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Posts posted by DotDotJerk
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Awesome, thanks! I'll play with it now~
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Is there a way to convert two-handed weapons (greatswords, ebony blades, etc) to one-handed weapons in the Creation Kit?
Or is that something that has to be done in nifscope?
Either way, could someone please explain to me how to do so?
Thanks in advance.
Edit:
I managed to figure it out by using a tutorial that was meant for something else:
I opened the .nif of the ebonyblade katana and exported as an .obj, then imported it into a one-handed weapon nif (i used the akaviri katana as the base), and then proceeded with the rest of the tutorial. ^_^
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Thanks for the help!
Classwork:
Homework:
All Together:
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NifScope problem D:
Okay, the textures show up fine with the full path, but after I change it from:
c:\program files (x86)\steam\steamapps\common\skyrim\data\textures\armor\graphicsartistry\steelarmor.dds
to
textures\armor\graphicsartistry\steelarmor.dds
The texture no longer shows up on the model. D:
Screenshots:
Before Pathchange:
After Pathchange:
Is there something that I'm doing wrong?
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To use the High-Res DLC without it overwriting your manually installed textures:
In C:\Users\***\Documents\My Games\Skyrim\
*Path may vary based on Operating System*
Open the Skyrim.ini in notepad.
Add the following under the [Archive] tab:
HighResTexturePack01.bsa, HighResTexturePack02.bsa,
After the Skyrim - Textures.bsa
It should now look like this:
[Archive]
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, HighResTexturePack01.bsa, HighResTexturePack02.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa
sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa
Save the .ini file!
Then, go into:
C:\Program Files (x86)\Steam\SteamApps\common\skyrim\Data\
*Path may very based on Operating System*
and delete HighResTexturePack01.esp
then delete HighResTexturePack02.esp
Now skyrim will naturally load the textures as follows:
Skyrim - Textures.bsa - normally
HighResTexurePack01.bsa - replacing anything it can from Skyrim - Textures.bsa with files from this
HighResTexurePack02.bsa - replacing anything it can from Skyrim - Textures.bsa with files from this
And now you can use the High Res texture pack, in addition to your own manually installed textures. :3
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Already feels nice and comfy. X3
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Secondly, I did the assignment. :3
Classwork Hue Slider Settings:
Classwork .DDS Save Settings:
Homework Hue Slider Settings:
Homework .DDS Save Settings:
Extra Credit Hue Slider Settings:
Extra Credit .DDS Save Settings:
In-Game Screenshots:
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Thanks for the welcome. I've been looking around the forum a bit. Think I'll have a stay for a long time.
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And a little bit about myself. :3
No, I'm not a jerk. The name is...well nevermind. I've been looking for a nice community for Elder Scrolls and such. As it stands, I've been working with photoshop for the past eight or nine years, doing web designs and etc. But I''ve never actually taken to game editing. So this is a new place for me~
I'll likely spend most of my time in the modding section as I pick up a few tricks. I might show up in other areas too though. ;D
Hope to see ya'll around~
- 2
Assert: Render pass is being registered twice
in Study Hall
Posted · Edited by DotDotJerk
So until about five minutes ago, everything was going smoothly, importing custom nifs into the Creation Kit, and then I get to one that seems to be a trouble-maker. D:
Any idea how to uh....not get that when I try to put a new model into the creation kit? o-O
Edit: Just now fixed it, had multiple NiTriShapeDatas pointing to the same BSLightingShadeData, so i just made new BSLightings and fixed it. ^_^