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Phoenixn

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Everything posted by Phoenixn

  1. In the beginning (of modding Skyrim), there wasn't much we could do with the collision mesh that you've correctly identified as bhkCollisionObject, except delete it and then create collision primitives in CK to surround the object in question. I explain a bit about how to do that here (written under my other name Observe). That is a very old post I moved from one of my old (now closed) forums so people might use as reference. Since I wrote that tutorial, tools for working with the collision mesh have become available to us. Using ChunkMerge (you should be able to find where you found NifSkope), you can create a new bhkCollisionObject for your modified dwermlgwall01.nif. In other words, what you are attempting to do is very "doable". :biggrin:
  2. Out of curiostiy, I did what you are trying to do with no trouble. The method you are attempting to apply does work. The question is why isn't it working for you? Here's what I did (which is basically the same as you): 1. Load dwermlgwall01 into NifScope 2. Select the Floor Nodes and right-click -> Block -> Remove Branch 3. Save the file into Skyrim Data/Meshes/whatever_directory 4. In CK, Duplicate dwermlgwall01 and change the Model path to your new file 5. Every looks good and works without throwing any errors. Note: Those remaining floor pieces that you cannot delete without also removing parts of the wall would best be removed in 3DS Max (or Blender) if you cannot live with them being there. Try again. I am mererly letting you know that you are on the right track. Best luck to you.
  3. For posterity reference, the link to this tutorial has once again changed. The new location is here in case anyone wants to find it in future. Thanks
  4. As mentioned, my old forum is no longer active. However, for the sake of those who may have interest, I have placed this old tutorial here. Please understand there are various aspects of this tutorial that I now consider obsolete in terms of methodology. Nonetheless, the principles still apply and the instructions may serve for the purpose of learning. Thanks
  5. Thanks dragonchris152! This mod represents a community that has developed isolated from, but part of Tamriel, with a strong Akaviri influence. We have a rather detailed back-story that will be further revealed in future expansions (work in progress). In the meantime, the mod has now been released! It is available from the following locations: Mod Home Page Skyrim Nexus Steam Workshop Thanks!
  6. Video Trailer updated. This version is approx 2.5 minutes shorter than the original. Feedback appreciated. Thanks.
  7. @Tzontlimixtli Yes, this is only the beginning of plans for the mod. :smile: Thanks!
  8. Nestled on Lake Ilinalta in west-central Falkreath Hold, the mysterious Isle of the Akavir remains a place of quietude in the midst of an Empire in turmoil. Featuring custom 3D models based on Japanese "Akaviri" architecture, located on a new island township. Includes a new sparring system for combat training. Here is the YouTube video Trailer of this upcoming mod. Additional details coming soon... Thanks
  9. @Trinxeria: My upcoming "Isle of the Akavir" mod has a "samurai theme" to it that might interest you. YouTube video here.
  10. Yes, but in my case I have an issue doing that. Trouble is, the SEQ file cannot be added via the Creation Kit "Upload Plugin and Archive to Steam" option. When I try adding the file, I get an error message "...not a valid file type". Of course I could add the file by manually running Archive.exe, but that doesn't work in my case, because apparently the Archive utility uses a different compression method when running externally (from Creation Kit). For example, creating the archive (bsa) via the CK, my resulting file is around 92 meg. However, when running Archive.exe externally (checking Compress Archive), the file (bsa) ends up around 140 meg - which is too large for Steam! If I could figure out (or if it's possible) to achieve the same compression running Archive.exe manually as it achieves via CK, my problem would be solved. Either that, or perhaps I'm missing something that's preventing me from adding the SEQ file via CK? Thanks [EDIT] Has anyone been able to add the SEQ file via CK Steam Archive? If not, I wonder why this wasn't mentioned earlier in the description of the solution to the problem requiring SEQ?
  11. This is all very nice - except it appears we cannot upload the SEQ to Steam Workshop. Is this true? If so, it really isn't a very acceptable solution. Thanks
  12. Well, this set will soon be available with my upcoming mod "Isle of The Akavir": http://www.x3dmod.com/ftp/images/samurai/akavir_isle01sm.jpg FYI: Mod features completely custom buildings based on Asian design, along with an entirely new island township and associated buildings, guards, merchants etc, and many other custom additions. :smile:
  13. Probably this tutorial won't do you any good, and you may have read it anyway, but it might suggest settings or something different to consider. Otherwise, unfortunately I can't be of much help; because I haven't experienced that specific error.
  14. I agree about the crossbow bolt quiver looking really dorky. It would be a simple matter to create a mod that removes the crossbow bolt quiver altogether. I may put one together if no one else has done so.
  15. While intended for 3DS Max, my tutorial here may be of some help working with NifScope.
  16. A long time ago I promised to write a tutorial on how to import architectural (and other) objects from 3DS Max into Skyrim. The reason I am writing this (besides having promised to do so), is because questions about how to do this sort of thing, continue to arise, and rather than answer in bits and pieces, I decided to outline the methods I commonly use. I tried pasting the tutorial into this thread, but evidently there is a limit on the number of images allowed. Therefore, the tutorial can be viewed here for those interested. Thanks.
  17. What's on your mind?
  18. This "Spectral Ice Tower" (new model) will be located in the mountains just outside Riften: http://www.x3dmod.com/ftp/images/spectral_tower1.jpg Glows in the dark: http://www.x3dmod.com/ftp/images/spectral_tower2.jpg - Multi-level interior designed to match the exterior shape. - Instead of stairs, this uses a unique animated "elevator" with up/down buttons to activate. Feedback and suggestions requested. Thanks.
  19. Try adding +1 (or +2) to the highest number when using the console like this: 0200d62.
  20. Look at your NiTriShape details. There you will see values (x,y,z) for "Translation". Adjusting those will likely take care of the problem.
  21. I take it you do mean to reduce it BY approx 8% and not TO as this would be tiny!!! No, I meant what I said. The resulting collision mesh is tiny (approx 8%). :biggrin:
  22. So that's what's caused my performance drop! I noticed a decline, but I had not connected the dots to the recent update.
  23. Typically you will open your esp in TESVSnip and change the Header (checkbox) so the file becomes an esm (master). Then you open it in CK and save. When you save, you will be asked for an esp filename. At this point your esp will have nothing in it but it will "depend" on the esm. Now you have an esp with an esm master file containing your Navmesh (and anything else you had in there). Further changes can be done via the esp but your esm will contain the Navmesh. Never mess with the esm Navmesh because it'll go into the esp and your efforts will be for naught.
  24. Currently the only way to overcome this bug is with an esm.
  25. Thanks All! Stand-alone mod now available on Skyrim Nexus
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