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Found 12 results

  1. I've successfully created a pair of heels in Blender 2.78. I've been longing to use them in Skyrim since yesterday. *Images down below* I've assigned each object a singular material, all uv mapped textures and there are no n-gons, no duplicate vertices, no too many polygons what not no problems I've arrived to the point where I have to prepare for nif export. (Following this tutorial right here http://wiki.tesnexus...Skyrim._Part_2) So here is what I have/prepared/done in no particular order applied scale, rotation and location deleted everything aside from what I need. (no cameras, no lights; just the components that make up the shoes and the feet see 'image#2 image#3') smoothed shading user versions under scene panel to 12 and 83 Niftools options in object tab set to 'image#4 image#5' for every object. Some of them had different options such as NiNode for Nif Root Node at first instead of BSFadeNode which I've set to manually because the tutorial that I've been following told me so (kinda vaguely so that's why I've doubts on this one. I have a back up of a version before I set them all the same so I can use that) maximum weight applied to everything the rotation, angle height location and scale are matched to another mesh from a Skyrim mod that I've been using see 'image#6' it might not be perfect but I don't mind coming back and tweaking if should there be seams, clipping or what not What I haven't done that I've read around one should or stuff that I think might cause problems I've not imported skeleton only + parents from the reference mesh I was using. However I can't do this on Blender 2.78 as I don't have or can't find the option to do so when I import the .nif file. Some assigned materials have more than just diffuse maps. I've included some with subsurface scattering, normal maps, specular maps. I'm not sure how can all that translate when I export into a single .nif file... When exporting into a .nif file I get a few warning messages telling me how textures are being merged because they are the same blah blah Also, does the name I type in the Nif Long Name section in NifTools Shader section under objects tab matter? I've wrote what I liked for each object separately I've done an experimental .nif export with what I got and it was successful. The exported nif file however showed nothing but a white line with a dot at the end when opened in my NifSkope. And there is where I kinda stopped and decided to get some supervision for what I've done so far. (see image#7) Also there are no BSLightingShader property, I am a complete noob to NifSkope but I've read somewhere that that's where some important data are supposedly stored under NiTriShapeData... Also I'm using NifSkope 1.2.0 Alpha 2 because I had stupid bugs with 2.0.0 Alpha 6. I do however have Blender 2.49b with PyPPFFFFYY i forgot name installed, should it become a necessity. If anyone knowledgeable in the art of making Skyrim mods especially some sexy heels, could point out some possible problems or guide me through NifSkope until creation kit (I think I can handle learning how to use creation kit by myself); I'd really really really appreciate it <3 I want my heels in game and I still feel so far away from that goal : ( even though essentially the models and textures (most time consuming?) are already done! #1 #2 #3 #4 #5 #6 #7
  2. I was just googling around and found this: I was reading through and noticed this at the end: I was really surprised to learn this, because a couple of days ago I was having trouble exporting a sword mesh I modeled in Blender. For some reason, the number of vertices changed on export and I had no idea why. In my case, some vertices were duplicated rather than erased. My sword model is already very efficient, even more than the swords already found in the game, but has a lot of duplicated vertices (like the swords already found in the game) to define sharp edges. In the end, I managed to solve most of the problem by re-exporting the exact same mesh with the Blender NIF Scripts for Blender 2.49B again, but there remains a difference in the form of a duplicated vertex in the scabbard I couldn't avoid after the export. The mesh in blender and the exported sword have the exact same amount of triangles (less than 900), but the exported one always has an extra vertex. It's no big deal now, but the first time I exported it, the sword ended up having shading problems because of some vertices that got removed and others cut, even though no such geometry was present in the source .blend file and I've no idea why re-exporting the same unchanged mesh solved the issue either. Anyway, what I'd like to know is if there's a way to disable this PyFFI functionality and leave the meshes untouched on export? I'm a noob when it comes to 3D modelling, but I'd think experience modelers would prefer to optimize their meshes themselves. I didn't even knew what PyFFI was when I installed the Blender NIF Tools, I just thought of it as just another obscure requirement, but now that I know it actually makes judgement calls for the user I'm concerned about the fact that the version required for running the NIF export tool is not the latest one released. I'd appreciate if someone out there could shed some light here. I'm not even sure if what user Arthmoor said is true, but based on my results it makes sense to me.
