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Ac3s

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Ac3s last won the day on December 26 2014

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  1. I'm in the process of making some draugr and skeleton followers for my mod Tel Nalta, but omg the 2 handed weapons on the back are just placed terrible by Bethesda with the bottom sticking literally inside the followers. I have tried so many things and nothing seems to work, I even made duplicate races for my followers and then changed the skeleton.nif file used under "body data" -> "skeleton". Then I went into Nifskope where I changed the XYZ positions and rotations of the weapon nodes. At first I thought it worked because in the creation kit it moved the weapons to their new positions/rotations, I was so happy until...I went ingame and noticed it doesn't work there, I even started a new game and spawned the follower to make sure and it still didnt work. In Nifskope you also have an option to change the "scale" of the weapons and this is the only thing that goes over ingame, changes to XYZ and rotations do not go over ingame. I also found this little tutorial, which basically goes through the same steps as what I did except he uses "transform->apply" at the end, which for me personally has no effect in nifskope, I even downloaded the latest version of nifskope and same thing there, no effect and ingame it still does not change. Can someone explain how I can fix the weapon positions, I truly don't know what else to try anymore at this point
  2. I came here from google and it really helped me to figure out how this snow worked, I too had extremely white snow on things like walkways and some houses, all because those were added by mods that had their own snow applied to them, meaning the mod "better dynamic snow" did not affect the snow since it were new objects. So now its up to me to patch out all of this and apply the settings from "better dynamic snow" onto these new objecs, just in case anyone else lands on this topic through google, here is how I'm doing it: -use the new "SnowShader.nif" from the mod Better Dynamic Snow. -duplicate a snow material in CK (like SnowMaterialFarm for example) and point it to the new .nif file, also disable the "single pass" option. -some objects will work fine with just this, however other objects will not because if you open them in nifskope u will see they have a "NiAlphaProperty", so lets say you want to use the new snow that uses the new SnowShader.nif on a farm building, well it simply wont work unless you delete the NiAlphaProperty out of the farm .nif file and then the game will apply this new snow on its roof, however, some objects need this NiAlphaProperty, ive noticed myself if I remove this on some buildings in order to get snow on them I get black areas instead, so it seems I'm forced to choose between either having no snow, or having black areas on some objects. -you can also change in the CK the "max angle" in the building object settings to apply less or more snow. -also some buildings will look bad with snow inside or below the roof, what you can try to do is make a copy of the buildings, on original you delete the floor out of the nif file with Nifskope, on the copy you delete everything else out of the nif file except for the floor, that way you have 2 building pieces and you can apply different snow settings to both of them in the creation kit. If you decide to not duplicate the snow material in the creation kit at step 2, your change will affect all objects in the entire game who use this snow material, so beware of that. Also take note that the snow won't show up in the CK because you disabled "single pass", it will show up ingame though, but if you really want to see how it looks in the CK then just enable that "single pass" again and press F5 to update the CK view, now u will see how the snow will kinda look like, just make sure to disable "single pass" again after ur done looking. Final edit: I decided to cut the buildings into two, one for everything except the floors, and one with only the floors, on the floor .nif I will remove the "NiAlphaProperty" and use the snowshader.nif from BetterDynamicSnow, since floor pieces generally dont make any use of the "NiAlphaProperty" anyway. However, for the roofs I had nothing but issues when removing this "NiAlphaProperty", so I decided to just leave it on there and use the normal vanilla snow, but I did make a duplicate of the "snowmaterial" and made it look a tad bit darker and like 2 points more blue to make it look a bit better.
  3. Author of Lakeview_Extended and Tel Nalta II.

  4. Ac3s

    My mods

    Mods on Nexus
  5. Not all parts of Europe are like that though, I live in Belgium and here we have almost the same mindset regarding nudity as they do in the USA, but once you go down south where people go on vacation (Spain etc...) its a completely different story. But back when I was playing Oblivion I also installed some skimpy armor mods, was about 17 years old then, now 10 years later I don't bother with that stuff anymore. Youth and hormones...
  6. I usually wait a very long time and don't bother to pick a side, but once I do its for the imperials, though I do love to kill thalmor. The way I see it is like this: Talos was a nord but he was also the one that forged the empire to begin with, and the only reason why the imperials decided to ban the Talos "religion" was to avoid complete obliteration, neither stormcloaks nor imperials are the bad guys, its just those damned thalmor...
  7. Like Zetalian said, the textures look off and in no way what the screenshots are actually showing here. I tried to edit all textures myself but its still far from as beautiful as the screenshots show here.
  8. This is regarding the mod Tel Nalta, a telvanni town + playerhome. We are currently looking for someone with mesh editing skills to complete this wonderful pack of telvanni objects that we received from Dark Creations. A few exterior objects are already completed though regretably the person that helped us is now time contrained and he cannot help us out anymore. The aim is to give all the objects Dragonborn textures and then edit the meshes to make them all fit together so we can build a Morrowind style tower that blends in perfectly with the original Dragonborn telvanni buildings and the Earrindo Telvanni modders resources. If you love Telvanni like we do and are interested in helping us out, please contact me at: -Send a PM at Nexus account = Ac3s -Leave a comment on the Tel Nalta Nexus mod page = http://www.nexusmods...im/mods/44631/?
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