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nateneurotic

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About nateneurotic

  • Birthday 06/09/1985

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  1. Thanks for looking into it, but after doing a lot of searching and experimenting, I've found a way to do it. I guess I could make a short tutorial on how to do it, but I know that it's not necessarily a skill that is needed for Oblivion modding.
  2. I have a question for you texturing experts. I need to make a seamless square ground texture, but it also needs to be seamless if the tiles are rotated 90 or -90 degrees as well. Does anyone know of a process to accomplish this?
  3. HAPPY BIRTHDAY!!! Break out the fakebeers! Woot! LOL

  4. ZTS, it really seems like you need to familiarize yourself with these programs you wish to use before you ask questions here on the board. It's difficult to try and figure out what your problems actually are. Anyway, even so, I think I may know the answer to this one: So, I think the problem may be that you're not going into edit mode, but staying in object mode when you select the pauldrons. I'm assuming that the pauldrons are actually their own separate mesh (or NiTriStrips block.) Anyway, just right click the pauldrons, they should turn pink. When you've done so, hit the TAB button to get into edit mode. In there, you can edit, add, or remove any of the vertices in that mesh. Just box select all of the vertices of one pauldron and rotate them. Do the same for the other. When you're done editing, go back into object mode by pressing the TAB key again. Then select all (A key), and export back into a .nif file.
  5. is working on a scarecrow.

  6. Maxwell: Yup, it's animated. It's not a completely custom creature because it's still based off of the troll's skeleton. So, it has all of the troll's animations. I hope to learn one day how to make a completely new creature. It would be nice to be one of the few.
  7. Yikes, it looks like your .nif files are a bit messy. You have a lot of NiNodes stacked on top of other NiNodes and quite other bit of issues going on. My advice would be to take all the meshwork blocks (NiTriStrips, bhkCapsuleShape), and just replace a vanilla sword's blocks with yours. 1. Copy both of your bhkCapsuleShape blocks and paste them into the vanilla sword's .nif. Change the links under the bhkListShapes to you newly pasted bhkCapsuleShape blocks. 2. Copy all of your NiTriStrips and paste them into the vanilla sword's nif. Find the NiNode block which contains all the the vanilla sword's NiTriStrips and just relink the children to target your pasted NiTriStrips blocks from your sword model. 3. Delete all the the unlinked NiTriStrips and bhkCapsuleShape blocks from the vanilla sword. Doing it this way will make your new sword, as far as nif attributes go, almost identical to a working vanilla mesh. For your sword with the scabbard, just remember to replace the scb NiNode's NiTriStrips block with your scb NiNode's NiTriStrips block. That pretty much should do it.
  8. Ok, I uploaded a version of the skeleton.nif file that has constraints where the shoulder joints should be on the skeleton, as well as on the head just for testing purposes. Just use this skeleton.nif file for your skeletons and you should no longer have weird rigging mishaps since the arms should stay attached. You can download the .nif file HERE.
  9. So, I downloaded the mod, and took a look at the skeleton's mesh in game and in nifskope. Unfortunately, in game, the Ayleid skeletons do the same thing when they die... a few of the vertices on the body portion of the armor are still rigged up to the arm bones and like to stretch along with them when the arms detach from the body when the skeleton dies. I think a relatively simple solution would be to tweak your skeleton's skeleton.nif so that the arms DO NOT detach at death. That way, you won't have to worry about reskinning any of the armor or removing more pieces. In fact, you may be able to add the arms and gloves back if you like. What you would have to do is open up your skeleton's skeleton.nif, located the Bip 01 L UpperArm and Bip 01 R UpperArm and add some constraints to them. The easiest way to do this would be to copy the bhkRagdollContraints for the Bip 01 Thigh bones and link the copies up to the bhkRigidBody blocks of the Upper Arm bones. When you've added the constraints, the arms should no longer fall off and your skeleton should look good dead or undead. I can't promise anything though, as I haven't tested this all out yet.
  10. There could be a few reasons that the mesh is deforming so strangely actually. First off, what might be your skinning method for the armor to the skeleton.nif? I know that if you use "bone weight heat" to skin, it doesn't take into account that none of the armor mesh should be rigged to bones such as the bip01nonaccum, bip01, magic bone, or other helper bones like that. So, if parts of your mesh actually do get rigged with any of those bones, funny things can happen. If this is the way that you're rigging, you have to first delete ALL the bones that shouldn't deform the armor mesh before applying this type of rigging. Also, if you use the bone weight copy script from the skellie.nif file, the skeleton actually has some pretty wonky rigging since it's made up of pieces that aren't meant to deform with the bones, but keep their shape. This method could also lead to some weird rigging. Anyway, from what I can see in your screen shots, it really doesn't look like the problem is coming from the arms but from verticies in the torso or helmet that are rigged to bones that aren't actually part of the body (like the magic node bone for example.) But, I really can't say for sure. Also, skeletons actually don't actually fly apart. When the skeleton dies, only the skull becomes lose, but the rest of the skeleton stays attached, so that wouldn't, or at least shouldn't cause the strange rigging problems. I hope some of this helps.
  11. Hi there. 1. Since I'm not familiar with 3ds Max, I can't give you any specific information on how to bring back your axis/editing tools, but you really should check out the tutorials HERE for good Oblivion specific information for 3Ds Max. 2. As far as editing the collision for your new sword model, you can actually do that within Nifskope. Just locate the bhkcapsuleshape blocks and edit the y-values for point one and point two of the collision capsule. Here's a quick screenshot of the values you'll have to edit. Hope this helps.
  12. Chargeable Spells is a good magic mod too. It deviates from the add-a-whole-bunch-of-crazy-spells standard magic mod. Also, there are a lot of good non-passive defensive magic mods made by Documn.
  13. Hi, I'd like to add my models to the modder's resource list: 1. Darksider's Chaos Eater sword - A custom sword mesh and texture to add the Chaos Eater sword into Oblivion. 2. Nature's Arsenal for Rangers, Druids, etc. - 13 nature-themed custom weapons and shields. Since I'm not much of a quest maker, it would be awesome to see people using the models integrated into sweet, unique quests. That's all.
  14. Very nice weapon model, the mesh looks good already, even sans-texture. I just want to give a big thumbs up for willingness to hand paint the texture! I do it myself and it's a lot more gratifying, as well as fully customized for your well made models!
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