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Showing content with the highest reputation on 11/28/2012 in all areas

  1. Just wanted to introduce myself. I am a TES addict and I am looking forward to complete the CK Basic Tutorial to actually have a clue how to make some mods of my own. I also want to take a moment to say Thank you to all the modders that are contributing to the community, through the sharing of their own creations as well as their knowledge.
    2 points
  2. Thank You InsanitySorrow! I also want to thank you for sharing your mod resources, I have already added telescope and chessboard to my current project and when it's done will of course credit you and your work, but I wanted to give you a more personal Thank You here, I really do appreciate your hard work and the way you share it with noobs like me who have no 3D talent what-so-ever... . Awesome work!!
    2 points
  3. Greetings everyone, just wanted to post say a hello and thank all of the mod creators who have inspired me to believe that maybe I can create mods also.. And I am also a modaholic... have been for over a year now... and don't plan on going into revovery..
    1 point
  4. From the album: Insane Creations

    © ©InsanitySorrow 2012

    1 point
  5. From the album: lilith's Collection

    That won't make Severio happy.
    1 point
  6. I don't see a Nip anywhere! I see trees and sky and grass but not a Nip! What is a nip anyway? Never killed one of those nasty anti-veggie creatures in all my characters.
    1 point
  7. From the album: lilith's Collection

    Tinkering with slightly different cabinets
    1 point
  8. Use Generic Unit, same as Bethesda when they make their games using 3dsmax. If you're gonna make tilesets, try to keep them 256x256, 512x512, etc. Height only matters if you plan to make them stackable. You should always try to keep your polygons count as low as possible, ie a plane surface doesn't need subdivision unless you plan on having vertex shading, or the smaller the cylinders, the less sides you need to preserves the illusion of roundness. In 3d modeling for games, less is always better. If your stuff is optimized it means everyone will be able to enjoy it. Yes you can use vanilla textures on your new meshes, but you're gonna have to work hard in the UV mapping department to make them fit. Its not like with Oblivion textures where you had multiple textures for one mesh, they were simple and could be applied to almost anything. The Skyrim textures, like FO3, are based on unwrapped UV maps, meaning they're complex, and you often only have a few per nif.
    1 point
  9. You can edit a dagger weapon in Nifskope, copy the NiTriShape of the tankard to the BSFadeNode and adjust it so the grip of the tankard is placed where the weapon is held in game. Create a weapon with it in the usual way in the CK, the world model should point to the vanilla tankard, then you can fight with it, bothhanded: https://picasaweb.go...feat=directlink But when you unequip the tankard, it will show up in an unusual place https://picasaweb.go...feat=directlink Of course you can only equip it with your left hand, then it will not show when unequipped, as usual.
    1 point
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