Zombie007 Posted November 4, 2012 Share Posted November 4, 2012 Hi, i´ve been looking for a while and i can´t seem to find any tutorial that explains how to do a bound weapon spell. What i want to know is the name of the texture for the flames and weapon and where can i find them and what do i have to change in order to summon anything more than a daedric sword (like a custom two handed sword or even a scythe. Link to comment Share on other sites More sharing options...
ghosu Posted November 4, 2012 Share Posted November 4, 2012 (edited) Never tried it myself but having a quick look at the .nif of a bound weapon i could imagine that you'll need modeling skills as well - so i'm not sure if this is doable for you? Seems there are several meshes shaped like the weapon around the real weapon used for shader effects so i guess you have to recreate them to fit your weapon - and inside is the weapon itself, slightly transparent using alphaproperty...just to give you a rough idea. Edited November 4, 2012 by ghosu Link to comment Share on other sites More sharing options...
Zombie007 Posted November 4, 2012 Author Share Posted November 4, 2012 Actually i work on modeling/animating but in Maya. I could always model it on Maya and then export the .obj to blender. Link to comment Share on other sites More sharing options...
SkjoldBjorn Posted November 4, 2012 Share Posted November 4, 2012 You can also directly import the obj to nifskope since it's just a weapon model you need to complete this, well as long as your weapon does'nt go outside the fx effect shader added that is. I have not tried this myself yet, but i know i read a post about someone doing custom spellbound weapons or at least with the same effect if not summonable. and if memory serves me right you only need to import the obj of your weapon into nifskope, then open up an excisting weapon with the shaders attatched, then just switch the daedric weapon NiTriShapeData with your custom weapons NiTriShapeData. Easier to do it this way, then most of the flags are there already except for the NiTriShapeData from your custom weapon. Link to comment Share on other sites More sharing options...
Zombie007 Posted November 4, 2012 Author Share Posted November 4, 2012 Thanks! and one more thing, what file do i have to modify to change the colour? Link to comment Share on other sites More sharing options...
SkjoldBjorn Posted November 4, 2012 Share Posted November 4, 2012 Im not sure, but taking a look at the boundweapons nif files it looks like it's the bslightingshaderproperty's emissive color and specular color that controls them, i think you should just experiment with it really. Give your character all the bound weapon spells and try to make just replacers to begin with and see if they work correctly colorwise etc. I thought it was just vertex colors, but looking at them i can't see how the vertex colors change anything but greytones, which won't help much on the colors. Link to comment Share on other sites More sharing options...
Zombie007 Posted November 5, 2012 Author Share Posted November 5, 2012 Thanks, i searched the bound weapon effect (i opened every single tab... all of them) and founded two .dds, darkswirlsinvert_n.dds and vaportilenormal_n.dds. I´ll start experimenting and post here what i found, in case anyone has the same problem. Link to comment Share on other sites More sharing options...
SkjoldBjorn Posted November 5, 2012 Share Posted November 5, 2012 You do not need to touch the texture files at all, you only need to find the emissive color and the specular and change those for the time beeing. when the texture files end with a "_n.dds" it means that they are normal maps, changing colors on these won't do anything good. Link to comment Share on other sites More sharing options...
Zombie007 Posted November 5, 2012 Author Share Posted November 5, 2012 Well, i looked for every bslightingshaderproperty and couldn´t find no emissive or specular values, the only place i founded those where in my model, after i tryed to paste the .obj to an existing weapon. By the way, the custom weapon looks gray, nifscope says it has no material, even though it was fully texturized when i export it. So after a couple of days trying to do this and still couldn´t even find the values you mentioned, or even trying to follow "deadly seriuos tutorial" and when trying to open the "properties" tab it was grayed out, i think i´ll put this mod on hold till further notice. Right now it´s 2 AM, haven´t played Skyrim for a while because of this and i´m quite tired. Link to comment Share on other sites More sharing options...
SkjoldBjorn Posted November 5, 2012 Share Posted November 5, 2012 It sounds like you are not familiar with nifskope, try somuchmonsters tutorials, he goes through the important things of nifskope import and export very well.Even if you did texture the object in the modeling program, it does'nt matter when it comes to skyrim nifs, all textures are given to an object through the bslightingshaderproperty under the texture set there.emissive and specular colors can be changed when you click the bslightingshaderproperty and then check the block details window and just scroll down until you find the colors. Here is a good tutorial on this.http://www.youtube.com/watch?feature=player_embedded&v=KVPicWtxTWk Link to comment Share on other sites More sharing options...
Recommended Posts