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Everything posted by 1mjolnir1
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Is anyone else getting texture glitches?
1mjolnir1 replied to 1mjolnir1's topic in Fallout 4's Discussion
processor: Intel core i5-4570 cpu @ 3.20ghz RAM: 8gb OS: 64 video card: geforce gtx 760 settings are high textures and pretty much low everything else. -
Seems every time i'm in vault in the main storyline, I get lost in a sea of stretched out textures the further I go into the vault. EventuallyI cant see anything, it gets ridiculous, and i cant complete the main storyline! Is anyone else getting this problem? Is there any way to fix it?
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I just want to place an npc on a horse in a certain spot, simple as that, i tried linked ref but it didnt work. can anyone help?
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There is a certain texture set in the ck that is too dark for the mesh im using, i want to make it lighter. Does the ck have any kind of integrated color or brightness editor for textures? Or do i need another program? I found something in the ck I think but it didnt do anything or I am doing it wrong. Can anyone help plz? :)
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This is a somewhat specific question. I want to put armor into the ck as a loadscreenart model, does anyone know how to do this? Basically I want to put more armor on the loadscreenart models in the ck worldobjects/static/loadscreenart. I want to make them like pre-made dummies, but every time i copy an armor node to the loadscreenart node and save, it doesnt upload to the ck and it crashes. I know this is because they must be different objects, but I dont know how to put the armor into the ck as a loadscreenart model.
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A fan-made Elder Scrolls web series, Empire follows the story of veteran legionnaire Sigmund Madius and the battles that took place in Hammerfell during the great war, before TES 5 Skyrim. http://img.photobucket.com/albums/v237/metalicaboy/AA_Empire_E1_GIF3RAW_zpszdleynz8.gif The series main focus is large scale, movie quality battles, with detailed fight scenes. All created to recap the untold story before skyrim that every fan wants to see, the great war! http://img.photobucket.com/albums/v237/metalicaboy/AA_Empire_E1_GIF2RAW_zpsozwilxxh.gif The first episode is out now on the Cosmata machinima youtube channel, watch it here! https://www.youtube.com/watch?v=UHUJS6i6mpc http://img.photobucket.com/albums/v237/metalicaboy/Sequence%2001_zpsdjytb5hs.gif
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The first episode to my Elder Scrolls web series is here! It will follow the life of veteran blade and legionaire Sigmund Madius, and cover the battles that took place in Hammerfell during the great war. The series main focus is to render detailed, large scale, epic battles in skyrim. See the first episode here, and stay tuned for more! :D
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I need to know if my worldspace is too big for Oscape to render. I keep getting the message "heightfield is not multiple of 1024" and I'm trying to edit the border region to make it work but it keeps saying the message. I think I may have run my heightmap alittle to far to the east. Because when I view the heightmap in oscape or the ck I can only see the first part where I started and the rest of the right half of it is cut off at the edge. Is there any way for me to shift the 0, 0 coordinate mark? Or maybe copy and paste the heightmap on a new esp and place it more in the middle? And how do I know if my heightmap is too big?
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why can't I see my lowered landscape height?
1mjolnir1 replied to 1mjolnir1's topic in Skyrim's Skyrim LE
crap I'm sorry nevermind I didnt use Oscape properly please delete this thread. :P -
I know this is a noob question but I dont want to diddle around. I've lowered my landscape to make a canyon but the original heightmap texture is still there taking up space. I generated with Oscape and still there. What do I need to do to get the original landscape to go away and reveal the canyon bellow?
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I want my npcs to look straight ahead of them but they keep looking in random directions. Oblivion had a "disable head following" box why doesnt skyrim have this? Is there any way to make the npcs stop following their heads?
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I am working on a new skyrim machinima and I noticed the one thing that makes all skyrim machinima look cheesy is the breathing animation. If I can somehow program certain npcs to stop breathing so ridiculously I could actually film some cool shots! I'm just getting used to the CK from using previous editors and I would appreciate if someone could explain this to me! Thanks.
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LE is there any way to remove the breathing anim from npcs?
1mjolnir1 replied to 1mjolnir1's topic in Skyrim's Mod Ideas
I realize I have accidently clicked on the wrong forum subject. Going to repost in troubleshooting feel free to delete! -
I am working on a new skyrim machinima and I noticed the one thing that makes all skyrim machinima look cheesy is the breathing animation. If I can somehow program certain npcs to stop breathing so ridiculously I could actually film some cool shots! I'm just getting used to the CK from using previous editors and I would appreciate if someone could explain this to me! Thanks.
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I can't see any light coming from the light bulbs I put outside a castle, I'm trying to get it to glow a green color around the gate. They are no shadow light bulbs. Do light bulbs even work in the exterior? Or are they meant for lighting rooms?
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thats kinda what I thought. O well looks like we'll just have to create cooler looking goblins for skyrim. Thats really what I dont like. No goblins or ogres or minitaurs!!! Giants and falmer are cool... but they arent minataurs. But if that gets you in trouble would it technically be illegal to even show these renderings of oblivion object/creatures in skyrim via youtube video or something? like a machinima?
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I'm trying to create landscapes for highrock based on a mod called the -TWMP heightmap esp- but I havent used it since it's 3.1 version. Now it's updated to 3.3 and I Still want to use the data that was dependent on the original esmified plugin version 3.1. How do I continue working on this mod even though the version I was adding content to is outdated? Do I have to use wrybash or something I'm not sure what to do?
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I'm trying to put a couple of those giant artillery guns from the anchorage expansion in the wasteland, That part is easy but i want them to shoot and fire just like they do in the expansion when your walking around them to sabotage the Chinese artillery base. How do I make activator object run their idle animations?? There is little information about it on the wiki!