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Found 5 results

  1. I imported an obj and exported it to a nif through blender, got it textured. Everything looked good, then I tried it out in the CK. The nif is a new creature i found the model off a blender site i got a fitting race made it a armor set, etc, and it shows up in the little preview window just fine, as i show in the pics, but when I dragged the enemy into the Render Window, he is invisible. he's there and everything but just cant be seen. Not sure why, can anyone take a look at it for me? If someone would like, this is all the files < : SmilingTitan1.nif a5mi4-ieig1.dds a5mi41-ieig1.dds
  2. Greetings, all! I am using an excellent tutorial from the CS wiki to create my first from-scratch creature for Oblivion. I've got a mesh (with temporary textures), skeleton, and rigging and skinning done. Everything works just fine in Blender, in pose mode. If I move the bones of my skeleton around, the mesh follows as intended. I also created the skeleton collision for ragdoll behavior, skeleton constraints, and the BSBounds object for weapon and spell impact detection. The creature isn't yet animated. I know how to do that part, mostly, and I wanted to test the mesh and skeleton in the game engine before expending the vast effort to animate it. This is where things have gone a bit wonky, and I'm hoping someone out there can help me out. I don't want to post my mesh online, because it would be a total spoiler for my new quest (an addition to Rathunas). The custom creature is intended to be my "boss" for the dungeon. What's working: The mesh and textures look fine in the TestingHall. Pose mode in Blender works perfectly, suggesting that animation will also work when I attempt it. Cursor on the creature shows its human-visible name, and you can activate it as you would a vanilla creature. The creature is selectable with the mouse in console mode. With "motion guides" displayed via console command, you can see the collision mesh, and it looks correct. What's not working: Collision with the player -- I can walk right through my creature. Placement on a console disable/enable cycle -- it mysteriously translates and rotates on the z axis when you do this. Ragdoll -- if I kill the creature, via console or attack, I crash to desktop. I think my ragdoll problems may be because my constraints, which are all of the "ball joint" type, are not all correctly aimed along the axis of the bones. I know how to do that in NifSkope, but it's really tedious and would have to be repeated every time I re-export the skeleton. Hopefully that won't be too often, but during development it will happen a few times. One of the areas where I'd like to get some help is to understand how to set those constraints within Blender so they export correctly. I also have a small number of bones that are not connected to parent bones; they just have an origin in space because for my animations they didn't *need* to be connected. But maybe Oblivion requires all bones to be connected? The biggest problem, obviously, is the CTD when I try to ragdoll this beastie. That is, ummm, kind of a show-stopper. :-) So, are there any creature animators out there who might be willing to take a look at my mesh (which I'll supply by private communication) and help me figure out where I'm being stupid? Thanks for any help that someone might care to offer. :-)
  3. Version Version 2.0

    78 downloads

    Version 2 of my More Dragons mod has arrived! This mod adds over 100 dragons into Skyrim. Those Dragons are Fire, Frost, Brood Mother, Skeleton, and Whelps! These Dragons are also slightly more difficult to slay, with health increases for more difficulty. Keep a sharp eye out, because this mod will only get better with more updates! Things to note when using this mod; Dragons have increased health. Dragons may kill Quest giving NPC's (Next update will have a pre-built essentials within the mod) Dragons DO spawn before you visit the greybeards! (Will be fixed in next update) Secrets; Only one, if you find it its worth your while to use it! -Hint, Where the end begins. (This was uploaded to another modding site as well but this is still my mod)
  4. I'm currently trying to get the mesh seen below into the game, it's a modification of the death hound mesh (VampireDog.nif is the file) and i'm having trouble getting it to work with the animations, i've been trying to get it to work the past week and i'm right on the brink of given up and start on something else. at first i wanted to make the death hound a mount, when i succeeded doing so, i thought of messing alittle with the mesh to make it look more unique, that took me little under 2 hours and now i've used several days just on getting it to work, i got the skin in the game, which was way harder than it should and now the animations are the only problem. i'm new to 3d modeling, so please before you go and say something like "oh, then you should try to do some basic tutorials and then come back" that right there is absolutely not encouraging and i'll rather be free of that, i just want some help on figuring out what is missing or what i have done wrong, since it doesn't work.. so hope i'll get some help, if there is anyone here that knows how to do meshes as that seems to be a rarity ^^' http://tesalliance.org/forums/index.php?/gallery/image/24138-demonhorse1/ Download mirror for the nif file>> http://skyrim.nexusm...download/108165 (i couldn't figure out how to attach files on this site)
  5. The Totally TESA Creature Contest The Challenge: Using only vanilla meshes, create a new texture for a troll, giant, wolf, deer, fox, a rabbit, or any other creature that strikes your fancy to add a new spectrum of wildlife to Skyrim! Creatures can range from super cute to super horrifying, and anywhere in between. Show us your piece of the wilds! The Rules: Entries must be COMPLETE and submitted to _echo by 11:59pm on September 11th, no later. If you want to participate you must sign up officially (See How to Enter Below) Your entry must contain at least two (2) daytime in game screenshots. Only one entry per challenger and that challenger must be a solo author of that entry, no teams. You may NOT use modders resources or any assets from any DLC. You cannot reveal any specifics about your entry to anyone, no screenshots, vids, or chat, nothing publicly posted. Using texture enhancers like ENB or photo manipulation techniques on screens will not increase your chance to win How To Enter: *Closed* Judging: On September 13th, TESA staff will judge the entries and award the high point members with special titles and medals for their achievements! Prizes: The prizes for this contest are special titles and medals awarded based on a point system with an overall high point winner, and few honorable mentions with special titles Additional Info: All entries must be made by you, using vanilla assets. No DLC assets, and no modders resourceses. You are only allowed to pick one creature and have fun with the texture. Challengers: - Arion - BaconFlips - CrisG9 Modders! To your graphic art program of choice and get started creating the cuddliest, scariest, ugliest, goofiest creatures to ever grace Skyrim! ★★WINNERS★★ Challenger: Arion Title: High Point Winner Challenger: CrisG9 Title: Most Delicious
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