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Hanaisse

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Everything posted by Hanaisse

  1. That is correct so far. Since the chest piece does not touch the forearms or the calves area it will all be put under BP_TORSO (or SBP_32_Body). I probably did write the tutorial on an older version of Nifskope (1.1.3 I think) and it's gone through some major upgrades since then, but the layout is still the same. Just let me know if/when you have questions!
  2. Yes, add your BP_TORSO partition in Blender, that will equate to SBP_32_BODY in Nifskope and the CK. I had hoped I was explaining skin partitions in a logical way in my tutorial. If something isn't making sense to you, please ask.
  3. Ok, so, a couple of things to check.. 1. Double check your skin partitions, make sure they're set to Skyrim values. 2. Double check your ArmorAddon records, make sure you selected the same partitions as your mesh has. 3. Double check all your BSShader properties. Sometimes a stray value that's not needed can cause this invisibility.
  4. Heh, well, that's a quote from 5 years ago, pre-Skyrim so it's relating to Oblivion, where everyone was 'optimizing' everything they could get their hands on. The PYFFI in the current version of NifScripts is just fine (no, you can't turn it off). What you're probably noticing is that quads in Blender get turned into Tris during export, and this can sometimes be noticable in a doubling of vertex information or stray vertices if you're already using Tris. As long as you're creating your mesh in an optimized way, I wouldn't worry about it. By "in an optimized way" I mean working with quads, and using the Remove Doubles command on all your pieces. Unless you have too many verts to begin with, a few strays is not going to matter.
  5. Ah, much better, no chance of NPC's getting stuck on the chair Oops, sorry, I think the shortcut was for CSE only. But yes, absolutely, continue on!
  6. It's looking very good, LoTM, nice and cozy. The "Spice Cabinet" is a nice touch! My only comment would be one of the path grids looks a little too close to one of the dining room chairs (at the bottom of the picture) and could maybe be adjusted slightly downward. I won't be updating the Student Progress Report here due to the site upgrade and the unstable editing and formating tools. I am keeping my own tally though. As for the markers, no it doesn't seem that there is any way to toggle furniture markers, in the CS or the CSE. If they're really bothersome it's possible to toggle the object itself with shortcut key "2".
  7. Yep, that's looking good so far, Dengr. You can keep going to lesson #2.
  8. I can download the files just fine, but I'm not going to ... please convert them to .jpg's and "insert" them into your post, or use our Gallery here to upload them, then add links. Note the gallery does not accept .bmp format.
  9. Hey there, Ladyonthemoon, welcome to class. Great work so far. I can't tell if there's a fire in the fireplace but will assume so. The lighting, which we'll get into more later on, looks nice and cozy! Please continue on to the next lesson.
  10. You do not need both methods ... use one or the other. Either directly point to your new texture in the mesh itself OR use a texture set. A texture set is simply an easier way to redirect texture sources. Let's back up for a minute. When you redirect your texture files in Nifskope, does everything look ok? Did you make sure the texture file location starts with textures\blah blah before you saved it? Did you touch any of the shader flags? Does your new texture have a proper alpha channel? How did you create the new banner in the CK? If you duplicated the existing banner record, it is probably already redirected with a texture set that you'll need to remove so the textures in the mesh itself show.
  11. Everything looks very well done, the pathing is perfectly placed and I wouldn't worry about the landscape stragglers, gives it more character. What have you decided for your exam? Will you continue on?
  12. Sorry I'm late, spectre76, and you jumped way ahead of me! The link no longer works.
  13. Yes, I'm still here. Welcome to class! So far so good, everything is in place. The rug texture replacer was a little surprising, but it's fine as long as it's just textures. You're free to continue on.
  14. Hmm, no, I think you're confusing programs. Wrye Bash's bashed patch will only merge certain records together, it does not merge entire mods together like TES5Edit does.
  15. Alternate solution; Go ahead and edit any loot list you want, then make sure to use Wrye Bash to create a bashed patch, that will merge all the leveled lists properly, without conflicts.
  16. I really dislike the title of this thread, might give people the wrong impression. The community does not condone "fixing" of mods one does not own to be redistributed. I say 'to be redistributed' because that's the caveat. If it's a personal project, fine. Just wanted that clarification out of the way. Since we have no way of knowing if other people experience the same crash on fast travel with this mod, we have to assume it's a problem only you experience. Load ALL your mods together in TES5Edit. Expand this particular mod, and go through it line by line to find any conflicts. My guess is it's conflicting with one or more of your mods. You should also turn on papyrus logging, play your game normally for awhile (with this mod loaded as well), about 5 mins is fine, then try to fast travel. Post the results of the papyrus log. Something in there may help narrow down the issue if it's scripting related.
  17. Make sure to also delete the line 1 BSBehaviorGraphExtraData, it's probably stopping it. What's the error message in the output window?
  18. If you do it that way, you'd create a dependency on the resource file (which would be an .esm not an .esp) that others would have to download along with your mod. Best to only "use what you need", placing resources into your own custom folders before creating in the CK per mod. Much easier to pack up and keep track of. I know it's easy to look at resource packs and think you want to use it all, but keep in mind, the more random clutter you add the more you weigh down your mod. Practice some restraint. Perhaps only add certain things into each house mod you create to make them unique rather than all the things everywhere.
  19. Overall, everything looks great. The bridge between the two houses is a great idea and the garden is beautiful. I really like the secret underground tunnel and leaving it blocked off at the end going nowhere adds intriguing mystery! Again, your pathing is very clean. The blue nodes are not necessary, red nodes would suffice. It won't hurt anything but if you were to watch an NPC wandering in the area he would take a very wide swing to go to the garden by following the blue preferred nodes. Regarding the landscape seams... Having borders turned on in the CS while working should prevent you, or at least warn you, from entering or affecting other cells. I'm not exactly sure I see why there was any landscaping done in the middle of the lake? Perhaps you could explain this further. I'm ready to say Congratulations! You graduated! as soon as we clean up this seam issue.
  20. That all looks wonderful, ASnakeNeverDies! Very creative design of the garden. The pathing looks very clean and nothing seems out of place. The lighting looks very cozy. Full marks!
  21. What's the best one to use? Hmm, an entirely subjective question. IMHO, it depends on the user and their familiarity with modding the game. For those new to modding NMM would be best, simply for managing the installation of mods directly from Nexus. For the more familiar, Wrye Bash/BAIN can do everything we need. For the hardcore like HeyYou and myself, manual installs. So whatever your comfort level is. I don't know anyone who uses OBMM any more, its always been the inferior one. Keep in mind, whatever method you decide, you'll always need Bash anyway to create your bashed patch, so it's open and being used. That to me is why I will always use it. I think the last time I played Oblivion, I had over 60 mods in my installer folder and don't recall any significant time it took to open. I'm also fairly sure they've been optimizing the code lately.
  22. Good work. I see you found my Real water for the CS mod Using CSE is a little advanced for beginners but that's fine. I wouldn't mod without it now. Hmm, there also used to be a mod here called Landscapers Little Helper that previewed all the landscape textures. Can't seem to find it now. I wonder if it's on Nexus.
  23. Excellent work which I have already seen when looking through the lesson 1 album.
  24. Yes, I'm still here. Welcome to the CS Basics class. Your work is well done and precise. One thing, I think one of your paintings (behind the dining set, beside the window) is slightly tilted? Please, continue on to class #2.
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