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mellowtraumatic

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Posts posted by mellowtraumatic

  1. *munching on cookies*

    I went ahead and put up an announcment on my two homes at WS that they will be removed on Sunday. I wanted to give everyone time to unsubscribe and restick the esp or get rid of the mod if they wanted. I just don't feel right having anything on there now. They'll always be available to the community in some fashion, just not there anymore.

  2. Well, I thought the same way as you at first, but then I remembered seeing the same mods uploaded on Workshop twice with different uploaders, and they weren't translations of the originals. It might be a little bit of a deterrent to already have it on Workshop though not any guarantee that your mod won't be uploaded to the pay section by someone else.

    Really, taking them down is more for my own personal reasons than an attempt to keep them from being hijacked.

  3. I really hate to have a "there goes the neighborhood" feeling about all this but I do. My mods will never be offered in a pay system. I have two mods on Workshop at the moment and I think I'll pull them off this weekend and upload them here instead. 

    • Upvote 1
  4. Well, after much hand wringing, hair pulling, and head scratching, I give you, the barrel! 

     

    http://imgur.com/zjEFHrM

     

    One thing that puzzled me this time, it exported it without a bsxflag node and I'm not sure what I did different. I exported it directly as a BSFadeNode, just like before. If I export it as a NiNode and run it through NifConvert, will it put that in? 

  5. Hey, guys. I've just started venturing into the world of 3ds max. I imported an obj and exported it to a nif, got some textures on it. Everything looked good, then I tried it out in the CK. The nif is a static barrel so I made a new static, chose my barrel nif and it showed up in the little preview window just fine, then when I dragged it into the Render Window, it was invisible. It was there and everything but just couldn't be seen. I'm at a loss here. Can anyone take a look at it for me? If someone would like to, I'd be happy to send it to you. :)

  6. Hey, guys!

     

    I've really missed ORE/SKYRE ever since it closed so I finally decided to do something to fill the void a little bit. I opened this forum last night. It's not going to be much. Just a place for people to showcase their house mods, discuss resources and tutorials, or anything else they are working on. It's a bit empty at the moment but that'll change soon. I'm going to add a few mods a day and hopefully others will come in and share their stuff. 

     

    Hope to see you all there! 

     

    http://tumblestone.net/tamarch/

     

     

    :toast:

    • Upvote 2
  7. Yes, I changed all those things, plus I changed the Num Blocks as well, per the instructions in the From Blender to Skyrim tutorial.  Since you didn't mention those, I changed them back to the original number and now I can see it in edit mode.

     

    I realize I was zoomed too close in Object Mode and can now see it there as well. :blush:

  8. I was attempting to edit a static mesh from Skyrim in Blender. It's the rtcivilwartower01 nif. I changed everything in nifskope, imported it into blender and that seemed to go fine, with no errors popping up but the mesh isn't viewable at all. I tested another mesh, the farmbannerpost01.nif, just to make sure I was doing everything correctly, and that one showed up just fine. Any ideas?

  9. Oh wow, I never realized that. I checked and the one in the game that I applied the texture set to is furniture\smeltermarker01.nif. Now the one I tried to alter in Nifskope was the clutter\smelter\smelter01.nif.

     

    Edited to say it has been resolved! I updated my version of Nifskope and was able to open and change the vanilla mesh without any errors and it works perfectly now. Thank you, Tam and Hana for your help. :)

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