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Noxvern

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Posts posted by Noxvern

  1. Just as the Nimbus 2000, the Nimbus 2001 was named such because it was a Nimbus that was release in 2001. You're about a 100 years to early for those to have been made. Just get the Thomas the Tank like everyone else, nothing will top that.

     

    What you are saying does not make sense, since the Harry Potter saga is based between the years 1981 and 1998, therefore the Nimbus 2000/1 brooms cannot be created in those later years that you have mentioned. Also, no matter how "funny" if anyone really thinks so it is to ride a flying train, which doesn't even belong to said saga, I don't see the problem in bringing to the game those aspects from "the future". Clearly the game has a lot of easter eggs and references to the movies/books...
    PS: I would have preferred a thousand times that instead of Thomas the train, it was the Hogwarts express or even the Ford Anglia xd
  2. I don't even understand how in a game of this magnitude, with so many secondary objectives, they haven't implemented a way to filter the map... If, for example, I want to focus on doing all the Merlin Trials that I've discovered, it would be great to be able to filter the map and show only those icons, right? I know that once you complete them the icon disappears, but there are times when I go crazy looking for areas that I have just been passing through and there are loads of them

  3. The minigame when using the Alohomora spell is very simple, yes, but when you already have open more than 30 locks it becomes too repetitive and frustrating. I honestly don't even know why they included something like that. Maybe they should have done something like as you upgrade the spell, the lower level locks would open automatically, but no... Over and over again the same thing :dry:

  4. Okay, I've searched millions of sites and it seems that nobody has happened to this or maybe it has happened to very few people, but I can't find a solution.

    My problem is that in the opening scene, everything works correctly, but when my character approaches Hadvar for the creation of said (bearing in mind that I have Alternate Start installed and therefore this is avoided) it starts to walk in another direction (turns and goes in the opposite direction) and does not let me continue. It doesn't only happen to me with Hadvar, but also when I have to follow the Captain or even when the character is going to be "executed". It doesn't matter what I do, it always goes in the wrong direction... I've tried with console commands to rotate the character, to change its position, etc. and it doesn't seem to have an effect.

    The thing is that I have more than 1200 mods in my game and going one by one trying which one is the cause is going to take me more time than I am going to be playing.


    Despite having Alternate Start, I always like to have the vanilla start, so as not to break the "magic" of the story.


    Has this happened to anyone else? Does anyone know what may be causing it?


    PS: I have noticed that if I use some command to have control of the character or to be able to see it in third person, my character's arms are embedded inwards, does that have something to do with it?

  5. Looks bad ass

     

    The disappearing thing is niche. My guess: You have translation coordinates on the trishape and should clear them. Or. You need translation coordinates on the trishape. If the latter, I am not certain what armors need, but I do know some head shapes need position z around 120 to not have that disappear issue. Play with it I guess

    Fixed too! Yep indeed was the ZXY coordinates messep up in Outfit Studio Thank you for all you ur help :happy:

  6. Nifskope is handy for stuff like this. Here is a shot showing where you go to see that info

     

    xh0dpe3.jpeg

     

    Also there where its says BSLightingShaderProperty there is a flags section which says whether this model uses vertex colors or not

     

    More or less the same process for SSE mesh if its that, just the layout in skope is a little different. And honestly it might be just fine to disable vertex colors entirely. But either or, just make sure the color scheme is all white like in this shot and not all black if you do keep them enabled

    Fixed! I just forgot to put the Vertex Colors on the model in Blender hahaha Thank you so much!

     

    K4pyb4f.png

  7. Does it look black in-game too? Its most likely a vertex color setting causing this, but the game basically ignores that and usually renders it the expected way

     

    For tools to see it the way you expect, check your shader data and the shape data. There is a vertex colors section in each and if they dont agree with eachother, yeah black can happen. Check the actual color scheme too under the shape data. Your exporter or tool might have defaulted all to black. All white is the typical default for Skyrim

    Yeah! in game is black too. About the color vertex setting; are u refering the partitions one? In the BodyOutfit Studio? Im noob on all of this and I don't know how to make them match or where I have to change' it hahaha

     

    Thnx

  8. Hello modders,


    After many attempts and searching everywhere on the internet for a solution, I come to this forum with the hope that you can help me. The problem lies in my custom armor that I have created. As you can see in the image, the texture is completely black and I don't know why. Both in Blender, as in BodyOutfit Studio and in NifScope the textures were visible, but when importing it into the creation kit it looks black. I have used all kinds of programs like NIF Optimizer or Cathedral Assets Optimizer, but I can't get it to work...


    How can I solve that? Thank you for your attention!


    Fg2T5xx.png

  9. Hello fellas!

    I'm trying to create my first mod, which will add different "armor" to the game. These armors will be replacement models from other games like LoL (I know it's not the best way to make armor, but I'm a noob in 3D modeling and even more so in creating mods).
    The problem in this, I suppose, is that the model is already created and has a "pose", I have imported the skeleton of the base male figure (Skyrim SE) and as you can see in the image, it doesn't match that model. In these cases, is it better to move the skeleton and fit it to the 3D model, leave it as it is, try to move the model and fit it?
    KCKRmOz.png
  10. In old Skyrim, there was a mod that added Ahri's armor (and other characters), but no port to SE/AE has been done. I have the 3D model of the Wild Rift character, but I have no idea how to create a mod or new armor. The file is available for free at https://www.models-resource.com/mobile/leagueoflegendswildrift/model/43695/ in case anyone wants to give it a try or if someone would be willing to help me (since I've never done anything like it before)

     

     

     

    43695.png?updated=1611410670

  11. Hi guys, I've been trying to do this on my own for quite some time, but I'm a total novice when it comes to mods.

    Many times the programs do not work correctly or I get errors that do not allow me to continue ...


    I would be very grateful if someone could offer us a mod with which to play Roxas in his Organization XIII over Sora, with Sora animations included

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