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cosmo007

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  1. I went out and bought the first book, and I have to say the first few chapters follow closely with the first episode. So far its excellent and all the extra details really add extra depth to whats in the show. It seems silly to do movie adaptations when television series capture a book so much better. I bet Harry Potter would have made one great series as the school year format would fit so well into a TV season. This is going to be a tough week with this book and Ocarina of Time competing for my attention...
  2. I watched the whole first season, but now really regret not reading the book/s first. Do you think its too late or will I still be able to enjoy the novels? I was very impressed with the soundtrack. As soon as I can get my hands on it, it is going into my Oblivion music folder.
  3. Update- No Normal Maps Yet So, I decided to give it a Dwemer theme, as that seemed to be most fitting for the style. Overall I am very pleased with the texture. It is hard however to compare with the Beth Dwarven weapons in game as they seem to rely heavily on the normal maps. Looking at the plain texture, I think I have got it fairly close. I have done some tests trying to mimic the Beth Dwarven normal maps and I am finding that it is very hard to reproduce the same effect. If anyone has experience I would love to here your advice. Changes: + more unified textures + boxier guard + thicker grip, textured as metal + more support on grip - no change to the spike model, I am concerned though that they look a little pinecone-esque
  4. Great feedback! I completely agree that this isn't a sword. It was a remnant from the file name that I seem to have carried over. Points: + Grip needs resized/reinforced + Rework spikes - the guard is supposed to function as a hammer, so I feel the size is right I feel I need to do this, but I am having a hard time doing it I like that it is fairly simple in design, but I will add some more detail. When you say that the textures need to be fleshed out what do you mean? I have inspected the textures for other weapons and mine seem similar, but I do feel some extra touch is missing. Might you be able to describe specifically what mine lack?
  5. If you wouldn't mind, I would like some criticism of this sword I am working on. It is nearing completion and I just want to know how I did. I think it looks "okay" but I am not sure of my eye. Anything you could tell me would be great. I want to improve more and I would like to have some target in mind. Specifications I set for sword: Maintain a vanilla styling Create a unique and interesting sword
  6. Awesome! Thank you, that fixed the problem! Thanks to everyone for the help! I also noticed that you can flip normals in Nifskope
  7. I think that might be it... can you explain what you did to fix it?
  8. I found a niSpecularProperty, but everything appeared identical across the different objects. I looked at some Beth swords and they didn't even have that property so I tried deleting it, but nothing seemingly changed. I found an emissive color and a specular color and I set those to white then black, no change. I checked for vertex colors and that was set to false. I never found a niEmmissiveProperty though, so that might be an issue. I hope the pictures demonstrate this, but when I am in game when everything is supposed to be illuminated (i.e. the sun hits the sword directly) the crossguard is shaded. When everything is supposed to be shaded (i.e. the sun is hitting the backside) the crossguard is illuminated. The backside of the object follows the same pattern but reversed. So, when the crossguard is shaded and everything else is illuminated if you look at the backside the crossguard is illuminated and everything else is shaded. The shading and illumination isn't inherently wrong. It just happens at the wrong places at the wrong times.
  9. http://img202.imageshack.us/img202/3955/screenshot7on.jpg Ya, it must be the model. I checked the settings I had in Blender to see if that part of the sword had anything different and I didn't notice anything. I tried rotating the object 180* and still no luck.
  10. i added a normal map, but it did not fix the strange illumination problem. I will post another picture in a moment. ~EDIT~ Pic: http://img339.imageshack.us/img339/8604/illum.jpg Quick and messy normal map, but still shows funky illumination
  11. I have created a sword in blender that was originally comprised of separate objects that I then merged together. Things were going well until I textured and checked it out in game. The light seems to be rendered for each object separately and it looks very awkward. What can I do to fix this or prevent it from happening again? Picture: http://img35.imageshack.us/img35/5599/barbedsworderror.jpg
  12. Well the interior cell you are placing the object is probably owned by somebody else. If you want to make all the objects in that cell owned by no one, you can right click on the editor entry in Cell View and press edit, under the Interior Data tab is a combo box that you can select the owner of the entire cell in. Now you probably don't want to change that, because it effects all the items in the cell, and if an NPC owns the stuff there then he will have a lot of trouble. Alternatively you can add specific ownership by double clicking on the particular object in the render window. From there click the ownership tab and you can define the ownership on a per item basis. Now remember a containers ownership means that everything IN the container belongs to the owner. Now who do you pick as owner? Well if you want the player to own the item set it to Player. Selecting "NONE" for an individual object will cause it to inherit its cells ownership. Selecting NONE for a cell will mean all objects are available to you and any NPC. I think this covers what you are asking. @Others, if I misstated anything tell me.
  13. I found the problem! It was rather stupid actually. See Gideon Wine is a custom item that I created, and for testing purposes I set it at a 0 price. Items with a 0 price are not sold by vendors so that was the issue. Now according to TheNiceOne over at TES Forums you still must add the item to the merchants inventory. The credit for the bit on adding to the inventory goes to Ghastley (also from TES Forums), who told me before TheNiceOne, but because I did not have the item at a nonzero price, it did not work. Here is the link and TheNiceOne's post: http://forums.bethsoft.com/index.php?/topic/1192808-dynamically-adding-an-item-to-a-vendor/page__gopid__17723571#entry17723571
  14. I am trying not to change any vanilla content so I did not follow this specific suggestion. However I did the next best thing. HermsFoodStorageRef was set up with a merchant, Hermatha, who has 24/7 service offering of all items (clothes, spells, food, et cetera). After the item is added it is visible in the HermsFoodStorageRef container. Hermatha's sell list does not update though. Hermatha does not have "ownership", but this container is her assigned merchant container. Hermatha sells everything in container assigned to her through merchant container options, except the wine when it is added. ______________________________ @Trollf I did another test after reading your bit on container ownership (not merchant container assignment). It does not effect a merchants ability to sell items from a container, neither in a positive nor negative way. As for the other things you mentioned I double checked, and none of those options are set incorrectly. _______________________________ As a player in game, I tried leaving an item in the container. Hermatha did not then sell said item. I think this conclusively proves that the sell list isn't updating. I tried zoning in an out and waiting to see if that would reset the sell list. No effect.
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