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Daeris

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  • Gender
    Female
  • Location
    UK
  • Interests
    Reading, Animating, Mesh, Roleplay, Cooking

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  1. Yeah, I knew it was the original I was supposed to use because your image had the beams on and showed me how to remove them. I really don't know what I did. I opened the original, removed everything except the one triShape, renamed and imported into Blender. It took me a little while to get rid of the vertices but I did, using B select and delete. Then back into object mode, highlighted the mesh and exported as 3ds. I'll do it again in a bit, see if I get the right result.
  2. I've no idea where NiMaterialProperty came from! I took everything out, double checked against your images to make sure, and no texturing in Blender, but I probably did something somewhere as a lot of the interfaces are new to me. I can't say how much I appreciate your help though, thank you very much. Maybe I'll figure out the last step when I'm not tired at the end of a long day! Again thank you very much.
  3. I've nearly got it. I've replaced the mesh successfully but the new mesh hasn't got a texture. I think my Nifskope list isn't right. My tree looks like this; 0 BSFadeNode 1BSXFlags 6hkCollisionObject 7NiTriShape (Replaced Mesh) 8 NiTriShapeData 15NiMaterialProperty None 11 NiShape 9 BSLightingShaderProperty 10 BSShaderTextureSet It's exactly what I wanted to do, except it has no texture in Nifskope, any ideas? I'm sure that "NiMaterialProperty" needs to go and it needs a LightingShader there instead, but it's not, it's at the bottom of the list! I really appreciate your help and guide, it's made it sooo much easier.
  4. Hi I want to remove the beams from a ceiling piece in Riften; "riffmsmsecondmid01" This is a mid ceiling piece which has beams in the shape of a cross beneath it. It's these beams I want to remove. What I've done; 1) Followed the tutorials on this site to export from skyrim to blender and back again. 2) Went into NifSkope and removed the branches I'm supposed to, e.g. collision branches etc 3) Saved as a new nif. 4) Downloaded Blender 24.9, Python, PyffI, Blender Nif Scripts 2.5.8, NifConvert, Chunkmerge and NIfUtilsSuite. 5) Imported new nif into Blender and straight out again as an .obj 6) Imported into Zbrush to pinch the beams away and exported as an .obj 7) Imported into Blender 2.49 and exported , selecting "Morrowind" (as it said on tutorial) and saved as a nif on my desktop 8) Ran the nifconvert.exe. Set the first box to point to my new nif. Set the second box to save to desktop with new name. Set the third box to a folder where I keep all the Skyrim BSAs and pointed to the orignal ceiling mesh (riffmsmsecondmid01) Set the fourth box to the TESV.exe in the Skyrim folder. 9) Worked once, since then the nif convert crashes and gives me "TODO: <File description> has stopped working 10) Loaded the nif 'as is' into nifskope and the tree is a mess. No collision data, and instead of there being two surfaces which can be retextured there is only one. 11) Trying to replace mesh in original nif using a 3ds export from Blender, instead of a nif. 12) Have successfully replaced the mesh but the tree and texture details are still wrong. There is still only one texture surface, and I don't know how to change the NiTexturingProperty branches to BSLightingShaderProperty branches under the appropriate NiTriShape branch. Any help, pointing out where I'm going wrong, if my file pathways are horrible etc, is welcome Dae
  5. Daeris