  3. I'm making a simple quest mod which requires animations and I got to the point where I need to start implementing those animations. The scene I planned is very simple, so I made it and put it into the game, but I had some issues. The animated object (a sword mesh I made) was randomly disappearing just after its falling motion was completed. In response, I chose to simplify it even more (with hopes to isolate the problem) and created a new ESP and a new NIF with an animated cube object with a simple box collision (which is just the same object duplicated and assigned as a child of the original). It worked just fine at first, but after a few tries it started to randomly disappear as well, and I've no idea why. Sometimes it plays fine, sometimes it disappears and sometimes it gets pushed high into the sky. Here is a video of the Animated AnimStatic Cube: https://www.youtube.com/watch?v=EscruzgWPAU The sword and the cube were made, animated and exported with Blender 249B (Blender NIF Scripts v259) as AnimStatic objects set to Stone material and the AnimSequence string value of "Forward". I exported the geometry and animation separately and later attached the KF file to the NIF, as I read somewhere that's how you're supposed to do it. I haven't tried exporting both at the same time. Anyway, I've attached to this post all the files (.blend, .nif, .kf, .esp) related to the Cube AnimStatic featured in the video above. Maybe someone can take a look and tell me what I'm doing wrong. Thank you. Note: the animations always look perfect in NifSkope. ASNDOblivionAnimProblem.7z
  4. Hi I am fairly new to trying to edit a mesh or texture with nifscope or other tools. I have a few things I have managed to accomplish but need help with this one I have seen this down on wayshrines with some shader effects that make it warble. I am just looking for a flat nif square that displayer on one side my picture and is see through on the other side ? I have a picture located here that I would like to have on a portal screen which I can place in front of a door. If anyone knows how to do this I would be extremely grateful
  5. Hello, people. I'm Cris Spiegel. Nice to meet you all. I've followed tutorials here for quite some time and decided now to ask for help. I'm asking the same thing in the Nexus forums, in case you think you're having deja vu. I'm trying to add a new body part / armor as a skin for a custom monster, but it doesn't show in CK (only as Armor Addon). When I preview the actor, it doesn't render. Body part numbers and race in Nifskope, Armor Addon and Armor are alright, I think. It's not the first time I add body parts, but I can't figure out what goes wrong when this happens. It renders fine as a static. Here the fellow I'm trying to make: http://www.mediafire.com/download/w1qciw4cz98t84s/WanderingBeholderByCrisSpiegel.zip Please, please, help me.
  6. 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!
  7. Hello, so I've decided to start the trek that is creating a new piece of armor, in my case a new helmet. My journey only started today so I still need loads of help. What I have completed so far: created a mesh for the helmet with textures and collision and imported it into the Creation Kit. What I need help with: getting the textures to actually work (Says I'm missing Texture Sets and is light purple instead of my texture), creating a biped version, and physics (?) (in-game, when I walk into it it doesn't react to me, it just sits there) My words cannot describe how extraordinarily grateful I'd be to everyone that helps me achieve this. I want to learn how to create new things like this but I can't start if there's no one to teach me. Thank you.
  8. Greetings. I'm attempting to port ".nif" from Oblivion to Skyrim. The mesh is modder-created. Has textures. I followed "3D Craftworks: Importing Weapons into Skyrim" to the point " File>Import>Import .OBJ" . After that Nifscope shows "Error: 988 invalid index(es) in block # 37 NiTriShapeData.Triangles" . "block # ** " depends and differ upon wich skyrim 1stperson mesh I'm using. As for the image in Nifskope - it shows sword handle only to the point where visible blade image should start. The tools at my disposal - Nifskope ( latest version ), Gimp ( latest ), Fomm ( bsa only use ), CK. I've no slightest idea what to do. I apologize beforehand - if there is solution allready somewhere on the forums and I started a new post. I browsed and searched forums before posting - seemed to find nothing of sort. Same goes for if I posted in wrong forum folder. If I missed the existing solution redirect me to it please. I'm a total beginner so I decided to port something I liked from Oblivion, when I was playing it, to Skyrim ( seemed a good thing to start to get a grasp of tools ). The port is for my private use only, if I'll have a wish to upload it to alliance, nexus, or somewhere else, I'll be contacting author ( 's ) and asking for permission of course. I very much respect creations of others. Any help, advice, information, knowledge, guides, tips, etc. is greatly appreciated and welcomed. ( And awaited too ) Best Regards and thank you for your work and dedication. Tem
  9. 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)
  10. The Dark Green Shirt (clothes\lowerclass\02\f\shirt.nif) has the same mesh as the Belted Vest (clothes\lowerclass\08\f\shirt.nif) aside from the Belted Vest's bow. I'm working on a clothing conversion project and I'd really like to just copy my edited Dark Green Shirt NIF and make it use the Belted Vest's texture. However, their UVs are completely different. Same mesh, different UVs. There's a "UV Copy from Active" script in Blender, but when I tried exporting a NIF after using that the export had a scrambled texture with both the Dark Green Shirt's texture and the Belted Vest's texture. Is there a standard way to transfer UVs between equivalent meshes?
  11. I've decided to try my hand at editing some armours, using the guides Blender/Custom Cuirass and Blender import and export armor for Oblivion as references. I'm a bit overwhelmed by the import settings I see compared to the import settings I've seen in the guides though. Should I just untoggle the settings that don't appear in the guides?
  12. Ok so I am making a dungeon that has unique items in it. Among these items is a sword called Archona. This sword is a one-handed sword that uses the nord hero greatsword model. I edited the model in Nifskope and it worked in Skyrim for a long time without any problems whatsoever. Also when I coc'd to the cell and used the item, there wasn't a problem. Now, suddenly, as soon as I equip Archona, the game crashes. As soon as I coc to MODfortuneslossb2, the game crashes. However, when I loaded up a saved game that already had Archona in it, I could equip it without any trouble. I have all the files and would greatly appreciate it if someone who knows a lot about meshes could inspect the nifs for the sword please?