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...

Veinwolf

Allies
  • Posts

    75
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Veinwolf

  1. Now I understand what you was meaning! You can fix that on Blender by rotating the bone that affect that vertex group, save the skeleton that you'll edit on Blender with a different name than the salmon one, when you'll introduce the Betta model on the CK you'll chose separately the skeleton that you previous edited to avoid any modification on the original salmon model (easy to do in complex); You was trying to fix that on nifskope on the capsule rotation, now that I understand, I tryed that for my models too in the past, didn't work, nifskope on skeleton.nif files can only scale on axes x,y and z at the same time of a single bone or to all the bones apparatus, you can't rotate, move or scale the single bones on the single axes. If you need a guide to how to fix that in Blender give a look here, bones basic transform functions work just like a normal vertex, edge or face edit functions (s for scaling the bone, r to rotate etc..). At first, yesterday, I realized that the problem was inherent in the collision box on the salmon, collision box are a sort of interaction between the object or mesh that are assigned to the entire world behavior, but you don't need it, since your fish it's just like the bee in the glass jar of Skyrim, the jar have a collision box to interact with all the world, the bee inside no, infact you can't do anything with that and i don't think that there's some crazy guy out there that want to hit your Betta fish, at last if you want in future add a collision box to the betta that can allow you to take directly the fish from the acquarium. Apologize for the misunderstanding, but believe me, it's hard for me to translate and correctly understand that form a shoutbox at about the 4:00 a.m.
  2. Veinwolf

    The eternal test

    Tests, tests and again tests
  3. Veinwolf

    Light steed2

    From the album: The eternal test

    Curious horse
  4. Veinwolf

    Light steed1

    From the album: The eternal test

    need to clean up the mesh more!
  5. No land, quite far from the coast, 60 miles, the good ending was the warm fireplace at home, this in my mind it makes me feel that the winter is coming, there isn't a winter without a fireplace.
  6. Veinwolf

    Stormfang

    From the album: The eternal test

    I loved that sword in Morrowind..

    © Veinwolf

  7. I never heard about a cat with that ages, you must be proud of him! I little view from my work position during this days:
  8. Veinwolf

    Ant Hornbow

    As in the description, do you want it?
  9. I know, a quilt it's more appropriate, but that's the vanilla Skyrim nordic saddle, they suppose that the pelts under the saddle work the same, I don't think so, but I don't want to brake the vanilla idea for now, there will be something more
  10. From the album: The eternal test

    Seriously, any suggestion it's very welcome!

    © Veinwolf

  11. Veinwolf

    front test 5

    To much, it's just a test, but thank you any way
  12. Veinwolf

    front test 5

    From the album: The eternal test

    Drawing of the last minute, need a lot of correction..

    © Veinwolf

  13. A dark wood texture will bee much more appropriate to the black-and-red version, umm.still a good work
  14. Nononono wait, Brett, do you know what a hell you've doing now? No really, there is a way to give you both a ton of cookies? Wooooooooooooooooooooooooooooork, I didn't reversed a property for one script edit! Thank you!
  15. Nope..ok I give up, I've even take a ctd after few attempt :\ Btw, now the reverted property work fine, but not the script.
  16. This, how, an event to start if i good understand..umm on cell load will be ok? EDIT: Wait give me a debugging error. EDIT2: figure out, it's: Utility.wait(....)
  17. It's a custom helmet, playable of course About the wait, maybe I should integrate the same event of the mannequin about the time start up on cell load: ;Trace("DARYL - " + self + " Waiting a bit because it's the only way to get code to run in OnCellLoad it seems") wait(0.25) But I don't know how actually integrate on my script and that's commented as far as i know. I'll try with a vanilla helmet just like Brett saying, just to be sure.
  18. No Willie, as i said on the data list I've checked only the to masters file, I didn't even load the dlcs, the .esp it's only one setted as active file, I don't use multiple .esp file for a single test work.
  19. No Will it's start from 0, the only masters file are Update.esm and Skyrim.esm
  20. Well thank you both but no.. I've also noticed that even if I revert the property on the npc in the world space the property are cancelled after the closure of the edit window, in other words 0 at property value, I think that there's something wrong...
×
×
  • Create New...