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delta19

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Everything posted by delta19

  1. first thing i checked and first thing i always check after i learned how to make a bow, thanks again for that. bv numbs are 4097 like they should be. i have time and gimps site is back up so i'll just redownload.
  2. so as the title says i make a normal map i put it on my shield and i get nothing. normal map settings, exported as dds compression bc3/dxt5 and gen mipmaps. everything in nifscope and nothing in skyrim. what am i doing wrong or is something messed up in my nifscripts
  3. i was hoping you wouldnt say that....
  4. https://www.dropbox.com/s/rwbitklapcwonlc/1stpersonBASTARD.nif?dl=0 https://www.dropbox.com/s/jl3l0e922lauj85/BASTARD.nif?dl=0
  5. i just imported the mesh in to the steelsword nif. so everything is the same as in the just the mesh is diffrent.
  6. so as you can see i make it a nice default red it glows. i make it its normal texture and its way too shiny.
  7. i did all that and it didnt work i ended up just wiping my temp data and shutting down for the night, seems to have fixed it. now to find a good way to make armor...
  8. ran in to a problem with my exported nif. the bs properties is greyed out deniying me the ablity add the bslightingshaderproperty in to the right area
  9. delta19

    mods by delta19

    just my mods in action.
  10. delta19

    New blades dunmer

    From the album: mods by delta19

  11. poc so didnt waste the time. this is the finished product. thanks for the help getting to this point!
  12. shouldnt have used the hide helm as my base. oh well i have got armor in to the game and like all things you have to start out small and build your skill.
  13. looks like it will but, i cant play skyrim anymore. i'll still get the nif done and see if i can find someone with a play-through going on i can use to test.
  14. the whole thing, it only talks about the body partitions and not head. for this im using a circlet because from my understanding its the only head object that sits that high up and doesnt cover anything. ok so for body and head theres 3 skin partitions. every armor needs to have one. correct? due to the state of the nif plugins we have to fix the partitions so that the CK can use them. correct? part three is basic and dont need clarification. the first five steps are easy but, i never learned how to import textures and what not in to blender. do i really need them if im just going to replace the mesh? ok i didnt edit enough to add a head. ok add a new head and follow part 4 section 1 2-4 and delete only the bp torso and copy bone weight at 0 quality. ok so far every thing look right, right? this is what im told to do. ok my glasses now have the weights so delete the head. and part 4 section 4 im lost because what its telling me to do only applies to the body and not the head. http://tesalliance.org/forums/index.php?/tutorials/article/114-creating-skyrim-armor-in-blender-part-4-modifying-an-existing-nif-in-blender/
  15. So im trying to make a pair of sunglasses for my kitty and, so far i have a pair that i would like to try out. The only problem is the only tutorials i can find are for armor and not headgear. Anyone here able to point me towards something that can help me in this endeavor? i have the following programs nifskope 1.1.3 blender 2.7 blender 2.49 with the nif plugins gimp for texturing and the CK.
  16. something that has always perplexed me about skyrim and some of the most popular mods that everyone seems to use is, whats with the emphasis on making your toon have the skimpiest clothing or armor available, the perfect bewbs and the roundest buttocks. like am i suffering from some sort of metal illness or am i missing something here? so please share why do you use the armor/body mods that you do and, please keep it clean pg-13 after all.
  17. for this im not using any nifskope plugins or any blender ones, just blender 2.7 and nifskope 1.1.1 . also im using 1.1.1 because that is the version needed to make bows by this websites tutorials and not gonna change that because im not skilled enough to fix any problems that may pop up.
  18. i'll have to test that later because right now when i export a 3ds with a screw it corrupts the file. minus the bewbs, me right now didnt even have to do what you said just did what i always do and it worked. well that is after i decimated it and got the files size to a point where it wouldnt kill nifskope. like i, i dont even know anymore. ugh wheres the good scotch. well its working for sure now guess i should restart my computer once or twice before asking a question. for any future modders starting out that read this restart your computer open the .blend file decimate the mesh as much as you can and mess with the uv till the file is under 500KB once done open the less<500KB .3ds file in nifskope and it should be working just fine.
  19. so in blender my mesh is a cylinder with a torus on each end. i uv map all 3 of them and join them together. ok i can export that as a .3ds and it works just fine. thats not what i want though, i want it to have a nice little leather spiral on it. so i make a circle and mess with the scale a bit then add a screw modifier to it, make my leather wrap and uv map it. now once joined to the other parts i enter edit mode and unwrap again to fix the mess of a uv map i had, and i get this. ok thats fine, that usable. not going for looks just learning how to use nifskope 1.1.1 and .3ds files. so i hit tab, scale along z and make it an oval. i then export that as a .3ds and try to import it into nifskope. heres where the fun starts. if it doesnt crash i get this or this and i have no idea how this happened or what i did wrong to get this... so all i can say is. help?
  20. the best option is to use nifskope 1.1.0 rc4 it supports obj just fine and doesnt give you any fuss about where its gonna put your stuff. with 3ds it throws it where ever it bloody feels like and leaves you to fix it. sourceforge.net/projects/niftools/files/nifskope/1.1.0/
  21. your not the only one. just have to figure out where to put it because i dont want it to be craft-able. thinking mehrunes shrine
  22. oh that was with a new mesh. started over when i heard about the uvs needing textures heres what im doing now not the best looking thing in the world but hey only been modding since march of this year. but at least it looks better then in morrowind.
  23. this is why i hate 2.49 i make non-stop mesh errors. i've never done this before so, is it just add new texture, pick clouds, and im done? or is there more to it? texture type image add 512x512 solid black image i made in paint export if this is right or now idk but i have a uv map. now you can have some cookies.
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