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About STAVIUS
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Skyrim
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Morrowind
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Update 5/16/12 Corkbulb bump! See bottom of top post for pictures.
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Mesh is visible in Nifskope, but invisible in Skyrim/CK
STAVIUS replied to STAVIUS's topic in Skyrim's Skyrim LE
I imported the mesh into 3DS, edited them into their current shape, then edited the data with nifskope and it worked in Skyrim and the CK. I imported that model into 3DS, edited the UV, edited the data in Nifskope, but after that it would not work in the CK or Skyrim. I don't get errors upon importing into the CK, but the objects are invisible. -
Mesh is visible in Nifskope, but invisible in Skyrim/CK
STAVIUS replied to STAVIUS's topic in Skyrim's Skyrim LE
Unfortunately, the results are the same after making this change. Every piece disappears except for NorTempleEntranceHall01:3, which is the object with the alpha property. Note that it is identically in shape to another object. Removing the object with the alpha property does not seem to change the outcome; all objects then become invisible in CK and Skyrim. -
Mesh is visible in Nifskope, but invisible in Skyrim/CK
STAVIUS posted a topic in Skyrim's Skyrim LE
Files are attached. I have adapted nortempleentrancehall01.nif to look like a Velothi tomb entrance, from Morrowind, for this mod: http://forums.nexusmods.com/index.php?/topic/587614-morrowind-the-legend-of-st-jiub/ I've been successful in getting it to work in the CK and Skyrim after reshaping it correctly, but after redoing the UVs, different random parts of it won't appear in the CK or in Skyrim. They display in Nifskope just fine. Is this caused by the UV, or is it a problem that can be fixed within Nifskope? Files: Original: https://www.dropbox.com/s/damrole286yq4ua/nortempleentrancehall01.nif WORKS in CK\Skyrim (bad UV): https://www.dropbox.com/s/bp1getvvox0cnub/velothientrance.nif DNW, portions become invisible: https://www.dropbox.com/s/irpc61muf1mtp0s/velothientranceTEST1.nif FIXED! I changed my 3DS max import/export settings to those described here: http://forums.nexusmods.com/index.php?/topic/478312-tutorial-3ds-max-skinned-meshes-into-game/ -
Update 5/4/12 Rendered mushroom trees, in addition to continued landmass and static editing. See top post for pictures!
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Update 4/13/12 Populating the landform with landscape textures and statics, creating Vvardenfell-specific flora. See top post for pictures and details.
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Please list what mods you have installed, and try disabling them each once at a time to see which one causes the bug.
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Start with the tutorial videos made by Bethesda, and keep a notebook or stack of sticky notes (I mean actual physical note-taking materials, not digital) nearby, so you can have these near your computer in the future. Here's the link for the first in the series: I've been a modder for ages and I still filled a bunch of little sticky notes with hotkeys and tips, which are still pasted around the edge of monitor. I refer to them daily as I mod, until I memorize the function. Try it!
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Update 3/27/12 It has been confirmed that Vurt will be creating custom models and textures for the trees, mushrooms, and grass for Vvardenfell. Thank you so much, Vurt!
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Good plan! I actually have the original island of Vvardenfell open in another window using the Morrowind Construction Set, so I move from region to region coloring and populating the world based on the original Vvardenfell.
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Bump for Update 3/23/12! See first post for details.
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Have you read "The Infernal City" and its sequel "Lord of Souls" by Greg Keyes? These books depict the most accurate description of what has happened to the island of Vvardenfell and the province of Morrowind between Oblivion and Skyrim, and according to the books, Red Mountain has become very active, constantly so after the Ministry of Truth crashed into the island. Most of Vvardenfell would be entirely wasteland, with nothing but lava flows and ash pools. However, I am part of a team working on a fully recreating the Morrowind era version of Vvardenfell here: http://forums.nexusmods.com/index.php?/topic/587614-morrowind-the-legend-of-st-jiub/
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The Legend of St. Jiub In the east of Skyrim, an old, wizardly scholar sits alone, researching and scribing the histories of nations near and far. Not just any history, but the history of the people. The Dovahkiin is invited not only to hear the tale of one such person, but to experience it by their eyes. The scholar allows the Dovahkiin to step 200 years backwards, into the shoes of a Dark Elf whose tale was never told. After the Nerevarine left for Akavir, and before the Champion of Cyrodiil left the Imperial prison, there was another hero. A hero who served neither kings nor gods, but the people. His people. The people of Vvardenfell. For hundreds of years after, people would celebrate his life and victories, for he was known for vanquishing a most vile foe, and driving them from Vvardenfell forever. Often credited for helping the Nerevarine begin their quest on a prison ship outside Seyda Neen, 3E 427, his greatest accomplishment, his