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throttlekitty

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Everything posted by throttlekitty

  1. I tried a few things involving showracemenu but couldn't get anything bad to happen, but I don't have any texture mods installed. Was there anything specific you did involving mods/face alteration with this character?
  2. It looks like there's a second head mesh in there... with daedric textures or something? I'm not sure what to suggest, since I've no clue what actually caused this. I'd wager a guess on something to do with using the console commands for race/face edit.
  3. Scroll to the bottom of the NiTriShape, you'll see a field you can expanded named "Properties" which has two Property links. Enter the index number for the block you wish to attach. In your above example, AlphaProperty had an index of 23, so enter that. And enter -1 for any field you wish to empty, should that ever come up.
  4. Don't forget _b, which seems to be used for fur. I haven't reinstalled photoshop yet to look.
  5. I think I saw similar threads elsewhere, and this is troubling. Sounds almost like composited textures for the player character are also kept in the save file. Needs further investigation.
  6. White dots shouldn't come from compression. It sounds like something isn't working correctly, and i've seen issues with other users having problems with bad exports out of photoshop lately. Which version of Photoshop/dds plugin are you using? 32/64 bit? Maybe try cropping/whatever This image to 512x512 and saving as a DXT1, since you mentioned colors getting borked.
  7. The _s textures for characters still look like specular maps to me, and less like subsurface control maps. Could be a hybrid I guess.
  8. The problem with the thin/thick solution Bethesda used is that we still need to make a new armor for each body. We could easily make a body with a number of option combinations, and let the slider go between them, but clothes/armor for that body must use the same order and combinations to be effective. This would be made easiest on everyone if the body mod also has a Blender scene with everything in it; and a script to auto-weight and push the modded clothing/armor to each option automatically.
  9. Are you opening the image with mipmaps enabled?
  10. _m and sometimes _em are environment masks, used to mark areas for the reflective cube map.
  11. Cool stuff Ghogiel, thanks for the writeup! @EternalKnights, We'll most likely need code updates for Skyrim nifs to see the textures in NifSkope.
  12. BBL PLAYING SKYRIM ps, 2pac4eva has a working tutorial for skinned meshes via Blender/NifSkope linked over at the NifTools forum. NSFW images/ads so I won't link it here.
  13. You'll also need to make some changes to the model. Assign the glow map to the model in NifSkope, check an asset that glows to see which slot to use. This happens in a TextureSet node. Set the Emissive from black to white, so the model actually glows for the glow map to work. This happens in one of the two ShaderProperties. The second part is a bit trickier since we don't currently know where those values actually are right now, and will require a bit of experimentation.
  14. For Starters: cs.elderscrolls.com/constwiki/index.php/Choose_the_right_DXTC_compression_algorithm Regarding the rectangle bit, I'd guess that you probably loaded the texture with mipmaps, which is nice, but I don't recommend it. Uncheck 'load mipmaps' from the opening dialog for the nVidia DDS tool.
  15. +1 for this! I'd also like to add that if you're adding detail in a normal map, please be aware of what details you're putting in. Nothing worse than seeing a diffuse map >normal map filter, and getting bumps where a reflection was painted. Or the 'Puffy Paint' effect coming from any kind of lettering/logos on what would otherwise be a flat label on a bottle.
  16. Ditto. I was thinking about doing a hair rework mod, like texture and models.
  17. Doesn't matter. If an issue suddenly sprung up, it could be a hardware problem. :) It's not as likely, but ya gotta practice good troubleshooting.
  18. Lookin' sharp! It's quite the contrast against the skin now.
  19. Is this problem consistent, even after a reboot? Have you tried without the modded textures? You'll need to know if this is problem is mod-related, vanilla game, or your hardware.
  20. Actually, looking at some of these, it almost looks as if the 'regular' hair is designed to sit on top of their respective 'hairline' meshes. Some models have funky gaps in the model.
  21. Ah, that would explain the *_hairline.nif files that some hairs have. One for regular wear and one for when wearing a helmet.
  22. Actually, in Oblivion, each stolen item was unique, unlike Morrowind. Each stolen item had a 'stolen' flag that would be turned on when appropriate. There were a few mods with in-game solutions to clear the flag, one I remember using had you place the items in a container and casting a spell at the container.
  23. correct. I haven't followed it much, but it looks like some modding can be done via Tes4Edit in place of.
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