    Bookcases

    Hi Ages, and ages ago I was working on a mod that involved bookcases, and I remember back then that a lot of people advised offsetting the books and shelfs by 0.1 degree, to avoid some kind of in game explosions/trauma/glitch. Is this still advisible? Thanks everyone Dae
  6. Thanks for the help echo. After asking and searching around I came across something called a navmesh primitive. This is what I was looking for I believe, it basically cuts through the mesh and tells NPCS, "Don't step here." I haven't gotten to the stage of trying to impliement it, but if anyone is wondering the same things this might be helpful.
  7. Hi, Wonder if I can get some help with a question on modding Skyrim, if this isn't the right place I'd appreciate being pointed to the right one I have a question about navmesh. What happens to the navmesh when you alter the structural layout of a cell, triggered through quests in game? Perhaps it would be better to ask, did Bethesda introduce any tools to help navmesh routing when they introduced the new layouts in player homes in Hearth Fires? Are there specific prims/scripts or will collision prims help stop npc's trying to walk through new walls etc? How have Bethesda/modders dealt with this, does anyone know? Appreciate any pointers, Dae
  8. I posted this reply elsewhere as well, but basically I was saying that when I was poking around in the CK I found that the kiddies had a package for the travel to the home location. This included a link from the package to the BYOHHouseXMapMarkerHeading, which is in turn linked to the map marker in the cell location.
  9. Thank you WillieSea I noticed that the soil in the BYOH cell was linked to an NPC too, and that it had a parent enabled, however after looking at it again this morning, I think the enabled parent is to do with rendering the objects at the appropriate time in the BYOH. This might be obvious to people who know what they are looking at When the soil is added to a different cell, there is no linked ref in the edit details and the BYOHPlanterNPC is not a visible option in the list when adding a new one. So I got the NPC out to have a good look at him. I don't think he was ever meant to run around Skyrim judging by his state of deshabille! I cannot find him located in the BYOH cell or Tamriel. He's an invulnerable, essential, level one Nord, with a script. The script properties seem to indicate that this is where the core element of the growing process is located; flPlanterPlantableItem (Form List) flPlanterPlantedFlora (Form List) GameDays Passed (Global Variable) growDays (Float) PlanterItemPlanted/NotPlantable/OnlyOne/PreviousItem (Message) resetDays (Float) So I created and renamed a duplicate, dragged him into the render screen. In link ref I used the "Select Reference in Render Window" to link the soil to the NPC. I then also checked initially disabled on the NPC. I clicked initially disabled because the NPC doesn't show in the render screen of the BYOH cell (or the game), a random half naked guy standing in the corner is not in the plan and this is the only disable I know. This would probably stop the scripts working all on it's own and when tested in game, yep, nothing happened. I don't know much about scripting at all, but it occurred to me too that the NPC may be called by a script without ever rendering it. Next, I wondered if the script was dependant upon the exact ID of the NPC, so my rename would obviously not work, so I went back to the original and dragged him into the render screen, and I noticed when I did, that his ID had a [D] after it, which, I believe means, deleted? Does this imply that the NPC is rendered to create the link then deleted? Is he deleted when the game first loads that cell? This thought has only just occurred to me so I haven't yet tested it, what I have tried is deleting the NPC in the CK. First I link referenced him to the soil, and then I deleted him. A kind of marker appeared in hs place, simular to the BYOHGardenMarker(Xmarker) in the exterior cell but without the red X. (The garden marker is the parent of the soil for the exterior.) It lead from the spot where the NPC was placed to the soil. All interesting but none of it made it work when I tested it in game. And that's where I'm up to now this morning, I might try leaving him in the CK, with this [D] after his ID and see if it deletes him in the game. I've spent some time tinkering with this, but I'm quite new to it all, and my tinkering is by no means conclusive and under scientific conditions, i.e. I probably did lots of silly things and for example, I've only looked at BYOH in Falkreath, assuming (yes I know dangerous) that it will be simular if not identical in each hold location, so I'll put this out here and see what other people think
  10. Hi, I'm very happy to have been recommended to explore this website, thank you so much for creating and maintaining it so that wishful world wizards like me can find answers to questions. I'm very new to modding and I am wondering if it's possible to utilize the new growing garden and pot plants feature of Hearthfire outside of the BYOH cells. I've put "soil" and "planter" from the objects tab into a plugin mod I'm experimenting with and I've opened up the BYOH and had a look at Beth's, but I'm missing something. I can choose a variety of soils, but I can't make them functional (nothing happens when I click on "Activate" option) when I check in game. Could anyone give me some pointers on this, so I can get them working? On a different note, I wanted to make some illusion spells. I would like to make an illusion based character who doesn't really deal direct damage, but could scare someone to death possibly, or use imagination against an enemy, like, make them think a gust of wind just hit them. I started looking at spells that already exist and trying to understand how to make them work but then I read somewhere on this site, I think mod ettiquette, not to change magic effects. Is this very important? At least, is it bad to add new effects to the magic effects? I hope someone wont mind taking a little bit of time to help, I'm trying very hard to learn good habits and not mess anything up! Thanks Dae
  11. Daeris

    Dae's

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