life's purpose, was driving the Cliff Racers from Vvardenfell. That story has never been told, until now. The Legend of Jiub. Time period: This mod starts by the player meeting a scholar who tells the tail of Jiub, then allowing the player to magically experience the tale, and is sent back in time to the year 3E 429 to experience it as Jiub, the dark elf. The mod starts two years after the Nerevarine leaves the prison ship, and as the prison ship left Seyda Neen, Jiub's future was not certain. Through bureaucratic error, Jiub is confined to the ship and not allowed to leave. He befriends the guards and slow gains their trust, becoming a well-respected seafarer. He sails between Seyda Neen and Blacklight, near the border of Skyrim, making the round-trip journey once every 3 months. He's docked in Khuul for the night with his crew. Suddenly, disaster strikes in the form of huge Cliff Racers, and Jiub is the only one left alive. He swims to shore and vows, just as Cliff Racers took his family and home from him, he would not rest until the Cliff Racers were driven away forever. Locale: This mod takes place on the entire island of Vvardenfell, after the Nerevarine has killed Dagoth Ur, the Ghost Gate has been disabled, and the Tribunal is gone. Imperial influence has begun to grow on Vvardenfell, but also has the prosperity of its people. No longer does the fear of Blight disease or corprus threaten the people. The Great Houses, recently united under the Nerevarine, have an uneasy truce as they vow to not allow the Empire to dominate their influence and culture. Slavery is legal, but starting to cave under the pressure of the Twin Lamps, and Imperial influence. Khajit have become influential members of society, but Argonians seem to be slowly leaving Vvardenfell for Black Marsh, as if called. Daedra worshippers and wild beasts have flourished without the Blight poisoning the land. Many areas that were formerly ash-covered have slowly begun to show signs of life. The mainland and island of Solstheim will not be included in the initial release of this mod. Main Quest: The Main Quest is Jiub defending the cities of Vvardenfell from Cliff Racer attacks, then seeking out their brood leader and driving them away from Vvardenfell once and for all. The factions from Morrowind will be present, but Jiub's relationship with them will be very limited. New factions will be present for the player to join. The player will earn fame primarily from the main quest and miscellaneous quests. New factions include: Smugglers, Seafarers, Pearl-divers, and most importantly the Pikesmen, a faction devoted to killing Cliff Racers. (suggestions for additional factions include: The Mythic Dawn, the Twin Lamps) Notes: Our team is lacking someone with experience making advanced creature models and animations. If you are interested, please contact with examples at [email protected] Current team: Stavius Nefnoj Contributors: Vurt (trees, giant mushrooms) Nedius (plants, ingredients) Original post hidden, click show to view: Update 3/23/12 I have successfully used TESAnnwyn to import the landform data from Morrowind to Skyrim, which saves me about 6 months of work sculpting it by hand. Thanks Lightwave! Screenshots: (click show to view)
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Color / Bump map. [Texture Modders Help]
STAVIUS replied to DaedricWarHammer's topic in Skyrim's Skyrim LE
I'm having the same issue while teaching myself how to normal map. It's possible that messing with the X, Y, and Z-axes will affect which "direction" it is normal-mapped, but I've also found it helpful to do the following steps to give it a 'softer' feel: 1. Create normal map 2. Duplicate normal map layer 3. Add just a little bit of gaussian blur to the new layer (like 0.1%) 4. Right-click on this new layer, go to blending options, and in the top dropdown box, choose "overlay" 5. Repeat 2-3, adding a little more gaussian blur each time (+.5%, then +1, +2, +4, et cetera) Also, here's a good article on how to make effective normal maps from scratch without too much difficulty: http://www.katsbits.com/tutorials/textures/how-not-to-make-normal-maps-from-photos-or-images.php You gotta remember that the devs are making these normal maps not from the 2D textures, but from very high-resolution 3D models, so you have to go through some loopholes to get good quality without firing up 3DS MAX. -
FIXED! See below ~~~ Original post: So, I was just randomly exploring and I came across Dustman's Cairn, and I went in and found it was a crypt, so I was killing Draugr, et cetera, then went deeper in and found people called Silver Hand. They started to beat on me hard, so I decided to just book it to the end to see if there was a word of power. I couldn't find one, so I turned around and ran out. Once I left, I realized that I could not select anything from the favorites menu, and when I selected any power, spell, or weapon from the main Item and Spell menu, I could not use it, or draw it, at all. I can only run around, fast travel, talk, sleep, activate items, but I can't use left or right click for anything! I loaded the only save previous to me venturing into Dustman's Cairn, which was 10 hours of playtime previously, and everything works fine, so for whatever reason, entering Dustman's Cairn, or maybe encountering something within Dustman's Cairn, destroyed my current character's ability to draw or use weapons, shouts, powers, and spells. Has anyone had anything like this happen to them? Any way to reset something like that? Thanks! ~~~ Fix: looks like it was some strange script error with a lever inside Dustman's Cairn. Pulling the lever again fixed the problem.