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Found 3 results

  1. Hello TES Alliance! I'm in need of a 3D Modeler for "Shadows of Daggerfall" The DaggerfallTeam has 3 Members but we only have one 3D Modeler which is not enough for an entire Providence. If interested please Message here on TESA for more information.
  2. 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
  3. I need some help with a mod I am working on. I am using the default Nightingales armor as the base for a new set of 'Ranger armor'. I am stripping all the special properties, changing the recipe and textures, etc, and have almost everything good to go. EXCEPT for: A. Changing the mesh on the cowl to remove the mesh and associated blue lights over the eyes.. and B. Removing the shiny reflection from the chest where the Nightingale emblem used to be.. So here is where I'm at on each... A. Cowl: I've been get rid of the blue light, but can't get the player face to show through above the mask part of the cowl. After extracting the cowl mesh from the .bsa file, I saved a copy (RangerHalfCowl)and used that to work on. I opened the cowl_1.nif using NifScope I Exported the .nif as and .obj I imported the .obj into 3DS Max. When I imported it, I did not import the 'Eyes' layer, only the main hood layer. I applied my repainted .png of the cowl. (I used Photoshop with the .dds plug in to recolor the original, then saved that as the new .png. I also saved it as a .dds) Everything looked good, with nothing showing in the space where the players eyes would be. I saved that as a .max file, then exported it as a .obj. With the RangerHalfCowl_1.nif file open, I imported the new .obj file. I had the top NiNode selected and it seemed to import with no problems. In NIFScope though, the Eyes Shape Data stuff was all still there, so I removed it. The removed the cooresponding triangles from the mesh, so I thought I was home free. I redirected the texture set to look at my new RangerHalfCowl.dds I saved the .nif, and then used CK to update the cowl armor and armorAA files with the new .nif mesh. I put an instance of the cowl in the game, and it looks great on my player with all of the new paint showing, but the eye space is still just a black void. The blue eye dots are gone, but there is still no player face visable. What am I missing?????? I'm very new to NIFScope, 3ds Max, and the whole thing, so please provide feedback at a very simple level... I'll try to keep up. B. Chest emblem. Similar start to this as cowl. This one doesn't need a mesh change... I think... just some help with the reflection layer... where ever that is. After repainting the armor .dds file in Photoshop and removing the emblem there, I went in to the _m and _n files and 'repainted' those to match the main color texture file. I referenced all three in the .nif file and saved it. When I load the armor in the game, the new colors are there, and the emblem is gone, with no 'relief' either. However, when you get at an angle to the armor, you can see the light play across it and the reflection still shows the emblem.. kind of like a reverse shadow on the chest. What am I missing??? Again, I'm new to all this, so please type slowly! Any help I can get would be greatly appreciated. If I can these last two things working, it might even be good enough to share! Thanks, Dudley!
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