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RabidGears

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Everything posted by RabidGears

  1. Have you tried creating the archive with archive.exe instead of in the CK? I've often seen people say that doing it in the CK can be buggy. Have you looked at this video? It's for Fallout 4 but it should be mostly the same for what you need to do for SSE. Edit: Oh and you need to make a separate archive for textures. They can't be in the same one as the other files.
  2. You need to set up relative paths. In NifSkope go to Options->Settings->Resources. On the right there's a button called "Auto-Detect Game Paths" which should detect the "Data" folders of any supported games you have installed. You can add them manually if that doesn't work. Once you have that done then you should get relative paths in your nifs.
  3. You can change the opacity on the layer in the layers tab. You said that you set it to 60%. Does that mean that it looked right in Gimp but doesn't look right in game? If so, then it could be that it didn't apply the opacity when exporting. You can use the Copy Visible option (Edit->Copy Visible) to make a copy of the entire image then paste it into a new layer. Put that new layer at the top of the layer stack and export it. There's no need to merge your layers. Edit: I forgot to ask: You are using separate layers when working right? One for the background and another for the logo (which has the 60% opacity) or something similar to that setup?
  4. Maybe the normals got messed up somehow and are pointing inside instead of outside. Can you see those bits from the other side?
  5. BAE works fine. It was released only a few years ago, around the time Fallout 4 was released, and so that's why it wasn't mentioned. I've been using it exclusively for unpacking BSAs from most of the Bethesda games and I've had no issues with it.
  6. How did you solve it? It might help someone who comes across this thread in the future.
  7. I think in Skyrim SE you need to pack textures back in to a bsa rather than having loose files. From what I remember when Fallout 4 came out (and by extension Skyrim SE) the games after classic Skyrim use a different method for dealing with textures than the way the older games did it. I haven't worked on either game so I don't know the exact details.
  8. There's also the one on this site: http://tesalliance.org/forums/index.php?/topic/5639-creating-skyrim-armor-in-blender-tutorial-series/ Both of those tutorials have been around for many years and show up on the first page of the google search "Creating Skyrim Armor". They go over the basics and cover the important details that are specific to Skyrim, such as importing/exporting and using NifSkope and the CreationKit. There's probably many more tutorials around on Youtube that cover it too. The rest of the process (ie creating the meshes, etc.) is just generic 3D stuff that you can learn from any of the thousands of tutorials for Blender, 3DS Max, Maya, ZBrush, etc. You don't need special tutorials made for Skyrim to learn it. Youtube and the polycount.com forums and wiki are very good sources of information for 3D stuff.
  9. What features of Windows 10 Pro are useful to the average person? The RAM limit would arguably be useful, eventually, if you plan to still be using it when more than 128GB becomes a thing. But the other stuff seems pretty pointless. It's not worth the extra money imho.
  10. Is there a setting in the Realtek panel for configuring the speaker setup? It might be set to something like 5.1 surround sound instead of stereo. I seem to remember a problem like that with my laptop when I got it first.
  11. Don, try the headphones on the rear jack. If they work on that then it may be an issue with the front jack. BTW, nice rig
  12. I don't have any experience working with worldspaces, but have you tried entering the worldspace from a normal game and not directly from the main menu? I would imagine that entering from the main menu would mess alot of things up. Make sure you have a clean skyrim installation with no mods and start a new game so that the main quest starts properly. Edit: Are you trying to make something completely unrelated to the Skyrim world (E.g. something like Enderal) or something that you will travel to from Skyrim?
  13. The process for making hair for Skyrim is pretty much the same as the process for making armor. You'll need to know the basics of using the Creation Kit. You didn't mention if you knew how to use it or not. If you don't know how to use it then start with the tutorials here: http://tesalliance.org/forums/index.php?/forum/114-creation-kit-basics/ You need Blender 2.49. Set it up according to the instructions on this page: http://niftools.sourceforge.net/wiki/Blender (You might be able to do it with the most recent Blender, but if you want to use the method that definitely works, then use Blender 2.49.) You need NifSkope https://github.com/niftools/nifskope/releases You can follow Hana's armor tutorial to learn the process for making armor. http://tesalliance.org/forums/index.php?/topic/5639-creating-skyrim-armor-in-blender-tutorial-series/ - When it mentions assigning skin partitions (or dismemberment partitions), use BP_HEAD for parts of the hair that disappear when you equip a hat or helmet, then change it to SBP_131_HAIR in NifSkope, and use BP_HEAD2 for parts of the hair that stay visible when you equip a hat or helmet, then change it to SBP_141_LONGHAIR in NifSkope. Most mods just use SBP_131_HAIR, which makes your character look bald when you equip a helmet. It's probably best to do it like that for now, until you get more experience. - When rigging, if you made the hair at head height, like the way most mods do it, then use the skeleton from a mod. If you made the hair at ground level, like the way vanilla hairs are made, then use the skeleton from a vanilla hair to rig it. - When editing the NIF in NifSkope, copy the settings from a vanilla hair or a mod hair instead of an armor. - You add the hair in the Creation Kit by creating a new head part in "Character/Headpart/female/Head Part" for females or "Character/Headpart/male/Head Part" for males. Look at the settings from one of the the other hairs as an example (E.g. HairFemaleNord01). Here's what you need to set: Give it a unique name and ID. Make sure that "Playable" is ticked. Select the gender that the hair is for. Set "Type" to "Hair" Under "Model" select the NIF file for the hair. Leave the "Tri" field blank for now. You don't need it (I'll say more about this later). You don't need anything under "Extra Parts". This is used if you have multiple meshes that you want to combine into one hair. You probably only have one, so you don't need to put anything here. Set "ValidRaces" to the desired race. The standard for humans is "HeadPartsHumansandVampires" (Warning: NOT "HeadPartsHumanoidVampires") That's all you need to set. Click "OK" to create your new hair record. Don't bother making TRIs for now. You don't absolutely need to have them. A few of the tutorials I've seen mention using The Corformulator for generating a TRI. This process does not work, because it creates an Oblivion hair TRI file which has different morph names to a Skyrim hair TRI (and is also used for a different purpose). The hair will work perfectly fine without a TRI.
