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Showing results for tags 'lighting'.
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Hello everyone. After spending an admittedly long time lurking in the shadows of these forums and reading the fine tutorials here at the TES Alliance 3D Craftworks, I have finally managed to get my first mesh exported from Blender to Skyrim (My thanks in particular to InsanitySorrow for some particularly excellent resources and tutorials that I have studied over the last year). However, I have hit something of a snag; the mesh in question (an exploding arrow inspired by the water/fire/gas arrows found in the fourth Thief game) shows up with full textures in Nifscope, but will not do the same in Creation Kit or Skyrim: instead it simply presents as a glossy black mesh with no textures. I can find no discernible difference between my nifs and the ones used for the game's original arrows (I patterned my texture and material loadouts off of Bethesda's own Iron arrows). Does anybody here have any idea of what could be causing this, and how I might fix it? Below I have posted screenshots of the project thus far, with images 1-3 showing renders of the three versions of the arrow in blender (baked w/textures, rendered using my limited knowledge of blender's Cycles engine), 4-6 showing how the arrow currently shows in game, and 7 showing the arrow in Nifscope (the normal map on the phial stored in the arrowhead denotes a refraction mesh). Thanks for your time, - Oriius.
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Nexus link: http://www.nexusmods.com/skyrim/mods/52613/? Skyrim Interior Lighting and Clutter Overhaul removes the excess and unrealistic lighting and clutter from many of Skyrim's interior locations. I set out to make this mod after spending years annoyed by the lit torches and honed swords found in supposedly ancient and undisturbed ruins. Going through each cell in the Creation Kit, I removed individual lights and clutter objects by hand to create a more realistic and immersive experience. I removed or occasionally added clutter to reflect the situation of the ruins more realistically. Going into a Draugr infested ruin undisturbed for years? All lights and organic clutter have been removed. Bandits living in an old ruins? Bedrolls have been added if none existed to make the ruins look more lived in. Currently I have gone through about half of the Nordic Ruins locations. I plan to finish the Nordic Ruins by the end of the month, but if this gets a positive response I will try to release faster than that. I am releasing early to gauge the response and see if it will be worth continuing this project. My general approach to removing light sources was to remove them unless an NPC that needs light actively inhabited the cell. Clutter was done to match the lighting, with a lot of gear being removed unless the game provided a signal that it had been there recently. I removed about half the potions I came across. This is help with game balance, while still reflecting that not all potions were sealed properly and went bad after years of sitting in ruins. Any organic clutter was removed unless a living person lived in the cell to put in there. Traps were left alone for game balance.
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When loading into some areas in the game (always outside) thing get a little... weird. I'm not sure what is messing up (textures ,meshes, colors or whatever.) I'm beginning to suspect it may be the lighting not loading or a fog issue. The colors are dull and it literally looks like everything is made of clay. This is becoming really annoying and if anyone has a fix it would be greatly appreciated! Here's some examples: http://oi41.tinypic.com/4vpkcy.jpg http://oi42.tinypic.com/4i1vsw.jpg http://oi43.tinypic.com/207s5z5.jpg
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Hi TESA folks! So, I have a bunch of lighting fx such as ambient dust beams and whatnot, but even when I hit "m" to toggle them off in the CK, I can still click on them to select them. I want to work in the area with a dust beam but I don't want to accidentally click on the dust beams, though their bounding boxes are very large and so it makes it difficult to work. Do I need to just move the beams out of the way until I'm done with clutter, or is there a hotkey that will let me hide them entirely or lock them so I can't click on them while I work on other stuff?