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Posts posted by KWITS
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Hmm, Blender.exe is not in my registry or under Program Files.
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Good Day,
I am a newbie with modifying or creating NIF files. I have recently installed Blender v2.49b from the Nexus website but getting started is very challenging. I am looking for tutorials in support of modifying NIF files under this environment in support of TESIV plug-in development. My first trial run was to simply change the aspects of a NIF standard staff. Any tips on how to get started with this tool interface would be greatly appreciated.
Cheers,
KWITS
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While using NIFScope, I have noticed that this tool has an override for color and hue in support of its referenced DDS file. I am trying to change the color of a hubstonewall that is used for Sacretor but am unable to make the change. I can view the actual color of the DDS file in question under NIFScope but as soon as I change the reference back to relative and save, the NIF file references the original color scheme.
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All staffs under TESIV look essentially the same. They have an end that protrudes outward like a root. I am working on a new Staff concept that is different than the Oblivion norm.
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How do you remove UV objects under NIFScope?
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Thanks for the link to the Texturing tutorial! Under Paint.Net, I checked the box for MIP and now everything appears stable.
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I also would like to know how to edit UV information for a NIF file. I know how to export this data and how to modify it under GIMP but how would you merge those changes back to the original NIF file?
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Okay, by using DXT1 and 72 pixels, I am able to see the new DDS file during game play.
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What about the physical size and the pixel resolution?
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I now have a relative path for my DDS file but still not positive results.
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I simply modified an existing DDS file and then changed the color and added another superimposed image. Yes, Paint.Net support multiple layers and yes all images are flattened by default. However, I suspect the problem is the the image's formatting or size. How should a DDS file be formatted under TESIV to insure stability? I under there are several modes in which to save a DDS file.
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I am trying to modify a standard vanilla staff into one of my own design.
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Here is my screenshot from NIFScope
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I would like to but how do I attach files via this medium?
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Good Day,
I use Paint.Net or GIMP to customize DDS images. I use NIFScope to customize existing vanilla NIF files. All modding is in support of TESIV plug-in development. When viewed under the CS, the staff that I have modified no longer displays any texture, much less the one I specified under NIFScope. What is my causing this issue?
Cheers,
KWITS
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Where is Khett?
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Good Day,
I recently created a new spell and tied a script together to accomplish this task. It is still a question of timing. I want my NPC to speak a dialogue to the Player and then after speaking, cast a spell to remove all infamy and gold debt.
Cheers!
KWITS
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My Thunderstorm environmental issues under TESIV now appear to be resolved through the following actions:
1) Create custom plug-in, weather regions against all vanilla, world regions; if any existing world region is flagged as 100% and the box is checked for override, uncheck this box in favor of your mod.
2) Create player trigger zones for entry/exit portals for all cities and each area in which your quest narrative will take the Player.
3) To insure game stability against modified weather regions, add scripting to your main game script against all key, Player transition areas ( Player.GetDistance).
Thanks to everyone for all of your feedback in support of this forum discussion. This forum issue is now resolved and should be considered closed.
When the paradigm of knowledge increases is when true learning is experienced!
KWITS
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As a summation of what this topic is speaking about, I am working on a NPC-level script that will allow the NPC to finish a dialogue sequence and then cast a spell in sequence (cause and effect).
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Khett, please explain what you mean by, "I see your problem; you need to move your script call to the game block". What do you mean? I thought the idea was to fire the script call under the Results box immediately at the conclusion of the dialogue sequence.
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This issue under TESIV is still not resolved?
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This issue is now closed. Today, I can create customized load screens in support of my plug-in development efforts under TESIV. I only have to use Paint.Net to do the job after using a vanilla load screen. You can use any live picture or a screenshot from your game.
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Okay, I now see the text for my loader screen appearing at the correct location but the center layered image is replaced by a superimposed DDS from a vanilla file.
[OB] How to use Blender v2.49b in support of NIF files
in Oblivion Mods
Posted
The updated version installed Blender under Program Files but not the older version. Perhaps, I should reboot.