Jump to content

throttlekitty

Members
  • Posts

    781
  • Joined

  • Last visited

Everything posted by throttlekitty

  1. It's a guideline for memory use of the cell/current view. Nothing will happen if you go over, it's just the 'ideal' performance spot for all game platforms, as far as I know.
  2. That's just how shadows work in-game. I'd guess you've a high blur setting, which seems to amplify it quite a bit.
  3. I like that much better than the previous scheme.
  4. Yes, there should be two lines of shader flags. You might not be using the most recent NifSkope build, I think dropdown lists had an issue for a little while, so let's start over, sorry. :) You don't need to uninstall your previous version, but it might be best to. Download and install 1.1.0 RC5 from here: https://sourceforge.net/projects/niftools/files/nifskope/1.1.0/ then overwrite nif.xml with this: http://dl.dropbox.com/u/13576177/NifTools/nif.xml You may need to right-click on a .nif in Windows and choose 1.1.0 RC5 using the "Open With..." option to ensure you're using the latest when double-clicking on files in explorer.
  5. u haft to prez W 2 mov frward r smth, no free will for npc trolol=ol Movement is generally controlled by the animations, but I think you mean with a new NPC you've dropped in a cell? Try looking into actor packages.
  6. in NifSkope: TriShapeData: Set BS Num UV Sets to 4097. TriShape: Right click and do Mesh>Update Tangent Space.
  7. Snow appears in different forms and functions in Skyrim, can you be more specific?
  8. Yes, there are only the two, the first is for a shader, the second is for alpha. The shader properties now have flags to cover any other feature you might need, such as double-sided from stencils, you'll find them in the flags dropdown. Update to the latest nif.xml if you're not seeing a full list of shader flags.
  9. Using the proposed list as a guideline, assign new armor pieces to the slot(s) that you need. In the .nif, dismember partitions should also be set to the same number. I'd like to help, but I'm still pretty sick, tired, and I really can't parse that sentence.
  10. NiTriShape>BSLightingShaderProperty>BSShaderTextureSet or NiTriShape>BSEffectShaderProperty
  11. more specifically? are you retexturing an existing .nif? making a new weapon in blender or max?
  12. in NifSkope actually, since it's a greyscale texture. There's should be a bright red esmissive color in the effectshaderproperty, click on that color wheel.
  13. One solution would be to create a small plugin with a duplicate of the PlayerHouseMannequin actor, and replace the existing ones for your home with it. This should (hopefully*) work with your setrace changes, without changing the existing mannequins, since it won't be associated with that head file. *The game and creation kit currently have an issue with plugin-added NPCs not keeping face texture\tint\warpaint changes in-game. But setrace should apply a default set of these, and hopefully be unaffected by this issue.
  14. I'm going to guess they started to use them in early production, but stopped in lieu of other solutions for body tinting. The file doesn't actually exist, and isn't used)
  15. Still the same answer, but looking back, i neglected to mention the models in: Meshes\actors\character\facegendata\facegeom\skyrim.esm\ And now that the CK is out, i can see that 00089a85.nif is the one used by "PlayerHouseMannequin" Those head files I mentioned before are referencing the textures for the mannequin face texture. Each time the game loads, it reads that file after the racial settings from the plugin, which is why the bodies stick, but not the heads. It's not a matter of setting the default texture, as heads are a special case in Skyrim, each actor has one of these files.
  16. No, no it shouldn't be nearly that slow. But using around a gig of memory is normal. First, what are your system specs, and second are you running many large processes in the background? (other editors, virus scan, etc)
  17. I think I really need to reword this section: http://www.creationkit.com/Tutorial_Creating_a_Playable_Race#Hairstyles_and_Beards Go into the FormList section, and filter for "headpart" Add your race to all the appropriate lists for a dark elf cloned race.
  18. jumbly polygons? That'd be a vertex index mismatch between the _0 and _1 meshes. Basically they should be the same model (duplicated), but reshaped. If you're using max, somuchmonsters has a thread around here somewhere with a script to handle that for you.
  19. I believe the game picks them up automatically, but I haven't looked that closely.
  20. as a general rule, always leave some room along UV borders for color bleed / mipmap levels.
  21. for the texture bsa, just open skyrim.esm in the CK, and save an empty plugin. I'm not sure about the script problem, sorry.
  22. You aren't required to wait until syncing is finished to start playing, unless you are actively downloading new mods or want updates.
  23. Is this body defined as "Skin" for the werevulture race and/or does the model use the Skin shader? There are flags to check for Model-Space Normals in the CK and the nif. I can't tell if you're using tangent or model (object) space normal maps with your mesh, but I'm guessing that's where the problem lays.
  24. Have you checked your steam Settings > Downloads + Cloud ? There is a checkbox to en/disable cloud features.
  25. ziitch, i wrote this article, and plan to expand it more today, maybe it will cover some of the issues you might be having. modding isn't always easy, but once you learn the ins and outs, it gets better. http://www.creationkit.com/Tutorial_Creating_a_Playable_Race once i know more, i'll try and cover creating creature type races
×
×
  • Create New...