Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

KWITS

Allies
  • Posts

    292
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by KWITS

  1. 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

  2. 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.

  3. 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.

  4. 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

×
×
  • Create New...