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InsanitySorrow

TESA Team II
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Everything posted by InsanitySorrow

  1. From the album: Insane Creations

    Tapestry Resource Beana's Idea.

    © ©InsanitySorrow 2014

  2. Fuzzy Bunny

    1. Beana

      Beana

      Jedi Master Fuzzy Bunny

    2. grond

      grond

      Super Tasty Fuzzy Bunny

    3. donnato

      donnato

      Oooh... fuzzy bunny tacos.. :P

  3. Unique Uniques and LWE were not ready for approval
  4. 3DS import still works though, it's a better option than OBJ. Using NIFs is better still, less likely something will go wrong.
  5. That's enough of that folks, this isn't the place to start bashing other community sites.
  6. Nope don't mind, people are free to do pretty much whatever they like with the resources.
  7. From the album: Insane Creations

    © ©InsanitySorrow 2014

  8. From the album: Insane Creations

    Unique appearance for a unique weapon.

    © ©InsanitySorrow 2014

  9. Made the string using a circle. Nope I didn't apply the modifier before exporting.
  10. No animations is easily fixied, make sure the bow mesh is properly parented to the skeleton before exporting and then before saving the new NIF uncheck Sanitize File before save. It's usually the latter that completely breaks the animation.
  11. Just tested this quickly and found checking the Use BhkListShape option on export fixes the problem. All collision parts get added to a single collision block and can be selected separately by expanding the block list.
  12. Open up the exported Bow in Nifskope, we need to change the NIF version again but this time to the following: User Version to 12 User Version 2 to 83 We also have to remove: BSShaderPPLightingProperty NiMaterialProperty After that is done we need to change the parenting on the Skin Instance block so we can copy it over to another NIF without any problems. Click on the NiSkinInstance node and in the details pane change Skeleton Root to -1. Open up a fresh copy og the EbonyBowSkinned.NIF and in our exported NIF copy the mesh block over to the EbonyBow NIF. Next copy the BSLightingShaderProperty from the Ebony Bow over to the newly imported mesh and set the textures. Click on the NiSkinInstance again and change the Skeleton Root to 0 so it's parented to the skeleton in this NIF. Rename the node to BowMesh:0 and delete the vanilla NIF's block so it's gone. Click File and uncheck Sanitize File before save and then save your new bow NIF.
  13. Exporting the NIF is very simple, first we select our bow and the skeleton, we then export as a NIF. Now for this we'll be exporting as a Fallout 3 NIF so make sure you select that option, use the default settings and make sure to turn off Export Dismember Bodypart.
  14. The next step is to copy the weight painting data from the imported model onto our own bow. To do this we move the imported bow onto the same layer as our bow and then use the multi select (Shift + Click) to select our bow. Doing it that way means the data will be copied from the imported bow (selected) to our bow (Active). Open the Scripts window and select Scripts>Object>Bone Weight Copy, set the quality to 3 and click ok. The data should now start copying over to our bow. With that done move the imported mesh out of the way and move the skeleton over to our bow's layer. Deselect everything then click on our Bow and using the multi select click on the skeleton. With those selected press CTRL+P to parent them, make sure to click Armature and Don't create groups. In the Editing Pane click on the Make Real button for the Armature modifier, now our bow and skeleton are properly paired. Before we export, let's delete the imported bow and change the name of our bow to BowMesh:0.
  15. We will be needing to copy some information from a Vanilla NIF in order to get our Bow to work correctly. For us to do this we'll have to import it, but since we're a little ways off getting Skyrim support for Blender we have to take an extra step. So what we need to do is pick our NIF, in this case the ebonybowskinned.NIF and edit it in NIFSkope removing any data Blender can't handle yet. You'll need to look through the vanilla bows and find one that has roughly the same shape as your bow and use that for importing, it'll make things easier. Let's open up our NIF and start removing data, if you're following the tutorial and using the same bow, this is what we'll need to remove. BSBehaviorGraphExtraData BSInvMarker NiStringExtraData bhkCollisionObject BSLightingShaderProperty With all that removed we'll be left with a NIF that looks like this: Our last step with this before we import is to change the NIF version number so the NIFScripts can import it. Click the toolbar at the top and go to View>Block List>Show blocks in List. Click on the NiHeader at the top and make sure you have the Block Details pane open. We need to change the following: User Version to 11 User Version 2 to 34 Save it and we're ready for importing. Open up Blender and your Blend file with your bow in, then import the ebonybowskinned.NIF you just saved.
  16. We have a tutorial for creating bows in 3DS Max courtesy of Artisanix, but we don't have one for Blender .. Well we didn't until now. This tutorial will show you how to take your newly created bow model, do a little and get the bow into Skyrim. This workshop won't be too long and it does require basic working knowledge of Blender. Do you have that?, Good let's get started! Blender 2.49b - Download from Blender.org Nifskope - Nifskope 1.1.1 Blender Nifscripts - Nifscripts 2.5.8 Pyffi - Pyffi Importing Blender Magic Exporting NIF Preparation
  17. You could try over on the Official Forums - http://forums.bethsoft.com/forum/184-the-creation-kit/
  18. Welcome to TESA Bow's a pretty easy to export from Blender, I have saved information for it, just have to make a tutorial.
  19. We are aware of this, hopefully it'll be fixed soon
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