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Everything posted by maniczombie
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LE hold banner equipable
maniczombie replied to RaktoastTheSandwichTopper's topic in Skyrim's Mod Ideas
A flag would be possible but would be completely stiff with no deformation or animation so not sure it would work. Unless you have any ideas? -
LE Weapon Sheath Question.
maniczombie replied to maniczombie's topic in Skyrim's Creation Kit and Modders
Would there be any way to change the position of the scabbard? To have the weapon attached to 1 wrist while the scabbard to the other? If not then is there any way of having 2 NiStringExtraData nodes in the same nif file to tell two NiTriShapes to attach too two different bones? -
Also any preferences as to back armor?I've never seen this armor in game so have no idea what the back looks like.
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Funny you mention the ebony helm, the helmet model is actually based off the ebony helm. Also the ebony gloves and boots are remarkably similar too the design. Not too sure about using the ebony texture though, bit dark. Going to put out a request on the mod authors forum for a texture artist, I'll send you a copy too when it's done if you want to work on it. Still need to make the leg armor properly but I could get it done pretty soon. http://oi50.tinypic.com/23v7z8.jpg
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LE new error messages in CK 1.6
maniczombie replied to muppetpuppet's topic in Skyrim's Creation Kit and Modders
was getting the kinect errors too but mod still worked fine, though havn't bothered using CS since the update. -
Link looks broken on my screen - Edit NVM opened it through right click >.<
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I started modeling the armor today, still needs some tweaks but may need help with texturing. http://oi45.tinypic.com/2rgkf3c.jpg
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LE new error messages in CK 1.6
maniczombie replied to muppetpuppet's topic in Skyrim's Creation Kit and Modders
Well I actually broke the mod yesterday so can't tell >.< lol gna remake it some time today. -
LE new error messages in CK 1.6
maniczombie replied to muppetpuppet's topic in Skyrim's Creation Kit and Modders
After update I only get the normal error messages when just loading skyrim.esm. but when I loaded a mod I was working on earlier it came up with a few new error messages. -
Hi, what part of a nif file of a weapon keeps the scabbard part of the file in place? Whats the difference between the model for the scabbard and the model for the weapon other than having Scb for it's string name? I've tryied renaming the dagger to Scb too to see if it would follow but no such luck. What I hope to do is create a weapon which is attached to both the left and right forearm twist. Any help please? Thanks.
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LE Need help with hat and hair
maniczombie replied to aruless's topic in Skyrim's Creation Kit and Modders
A good way to test it is to import all of the hair models used for helmets in the modeling program you use next to your hat to see when the seam is. -
I've created an spinning daedric sword using the NiTransformController Block but the file crashes the game. I've looked at this mod: Dwarven Mechanical Equipment but can't figure out how he links his items to a script in CS, or even whether the script is needed. Animated weapons was done before in oblivion with no need of scripts with a similar set up in this video: My Daedric Greatsword Nif file spinning in a 360 motion: http://oi47.tinypic.com/34y5zth.jpg Could anyone please help in directing me as to what I need to do to make this model work in game without crashing it? Thanks
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LE Need help with hat and hair
maniczombie replied to aruless's topic in Skyrim's Creation Kit and Modders
For hats you'll need to select the hair slot as well. There is a separate set of hairs used for helmets where the top of the hair is missing and the bottom is flat. Unfortunately there are no proper hats in Skyrim so they are all designed for helmets which cover the back of the head so hats which show the back of the head will have a gap in the hair.. a problem I'm having myself with my top hat mod i made. -
I'm attempting to add animation to a mesh block that is rigged to the wrists. The animation works inside the Nifskope file though I havn't tried it in skyrim yet. I am trying to get only the claws to move but at the moment everything in the file moves. I copied and pasted the NiTriTransformController Block into the nifskope file and referred it too the NiNode group that only contains the claws, but instead of placing the block in a NiNode group seperate from the rest of the blocks, it creates a copy so although the claws now move separate to the wrists, all objects in the scene still move. My question is how do I delete the Origonal NiTriTransformController Block and keep the second which is inside the NiNode group with the claws? http://oi50.tinypic.com/33lgv7s.jpg http://oi45.tinypic.com/2gsqq07.jpg http://oi46.tinypic.com/2rx6z50.jpg Thanks
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Fixed.. kinda.. I flipped it over to the right eye and that appears to work..
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I'm creating a mod that adds a monocle to the game but when looking at the character, if the camera is on the left side of the body, the eye disappears.. The model is not touching the eye at all.. could someone please explain how to fix this? http://youtu.be/jNLYD0mAarg http://www.youtube.com/watch?v=jNLYD0mAarg&feature=youtu.be
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Hi I'm creating a top hat as a lootable helmet for my posh mudcrabs mod http://skyrim.nexusmods.com/downloads/file.php?id=5932 Trouble is I can't find a suitable head slot to use. I've tried Iron helmet and circlet. With the Iron helmet, the top of the hair is deleted and I would need to stretch the hat down to hide it which I would rather not do. Also the top of the ear is deleted as well. And with the circlet which keeps all the hair, the hair sticks through the hat which means I would need to stretch the hat outwards to go around the hair which I think would look strange too.. Note: By item slot I mean the BSDismemberModifier body part slot in nifskope. Does anyone know a suitable method for adding this hat to the game so it looks correct? Thanks. Top Hat using Circlet Item Slot http://oi46.tinypic.com/5b1t2w.jpg Iron Helmet Item Slot http://oi46.tinypic.com/2yodgeq.jpg
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My max file including skyrim skeleton and custom animation http://www.mediafire.com/?5yyrjzgenpn8jlt
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If I import a .kf animation onto its relevant skeleton then try to export it as as .kf then max crashes. i have max 2012 and niftools plugin 3.7.3 I use the same settings as this tutorial http://wiki.tesnexus.com/index.php/Working_with_animations_in_Skyrim any1 else have this problem and know how to fix it? Edit Original skyrim kf files now work after updating the niftools plugin to 3.7.3, my custom animation doesn't however. I've got a skeleton.nif file with motion capture data on it. I loaded a original kf file and loaded the motion capture animation on top of it.
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Bump
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I've loaded a .kf animation of a giant onto a giants skeleton, exported the .kf without altering it then imported it onto a skeleton again but I get the error, wrong format. Why isn't this working and what am I doing wrong? I would expect it to just work as I don't edit it, the animation is already set up properly. Hope to hear back from someone soon.Thanks.
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hkxcmd.exe error cannot find skeleton.hkx
maniczombie replied to maniczombie's topic in Skyrim's Skyrim LE
ok i've found a different tutorial that explains how to enter the path properly but the hkxcmd.exe crashes when i press enter.. not sure if the animation is exported properly as nothing appears in nifskope when opened. -
mods are only for pc, I have no idea about STFS errors sorry.
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I'm trying to convert a .kf animation to a hkx but when i type the command into the command prompt I just get an error skeleton file not found. Could anyone explain whats going wrong and how I can fix it please? http://oi45.tinypic.com/w2dc1z.jpg