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Hauntyou

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  1. How can I set this up as an Alias, so that I can use them for scenes?
  2. Im working on a mod where you get an option to ask every NPC to fist fight you. How do I reference a non-specific npcs (your dialogue partner) as an Alias to for scenes?
  3. I really dont understand what you exactly mean with blending. A texture is bound to a mesh object. It ends at the border of the mesh object. If two meshes are close but have the same texture they will most likely not have seamless transitions if the map designer didnt align them the way you did. So when creating textures make sure they are periodically tileable and try to paint them the way the original was painted. Also you will most likely have to work over the normal map of the texture wich defines geometrical detail. Also some textures have specualar or even glow maps wich are all seperate dds files. You need to keep all that in mind. For example if you create a custom texture for lets say rocks but you replace them with something like bricks, you have to create a normal map for your bricks and replace the original rock normal map with it. If you dont do that it can look rather weird ingame. same goes for every other texture map.
  4. So far very little is possible to mod skyrim. Thats because the necessary modding tools are still unfinished. So far Niftools (the scripts to import/export skyrims files into 3dsmax/maya/blender) are still in developement. Also the SDK from bethesda is also not release yet. But as far as I know there is the possibility to mod everything that is in relation to textures. You can unpack the games bsa files and tweak them with gimp/photoshop. You can make various parts transparent to get rid of certain armor parts. All textures are .dds file format wich gimp/photoshop need plugins for. Working bsa unpackers are FOMM (fallout mod manager) and bsa-unpacker (but ive heard some versions have still trouble. Also you can hexedit some of the .nif files (mesh file format in gamebryo engine) and try find mesh parts and delete them. related links: http://niftools.sourceforge.net/wiki/NifSkope (nif-file format dev page) http://www.blender.org/ (open source 3D software with nif support) http://www.newvegasnexus.com/downloads/file.php?id=36901 (FOMM) http://www.physics.ohio-state.edu/~prewett/hexedit/ (HexEdit) http://www.gimp.org/ (open source software to tweak textures with dds plugin) http://code.google.com/p/gimp-dds/ (gimp dds plugin)
  5. Its possible with little effort as soon as the new Niftools for skyrim come out. But right now they are still developing these tools. so you need to wait a bit more
  6. I would gladly join the contest with you or even alone. But right now the hands of especially Modellers/Animators like me are tied by the lack of Blender/Nifskope support as well as the lack of a SDK for Skyrim But if these stuffs happen to be ready at time. Im in with a neat body replacers and a cool armor. You can look up my mods at FO3 Nexus and FONV nexus
  7. I did use FOMM also. A very old version too. No problems so far I spoke with one of the NIFTOOLS guys and they told me they work on a updated Nifskope wich is soon to come. But untill then I highly doubt that someone can come up with new models or body replacers. If Nifskope is out we still need to wait till they can include skyrim into niftools for import/export of nifs into 3D software like Blender/Maya/3DsMax Texture mods are fully possible. Just unpack dds. files of your liking and manipulate them in Gimp/Shop
  8. I havent yet figuered out how to import the Skyrim Nifs into Nifskope. Nifskope is like one and a half year old. Has anybody found out a way yet? I wonder Blender importer for 2.49 also doesnt eat that stuff yet. So I did a completly new body for skyrim. The body is ready with textures but i need to figure how i could import the skyrim skeleton to set up bone weights.
  9. Ok now. I have been crawling for this through the internets for ages now and cant get a clear answer. If i do modifications to the Type 3 Body replacer in blender. It doesnt export correctly. Ingame it doesnt take the real skintone of of the head and hands. Also i have to update the tangent spaces all the time in nifscope to get rid of strange breast-rings. How do i get my things done better?
  10. Ok i got some problems getting my modelled Headgear ingame. Its Headgear wich only is represented as a Eye-targeter and some other cool stuff. The hair should be visible while wearing the Headgear. Right now the headgear is ingame but my female character has now hair shown. Here is what i did. 1.) I modelled the Head around the headhuman.nif in Blender 2.) Imported the headhuman.nif-skeleton to my headgear and parented it 3.) Exported to nif and copy-branched it to headfemale.nif 4.) Created esp in geck with the item. But my character is a baldy ;( Help me out plz
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