dismemberment modifier and adding the uv modifier above the skin but below Dismemberment modifier worked I think. Of course you still have to do it separately for the _0 and the _1.nif version.
  9. Is there any way to modify the UVW Map of a mesh AFTER the skinning is done (this relates to Skyrim)?

     

    I suspect no. I tried squeezing a UVW map modifier in between the editable poly and the skin, but in the game my mesh was full of holes, but maybe someone has an idea?

  10. I want to make a unique NPC spawn at a marker, because he will need to appear in Skyrim only after a certain condition is met (which I have not set up yet), but the spawning doesn't work.

     

    What I tried is (following a youtube tutorial) to create an alias for my NPC and "Create Reference to Object" at the alias of the marker, but when I go into the game (using a clean save) NPC does not show up. I think it is because he is a Unique NPC. He has to stay unique or I fear the rest of the quest is not going to work.

     

    Help?...

     

     

     

     

    P.S. I know one solution could be to place the unique NPC somewhere in the middle of nowhere and then, when he is needed, teleport him to the marker, but I do not like the idea of the player accidentally bumping into the NPC ahead of time in some abandoned shack, and plus surely it should be possible to do something as simple as spawning a unique NPC, right?..right?

  11. It is quite simple really: I want the quest stage to start when my guy walks into a room and a custom NPC in the room approaches me and starts a conversation and then hands me something. I tried creating a scene and in phase 1 of the scene I added an action package for the NPC using the forcegreet template. Under quest stages I also added the "nameofscene".Start() thing to start the scene. However, my NPC will not approach me (and I cannot even talk to him if I tried to activate him). Can anyone push me in the right direction? Maybe I am using the wrong template package or there has to be an extra script somewhere?

     

    I also tried to see how Skyrim's courier does it, but that confused the hell out if me. The courier doesn't use any scenes.

     

    Please note I started this thing yesterday and it is my first quest mod evarrr, so please explain in child's language.

     

     

    UPDATE: Ok not exactly what I wanted, but I solved the above by taking the scene out all together, and instead, adding some dialogue and in the Alias properties for my NPC I added forcegreet with reference to the above dialogie (through "Alias Package Data" window).

  12. there were like ten threads on this so I just picked one with more replies.

     

    I would really like herewith to show my support for cavalry charges. I know that when you and your horse fall off a cliff you take damage. So then by expansion of that logic it should be possible to script something so that when you charge into an NPC at high speed that NPC takes damage. And then all you need is add an extra pose with the spear.

     

    Some one please please, with a cherry on top, make this!

  13. This has become a bigger problem for me. The default position makes my dagger clip through my armor. If I move the dagger, well then it is no longer in my hand when I pull it out. Can anyone point me towards whatever decides how and to which bone the dagger is assigned?
  14. Fixing other released models, but never stopping to work on new stuff...or it quickly stops being fun.

    I am planning a number of these daggers. Because the shape for these daggers is quite the same for most of them, I can keep using the same mesh and add a few retextures.

    http://a8.sphotos.ak.fbcdn.net/hphotos-ak-ash3/549667_381254085230296_100000371226266_1246611_981623394_n.jpg

  15. Would be really nice to have 30+ companions following you and fighting in formation. I think this would involve a script that makes each new joined follower stand at certain coordinates relative to the player, but I wouldn't know where to begin.
  16. Anybody found a solution to this?

     

    Looking for a similar thing. I want to know if I can change the scabbard from left hip to right hip position, and I am looking for whatever thing/mesh/geometry file causes it to be aligned that way and cannot find it.

  17. in NifSkope:

    TriShapeData: Set BS Num UV Sets to 4097.

    TriShape: Right click and do Mesh>Update Tangent Space.

     

    Just wanted to say that I just had the same problem and fixed it with this solution. I did NOT have this problem when I was using the previous version of the 3dsmax nif exporter. It's like they fixed some things and broke others.

  18. Light Roman armor shaping up for an semi-alpha release this weekend. Easier to make than segmented armor, but distortions are more visible than with the small plates of uvmapped material like steel. The armor doesn't look too interesting but real life armor often didn't.

     

    http://a1.sphotos.ak.fbcdn.net/hphotos-ak-ash4/306159_377588858930152_100000371226266_1234503_1367370212_n.jpg

  19. http://fc00.deviantart.net/fs71/i/2012/076/a/b/areani_1_by_jedodre-d4t1o0o.jpg

    http://fc05.deviantart.net/fs70/i/2012/076/4/7/now__yes_now__by_jedodre-d4t1nql.jpg

    http://fc06.deviantart.net/fs70/f/2012/076/0/5/areani_mask___chrome_study_by_jedodre-d4t1n6i.jpg

     

    May have been carried away with working on concepts...just a tad.

    uneven chrome surfaces are really hard to paint, did you know that?

  20. IMPERIAL AFFAIRS

    About the mod(s) and this thread

    NOTE: The questline idea is currently cancelled due to lack of time I foresee. By the time I get some free time I think we'll be playing another Elder Scrolls game, but you never know.

    Instead I am concentrating on putting real life hitorical weapons and armor from various nations in the the Roman period into Skyrim.

    I will use this thread to update the steplan, collect ideas from people if any are put forth and to post concept art and screenshots.

     

    Here is a quick step-plan. You can click on some of the entries to go to that mod's page.:

     

    1. Roman Armor and Weapons [status: released (bugs to be fixed)]
    2. Imperial Followers Mod [status: released (bugs to be fixed) ]

    3. Germanic Armor and Weapons [status: Alpha released (bugs to be fixed) ]

    4. Celtic Armor and Weapons [status: Alpha released (bugs to be fixed) ]

    5. Eastern type Armor and Weapons [status: Not yet started ]
    6. The secret ones main quest line [status: On hold/cancelled. Reason: no time]
    7. Random unlimited side quests for the agency [status: On hold/cancelled. Reason: no time]
    8. A Roman house, perhaps as reward for the quest [status: On hold. Reason: there is already a Roman house mod on Nexus]

     


    Q: Will this be lore friendly?
    A:
    There is nothing particular that makes it not lore firendly, but I
    decided recently that I will no longer go to length to be sensitive to
    the lore. The time for that has passed anyway.

    Q: When is everything expected to be done?
    A:
    I am a very slow human, I have very limited experience modding, I have a
    full time job plus studies and there is no team behind me other than
    Bethesda. No it will not be out in a few weeks, that's for sure. If you
    like Skyrim enough and will come back to this game periodically (every
    year or so) chances are I will have new stuff by then.

  21. Had the same problem. You probably weight some of the vertices (the area where mesh showing up in front of other mesh) to more than 4 bones. The limit is 4 bones per vertex. So the area shown could've been weight to thigh, pelvis, spine, spine1, and skirt or something else. Do remove zero weight as well. You can see in Nifskope if it's fix or not.

     

    After that all I have to do in Nifskope is change the "Num UV Sets" from 1 to 4097, copy/paste bslightingshader, and update tangent space that's all. If the original mesh has vertex color then change "Has Vertex Color" from "no" to "yes"

     

    Also try the latest exporter 3.7.3. http://skyrim.nexusmods.com/downloads/file.php?id=5622

     

    4 bones per vertex - gonna keep that in mind.

     

    I did fix my problem in the end by removing all the blue weights - so all the ones that have weight value of less than 0.2. It fixed both the clipping and the strange shadows.

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