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...

DudleyAz

Allies
  • Posts

    6
  • Joined

  • Last visited

DudleyAz's Achievements

Layman

Layman (1/11)

0

Reputation

  1. I found I have a weird problem with a mod I'm building. A custom weapon set I created doesn't want to consistently work with any storage racks/plaques in the game, only about 25% ever actually get stored. The rest of the time they just fall on the floor. At first I thought it was the rack, but other stock weapons store just fine every time. Then I found that it was just my new custom weapons were having the issue. I created a new dagger, sword, bow, and war axe based on the steel line of weapons already in the game. The only thing I did was change the texture, increased the damage a little and decreased the weight slightly. It has a new recipe, etc, and everything seems to work just fine in the game except for when I place them in a rack or plaque. I also noticed that the new bow will store on the rack almost every time, but you can't see it. It is still selectable from the rack once stored, and even casts a shadow in the rack, but if it's in the rack it is invisible. This issue is unique to just the bow. None of the racks are at 90 degrees, and the racks all work with other weapons, so it seems to be only affecting the new custom weapons. I didn't change the 3d model on the weapons, and the only thing I did with the mesh (using nifscope) was redirect it to the new texture files. I'm stumped. Any help is greatly appreciated!
  2. On the Cowl part... BINGO!!!!! That was the missing step. In the armor file it had 30 head and 42 circlet also selected. Unchecking those did the trick. Thanks SO much! As far as the Chest Emblem... Alpha channel?? Zooom... right over my head. Where would I look for the alpha channel?
  3. I need some help with a mod I am working on. I am using the default Nightingales armor as the base for a new set of 'Ranger armor'. I am stripping all the special properties, changing the recipe and textures, etc, and have almost everything good to go. EXCEPT for: A. Changing the mesh on the cowl to remove the mesh and associated blue lights over the eyes.. and B. Removing the shiny reflection from the chest where the Nightingale emblem used to be.. So here is where I'm at on each... A. Cowl: I've been get rid of the blue light, but can't get the player face to show through above the mask part of the cowl. After extracting the cowl mesh from the .bsa file, I saved a copy (RangerHalfCowl)and used that to work on. I opened the cowl_1.nif using NifScope I Exported the .nif as and .obj I imported the .obj into 3DS Max. When I imported it, I did not import the 'Eyes' layer, only the main hood layer. I applied my repainted .png of the cowl. (I used Photoshop with the .dds plug in to recolor the original, then saved that as the new .png. I also saved it as a .dds) Everything looked good, with nothing showing in the space where the players eyes would be. I saved that as a .max file, then exported it as a .obj. With the RangerHalfCowl_1.nif file open, I imported the new .obj file. I had the top NiNode selected and it seemed to import with no problems. In NIFScope though, the Eyes Shape Data stuff was all still there, so I removed it. The removed the cooresponding triangles from the mesh, so I thought I was home free. I redirected the texture set to look at my new RangerHalfCowl.dds I saved the .nif, and then used CK to update the cowl armor and armorAA files with the new .nif mesh. I put an instance of the cowl in the game, and it looks great on my player with all of the new paint showing, but the eye space is still just a black void. The blue eye dots are gone, but there is still no player face visable. What am I missing?????? I'm very new to NIFScope, 3ds Max, and the whole thing, so please provide feedback at a very simple level... I'll try to keep up. B. Chest emblem. Similar start to this as cowl. This one doesn't need a mesh change... I think... just some help with the reflection layer... where ever that is. After repainting the armor .dds file in Photoshop and removing the emblem there, I went in to the _m and _n files and 'repainted' those to match the main color texture file. I referenced all three in the .nif file and saved it. When I load the armor in the game, the new colors are there, and the emblem is gone, with no 'relief' either. However, when you get at an angle to the armor, you can see the light play across it and the reflection still shows the emblem.. kind of like a reverse shadow on the chest. What am I missing??? Again, I'm new to all this, so please type slowly! Any help I can get would be greatly appreciated. If I can these last two things working, it might even be good enough to share! Thanks, Dudley!
  4. Great info. I merged them together and life is good. Thanks much!
  5. Hi Darkrider, I built them as three files because I thought it would be easier than figuring out how to disable/enable... that is the new modder in me showing through. I take it I took the long way around the mountain?
  6. I'm looking for some help getting two mods linked. So here's the set up... Mod #1.. the Isle: I built a new little island north east of Solitude as a little learning project. It is built in the Tamriel exterior and it worked out well, and I can run around on it in game no problem. It also has an interior cell (IsleCave) that has some mining space in it. I can teleport back and forth between the two no problem. So here is where it gets tricky... I decided that I wanted to use it as the base for an additional two mods. Mod #2... the Isle Home: This is a player house built on a picturesque little spot I purpose built in Mod #1. The exterior is in Tamriel, and I have it working fine. When working on the Home portion, Mod #2 is the Active file. If I have to move a tree or adjust a ground texture I only do that if I reload and make Mod #1 to Active file first. Make sense? Mod #1 is a prerequisite for Mod #2. When all done, if I only load Mod #1, the I see just the island in it's 'natural, pristine' look. If I load Mod #2 as well, then I get the island, but with the addition of the home, patio, etc. Mod #2 has a unique interior cell (IsleHome). Mod #3... the Isle Village: The concept would be that over time, a village was built on the island, becoming the home of a group of adventurers. I would still use the Mod #1 isle as a base, but instead of loading the Mod #2 home, it would have the Mod #3 village in it's place. It will also be built in Tamriel, with unique interior cells for the different buildings. So here is my problem. I can load up Mod #1 and #2, and teleport from the Exterior Isle space into either interior space (IsleCave or IsleHome) and back out to the exterior no problem. but, I want to have a passageway through a secret door where you can go directly from the Isle Cave into the basement of the Isle Home, effectively cross connecting the two Mods. I have Mod #2 set as the Active mod with Mod #1 loaded but just as a plug in. I go to the Mod #2 interior cell (IsleHome), select my load door, and click on the teleport tab. Leaving the Mod #2 load door edit window open, I then open the Mod #1 interior cell (IsleCave) I go back to the Mod #2 load door edit window, click the Teleport check box, click on 'select in render window' then click on the load door in the Mod #1 interior cell. It builds the teleport links just like it should and I can bounce back and forth between them in the CK without an issue.... until I save it, exit, and come back later to do more work on it. When I load any subsequent CK session loading Mod #1 and 2, it creates a duplicate IsleCave interior cell filling it with only the load door used to teleport between the IsleCave and IsleHome. If I go into the game, the teleport from the IsleHome takes me to the new duplicate IsleCave void with just the load door marker. The teleport isn't available from the IsleCave side... So I'm frustrated. Am I doing something wrong, or will the CK not allow you to jump between two different mod interior cells? Any help would be appreciated! Thanks, Dud
×
×
  • Create New...