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Berfand

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Layman

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  1. Hey all! I'd be most happy if You could share your methods of making the *m_0.nif, *m_1.nif, *f_0.nif and *f_1.nif conversions. Right now, I have 5 *m_1.nif armor sets. They work just fine in-game. So I started making the *m_0 version of the first cuirass... Then I soon realized, that in order to make it fit the hands and feet properly, I have to move some vertices of my creation to the exact same places as where the m_0 meshes' vertices are. These parts are where the hands join the forearms, where the feet join the calves, and finally, where the head (the neck actually) joins the body. After that, I could simply just work with scaling tools, etc. Then I made a bit of counting: Provided that I copy-paste the coordinates of the vertices one-by-one, each vertice would take an average of 14 seconds to make. Multiplied by the number of vertices for each armor, then multiplied by the number of armor conversions I got nearly 4 hours of work - just copy-pasting... (And thats only the copiing part, then I'd also have to make the scaling - which also takes some time.) I also tried the snap tool - it doesn't work. Also searched for coordinate copying - it is a built in for Blender 2.6x and above... (I am using 2.49b) So please tell me, whether there is any available option and/or method that could help me save some time on this. Thnk you all!
  2. Hey all! I am having a weird problem which I couldn't fix yet: I made some gauntlets, which covers only the left hands, so that the right hands are bare. For the "HAND" part, I simply used a malehands_1.nif, and for the forearms I used a malebody_1.nif - deleted everything except the forearm partition on the right arm. So that's what the right hand consists of. I copied the shader nodes from the hands - onto the hand partition - and from the body - onto the forarm partition. But then, when checking it in-game, the forearm partition looked blurry. Here is a picture of it: http://i.imgur.com/iumPtIZ.jpg I hope someone knows how to handle it. Here is my .nif file, if You want to take a look at it: https://drive.google.com/file/d/0B2mg8nscLY4raEpySU1RZWwyWnM/edit?usp=sharing Thanks all!
  3. Another problem I met in my travels through modding' oceans. How can I make a _gnd / _go object? (I mean the .nif file.) Currently I am struggling with copying certain parts of a gnd nif file into my nif file, or the opposite direction, but it all looks messed up. For example, my file's (not the gnd) NiTriShape has no BSProperties in the block list, and this is not the only such case. It'd be great if someone could make a tutorial for it. Still triing fixing it, hope the best EDIT: Oh my... Sorry for doing this, but I could find the problem - it was in Fallout format instead of Skyrim :S - , I really put 1-2 hours into it before I wrote this post.
  4. Bah, seems annoying - made it again, and it works now... Is it possible that Blender has some random factor?
  5. This is growing weirder with every step I correct Now, I realized, that the hand item hides the forearm piece, so that's why the forearm of my armor is missing. This seems exactly the same with the boots and the calves. So I unequipped these two items, and of course it didn't help either: The calve and forearm pieces of the armor are blown up - all horkers turned towards me to see those things flying around me in the air Then I checked whether there are calve and forearm dismemberments on my boots and gloves, and there aren't forearms on the gloves - or at least I couldn't find them. Also the hand has 3 dismemberments - that's how Blender dismembers it when exporting, not sure if it can be helped - , all of the partitions are SBP_33_HANDS, and I cannot see any overlappings too... I really don't know how to correct it now EDIT: Getting smarter! It was in the CK to be disabled under "Biped Objects".
