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Cobaltios

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Everything posted by Cobaltios

  1. Well, I did start on 3DS Max, the only problem being, it requires 2012, and I don't have 2012. I have 2013 and 2014. I might try and download the 2012 version though, and see if that helps, since all the Nif Scripts seem to be made for that one, as opposed to the 2013 and 2014 one. I did try with the 2013 one at first, but it kept giving me errors upon exporting, making the process far more difficult, and I really wasn't sure what I was supposed to do. Something about materials, as far as I know. Maybe I'll try later, since I have a bit more practice with this, even though I've been unsuccessful so far. Oh, thanks for this. That is very interesting. And it actually does make sense, especially since there are newer body types, so that would explain a lot. In that case, does the process for using something like Seven Base work the same as vanilla, or is there another step that goes along with it? Oh! This is actually fantastic news! If I were to find one of these meshes, how would I do so? I already have the default Seven Base body for this particular armor, and I got the UNP body just in case. I'll do some experimenting, actually. I think I was able to modify stuff in 3DS Max, but was never able to actually export it properly. So, if I can bring it into 3DS Max for the actual editing, and use Blender for the weight painting/exporting, that might actually work a bit better, since I'm far more comfortable working in Max. Hmm... I'll give that process a try, actually. Thanks again .
  2. Well, to be fair, I did just come out of an entire Game Dev program in college. And they did teach us the whole rigging and skinning stuff. Granted, it wasn't using Blender, and the process feels easier with 3DS Max, but I understand the gist of it. Oh, I was wondering what was up with that. Thanks for that information. So, I should probably stick with a vanilla body for now, as that's easier to manage? I don't mind, I'm just trying to get this to work. I'll try anything, really. Basically, when I export it without adding a material, it's just 2 BP_TORSOs. When I add a material, it adds a third one, for some reason. Well, at least I have a save before I started with it, so at least I don't have to completely restart. Modifying meshes in Blender is not as easy to do as it is in 3DS Max. Actually, while I'm on the thought, would it be possible to import .obj meshes from 3DS Max into blender? Or would it not work due to requiring something from the Nif meshes? I'll try all those things. Thanks for the input, I'll do these first chance I get. I haven't done the _1.nif yet, but I am wondering if that might be part of the issue. I look at this as a learning experience. Even if the results I get are not at all what I'm looking for, seeing the results tell me more about how it works, and why it's not working. Thanks for the reply, this is somewhat frustrating, but having a better idea of what to do helps to get on track to actually succeed.
  3. Hi, I'm rather new to modding in general, though I have messed around with textures since those were pretty easy to do. However, I figured I should learn to try modifying meshes, just as an actual learning process, if anything. I was thinking of altering an existing mod's armor mesh, so I sought out a tutorial to figure out the best way to go about doing so. Which... eventually... led me to your tutorial. Now, the thing is, I've sort of followed it, mostly because I was trying to replicate the results of what was being displayed through Nifskope. So, my basic mindset was to achieve that end result... except it never seemed to work that way. So, I followed your tutorial... with a slight alteration under the assumption that it would work... which it doesn't. Basically, without a material on the mesh itself, the body works relatively well, and doesn't seem to have any issues. In fact, without a material, I practically succeeded. Unfortunately, it wasn't quite that simple, and of course I had thought I had simply done something wrong in Nifskope for the material to not show up. Well... that wasn't the case for whatever reason. Now, whenever I add a material, for some reason, it causes it to muck up. For some background, in Nifskope, for the armor I'm trying to edit, the original one has the body BSD with 2 BP_TORSO's. Which led me to assume I had to do the same thing in Blender, since the armor itself is only 2 very small pieces. Of course, every time I add a texture, I get a third BP_TORSO. Now, I've been attempting this many, many times, and the only thing that's messed up, is the body. The armor itself (or what very little there is) is fine. The body either does some really random warping and skewing, and I've even had it not appear at all. I've considered, tried and looked into every possible alteration and change I can think of, with the possible exception of adding the arm and leg skin partitions, which I've been neglecting to do, since I assumed I didn't need to. Now... I'm not so sure. I'm going to try it again with those skin partitions and see if that has any noticeable change. I've been at this for a week now, with many different versions of both Blender and Nif files of varying degree. And honestly, if I were to let you see what I have, I'm not exactly sure where I'd start to go with one that might actually work. Your tutorial is great, and surprisingly easy to follow, but I see to just not be having any success with the body model. It's the only thing that's not working on my end. I suppose I should mention that the body I'm using, is the same type that was used for the original mod, called "7b", if that's familiar or not. If you could provide me with any possible suggestions of what I could do, or something that might be amiss, please, let me know. I'm going to at least try and do the skin partitioning properly and see if that produces anything else. I really want to succeed at this, I really do.
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