Hey Kesta, Sounds cool! Yes Thras is very much developing underwater mechanics. Black Marsh jumps straight into mind also and Illiac were playing with Dreugh last i heard so it could be best to hit up "Kelretu" https://www.darkcreations.org/profile/8389-kelretu/ head of the Arcane University here and make it something all the community can play with? Like you say, it's something that could be used for loads of things. Even if a province isn’t water centric it opens up the possibility of sunken cities in big lakes and the like for everyone. Thank you!
for the black/dark parts..... in nifskope try going to the top menu drop downs; "spells" "batch" "update all tangent space"
the "see through" parts... its hard to tell from the screens but the normals could be flipped... fine but facing the wrong direction (letting "light" pass through them and bounce off the inside of the mesh rather then the outside) right click on the NiTrishape with the error, "mesh" "flip faces" ...if that doesnt fix just do it again to put it back the way it was.
ok, because its just the planes you want to change scale of you can get around the whole nif export thing.
export you new scaled mesh as .3ds (it should be activated as a format by standard in blender)
open up the old nif with the original scale
in that nif go to file-import-import .3ds-ok-select you file just exported from blender
pic1: im using a box as the new mesh, but the above will get you to here.
pic2: notice that by importing .3ds it has created a new niblock outside the root chain...at the moment that mesh wont be rendered
pic 3: click on the original nitrishape. in block detail below find "data" (this is a ref for the ni block to tell it what raw mesh data to use)
click that and change the number from what it is to what the number of the shape data in the new block is (so im changing "2" to "9" in this case)
pic 4: now the new mesh has been swapped in for the old one while keeping all original nif info/animation/etc etc.
lastly you MUST remove all the blocks highlighted in pic 4: use "remove branch" to be safe. that material that is imported with the .3ds format will crash the game everytime especially if it stays in the nif
TL:DR...it's not pretty but you can cut and paste shape data between nifs and 3d packages without importer/exporter plugins for nifs themselves. oh PS: "Lord Hayden" has a nice tutorial on using the blender/nif exporter here at DC;
i mostly use 3dsMax for exporting nifs so im afraid i cant help much with the blender exporter errors but you could find the solution in that tutorial for what its worth.
Yes theres is. Your absolutely right, changing the scale of the grass in the nif doesnt do anything (it should, it's usually only the root node you cant change) and i'd guess this is to do with the grass meshes being spawned by hardcode in the engine using the base ground texture as a link ref. Actually i found changing the scale caused some grasses not to render at all in game Anywho, what you can do is extract the mesh (the planes) and scale them up/down/whatever in the 3d package of your choice. then re-inport the new scale mesh into the nif and boom, new scale grass. normal and ridiculously scaled up screenies here;
Kelretu has you covered on your other post about this, your exporting to oblivion format by the looks of it not Skyrim. Skyrim engine doesn’t use materials the same way as oblivion, there should never be a NIMaterial property in a Skyrim .nif, you'll just CTD if there is on asset load in game. Pretty sure nibinaryextra data was replaced with just "extradata" too. ...anyway, what Kelretu said on your other post, other then that it looks like you have it!
Hey guys, thanks for all the feedback! Theres a very boring PDF floating around Thras explaining design choices, long story short this is just a concept for a type of Sload, not all Sload or anything. Yes a more mobile/direct conflict type of Sload, based on a lore reference about the Siege of Skywatch. Think Naga/Tsaesci/ upright like the bound pose mostly for movement type. The "earwig" lower body is a slither i think, those "legs" more helper/vestigial like SamuraiHealer mentioned. Should be able to do lower body with basic constraints and any pincer movement we can swipe from the Chaurus. The arms/upper body choices are mostly so it can use the standard NPC upper body skel. This will allow it to speak, cast spells, hold staves etc. (The gap in the mouth is for a standard NPC mouth thats already synced to "English" in game...it'll slot in there in the .nif). While short and pudgy (lore) on a Sload, the arms are actually in the standard bound pose of an NPC for easy skinning/rigging down the road. You'll have to trust me with the belly...semi transparent with gross eggs (and maybe the odd Thalmor skull) sloshing about inside....hopefully sort of swelling out and in like a T(sl)oad throat...had to build it at "maximum swell" to even try that.
TL:DR: "with this huge belly and this short arms, that poor creature cant do anything but make me feel pity for how his creator made him ..." Thats what they all say until it's "How did that thing steal my soul with such short arms and why am I still awake while being digested in that huge belly?" (Seriously though, just a concept sculpt/nothing final and thanks for the feedback!)