  14. Is it just for personal use? Because if you were planning to upload it somewhere then you need to get permission from the original owners.
  15. Most cases have a cutout on the plate that you attach the motherboard to that you use to access the back of the MB. Take the other side panel off and check if yours has something like that. If it does, then you can mount the cooler without removing the MB. On thermal paste: I use Arctic MX-4. I've found it good, plus it's non-conductive. Water cooling is overkill unless you're overclocking or your house is extremely hot. There's also a potential for it to leak.
  16. Reversing the top one would be a good idea, but if the front one is an intake then you don't need to reverse it. If you feel that you're still not getting enough air after that then you could get another static pressure fan for the front, if there's room.
  17. It could be a faulty CPU fan. I would get an 3rd party fan anyway, though. And also try different thermal paste. When it comes to case fans, make sure that enough air is coming into the case. If more air is being exhausted than is coming in, it could make the CPU fan less effective, although I would expect the same symptoms to affect the graphics card if that was happening. As an emergency measure to help with airflow you can take the side panel off the case. You'll have to clean the dust out more often, though. Just make sure it's in a place that it's not likely to get accidentally kicked.
  18. That's true for the ground object mesh but you need that set for the rigged mesh (wearable one).
  19. Don't worry about it. You should have seen some of the stuff I did when I was starting off. What's important is that you have the determination to stick with it and not not give up. Not everyone has that quality. NifSkope editing can be daunting at first but you'll pick it up bit by bit and eventually you'll be able to do this stuff your sleep. Something went wrong with that .7z archive. I can't open it.
  20. Could you upload the files you have now? I'll take a look at them and see if I can find the problem.
  21. In the nif that you uploaded, the texture paths were wrong. They just need to point to the actual location of the textures. It might help you to organise your files a bit better. Use your username and mod name like this: meshes/aleniskendra/WarBabies/ textures/aleniskendra/WarBabies/ Put your meshes together in the meshes part and all textures together in the texture part. It'll also help avoid conflict with other mods in the future if you have it like this. But make sure to change the texture paths in your nifs. BTW, what version of NifSkope are you using?
  22. Firstly, can I just suggest maybe putting clothes on the baby. It might get you in trouble the way it is. Anyway, about the issue you're having... You need to have a normal map, so make sure one exists in the first place. The reason the normal map wasn't working is because you don't have the correct settings under "BSLightingShaderProperty". The particular offending setting in this case is "Alpha" which should be set to "1.0000" not "0.0000". There are other settings that you might want to change too. Copy the settings from a mesh that you know is working, like a vanilla mesh, for instance. For future reference, whenever you're having problems with the appearance of a mesh, it's almost always caused by some setting in "BSLightingShaderProperty". N.B. I had a look at the original fur-backpack mod and the normal maps aren't working on most of that either. So don't copy the settings from that. That should at least sort that problem out. There are a few other problems I can see, too. But just see if you can get that to work and I'll go over the other stuff later if you want.
  23. There are a number of console commands that you can use for that stuff. Check the UESP page here. Just don't save after using any console commands, because they can mess up the save. A useful one is the flying camera command (tfc). Just enter it in the console and you can move the camera wherever you want. To turn it off you just repeat the same command.
  24. I'm assuming that this is for classic Skyrim, given that the original mod is for that. It looks like you're applying the same settings to the body that you have on the armor. The skin shininess is most likely being caused by the "SLSF1_Specular" flag being set in "BSLightingShaderProperty->Shader Flags 1". Body meshes should not have this set, so it needs to be unchecked. You probably have many other settings incorrect as well, so they will need to be changed to the correct settings for a body mesh. So you need to copy the settings from the original body mesh to your new body mesh. Take a look at this tutorial, specifically the part on NifSkope, for the details on what you need to do. It doesn't matter that the tutorial is for Blender, because the NifSkope section is the same for meshes exported from Max. N.B. One thing to bear in mind: That tutorial is for an older version of NifSkope. If you're using a newer version (2.0.0 Pre-Alpha versions) then the part on "NiTriShapeData->Num UV Sets" is different. Instead of just setting "Num UV Sets" to 1 you need to set the next field "Extra Vectors Flags" to "None". So to clarify: In NEW NifSkope, Body meshes should have "Num UV Sets = 1" and "Extra Vectors Flags = None", while Armor meshes should have "Num UV Sets = 1" and "Extra Vectors Flags = Tangents_Bitangents".
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