  6. Wasn't seeing two pieces of armor out of four, then realized that they were dismember like a fallout nif (BP_TORSO, etc.) But how it used to be: still having problem: The hood is completely invisible, and the robe is "missing" the calves and forearms areas. Also there are two body dismemberments... strange, but at least doesn't crash the CK or the game. The START_NET_BONESET property was checked for all except for the calves, then I unchecked them all but those of the body's. It didn't change anything, except for making it not blown up in-game. I also have some problem with the looks: The armor seems like it was wet, the normal map seems working though. Here are my files: https://drive.google.com/file/d/0B2mg8nscLY4rMFNaUDJ3UGU5SUU/edit?usp=sharing https://drive.google.com/file/d/0B2mg8nscLY4rZ2I1WWlkeFlJb0U/edit?usp=sharing https://drive.google.com/file/d/0B2mg8nscLY4rWkdUczNOT2MteEU/edit?usp=sharing https://drive.google.com/file/d/0B2mg8nscLY4rZ2xxRFB6MndENWM/edit?usp=sharing EDIT: There is no problem with the helmet, just forgot I didn't equip the item :S EDIT2: It was my fault again: The normal map was just a plain one, that caused the wet look... Gimp's .dds export is not good at all. Good I have Paint.NET.
  7. Huh thanks a lot, now it is not crashing, and thats maybe more then I deserve Only problem I can see now is that the whole boots are black. By the time I wrote my second post in this thread, I went through this site's tutorial several times, and realized that the BSDismemberSkinInstance's Partiotions and it's NiSkinPartition's Partitions should match, but didn't dare delete the feet - also didn't know that there can be 2 under the same name. I made these boots using EbonyBoots as base - and tried copying every property and setting in NifSkope, that's why I had the Thigh bones. Now that I think of it they must be required only to move the knee part of the EbonyBoots, which I've removed. Next time I gonna try thinking more. Also, could you describe what is that CT_STATIC and CT_MUTEABLE, etc. property used for? Thanks a lot! EDIT: The edited .nif of the boots can be found here, should anyone want to take a look: https://drive.google.com/file/d/0B2mg8nscLY4rMGpkMlRJVWxpLXc/edit?usp=sharing EDIT: I reloaded CK and loaded the boots again, and they have their textures now, so it seems that I finally got my first - let"s call it - "mod" Just need to be checked out in-game. EDIT: Works! Thanks again
  8. OK, I managed to got a cuirass to work, following the tutorial on this forum... But I only managed once, and it wasn't fully correct too: The arms of the body kept moving a bit strangely - I think I made the "Bone Weight Copy" from the wrong object (The armor I chnaged has a body part plus an armor part too...). Also, the textures were messed up. The body was colored completely like a plain normal map, and the cuirass was colored like the basic meshe's, only with different UV mapping - though I set a new texture to it. Then I started again from scratch, but this time - unlike the first - I got 4 dismemberment parts on the body. And got it 3 more times then. This feels kinda weird, since I followed the tutorial. I usually had messed up bones, but then I quited Blender, waited, tried again, and so on, until I got it clear. I always checked my bone object under "Links and Materials", and saw this: http://i.imgur.com/FMcgGma.png I don't know, maybe this has something to do with it. If you know something, please help
  9. Hey All! I am quite new to Skyrim modding, I am following this tutorial: () wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1 I have finished everything stated in it - carefully - , but there was a difference that occured: in the step when exporting the things from blender to .nif, after I opened the new .nif I got this way, there wasn't any "Scene Root node", instead there were everything else normally, just how they should look like inside the "Scene Root node". So I continued, leaving out the step: deleting the "Scene Root node". Everything seemed normal, but when I tried using my .nif file in the Creation Kit, it crashed... And every single time afterwards too. You should also know, that I made some extra steps while working in blender: - After importing the basic .nif file into Blender 2.49b, I saved that .blend file, then opened it up in Blender 2.7a. - I made changes on the mesh, assigned a material, made my UV map, then made a new .dds texture (plus its friends: n&m ). - I exported what I made to .obj. - Then I imported the .obj into Blender 2.49b, and continued the process normally, as in the tutorial. I am using Blender since a year now, and like it much much, so I really don't want going off to 3ds Max. Please help me if you can, I am open to a nice explanation BTW, here is my file: https://docs.google.com/file/d/0B2mg8nscLY4rXzdoTHVtMTRSbUE Thanks for Your time and help!
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