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Found 28 results

  1. Hi all, I've only been using Bruma for a day or two now and I'm at the point in the game where I've been instructed to go to Thorina's Cutter's hideout and kill the leader and I'm at the entrance to the cave and it just isn't working, I cannot enter. Are there any console commands or workarounds I could do to get past this? I really love this questline and I just want to get to the next part of it, this glitch/bug thing is kind of a huge issue. I would really appreciate any help I could get!
  2. Discord

    Hello! My name in Discord V1t3r#1736. I was started streaming Beyond Skyrim - Bruma. I've posted 2 or 3 times posts about my stream in #offtopic - and then I was kicked from server and I can't join it again. What the reason of my kicking/ban from server? Can iI return to it or not?
  3. Please Help.(Skyrim is selected in export menu) Blender Niftools Object Mesh in CK Blender Niftools Scene Panel If there is an easier way to get custom models into the game at this point I'm willing to learn a new program.
  4. Nif Issues

    These are the errors i'm getting after following this tutorial: https://www.darkcreations.org/forums/topic/10525-blender-27-nif-exporter-tutorial/ What am I doing wrong? The second image is to show that my block string is not the same as the one shown in the tutorial despite following all of the directions.
  5. Custom Mesh Problems

    Someone please help me. I have scoured the internet going through tutorial after tutorial, downloading countless programs, and literally trying everything i can think of to get this to work. I am attempting to make a 3d model of a house in blender. this part i have down. I've made the building and to my knowledge preformed all the necessary steps such as uvmaping and scaling. however I hit a wall when I try to put the nif into skyrim. Currently I have: Blender 2.78 Blender 2.49b Latest Nifscope Nifconverter BSAopt (Im using blender 2.78 to model and exporting it to blender 2.49b but ive also tried to use meshes made in 2.49b) Ive tried to export the building as a morrowind file then using the nifcoverter but it crashes. basically the converter crashes no matter what. Ive tried to manually replace everything in nifscope but Im not quite sure what Im doing there. Ive gone through every tutorial. this is my last resort, pplease help!
  6. Hello! my name is kaiserwill (discord: Kaiserwill#4958) and on 8/9/17 i was banned by joseph crowell in the beyond skyrim discord. He was making fun of how a friend of mine looked in the discord general chat, and defending my friend i asked "by any chance were you born in the deep south?" It wasn't meant as an ACTUAL insult, i was just busting his chops because he was being a bit of an ass for no reason. Speaking of being an ass, joseph has been very rude to me on seperate occasions, i always shrugged it off, but in this situation i got a lil bit sick of his ego. I was issued no warning, and joseph made no attempt to resolve the situation. He just straight up bans me. I'm very angry at this abusal of power, especially due to how amazing all of the other staff members have been. I would like to politely ask to have my name removed from the ban list, so i could go back to talking with the friends i had made in the beyond skyrim discord. Thank you, -Kaiserwill
  7. Help with Activator

    I'm not an expert, so bear with me please, I added some portcullis using the DIntGate01.nif model from Dawnguard to Solitude, activated by a furniture metal lever or by a furniture generic pull chain and they only work once. The Gate itself is set like the other nordic portcullis gates with Collision Geometry, Obstacle and On Local Map settings selected and using the Default2StateActivator script set to default. Both the furniture lever and pull chain are using the TrapLever script with the TriggerType string set to 2 (Toggle). The thing is that I added nordic portcullis to Windhelm using the same method, but instead of general pull chain and metal lever furniture I used the nordic/silver variants for esch, and I can open and close them as much as I want. Could it be a problem with the DIntGate01 model? Am I missing something else? Could I try something else? Please, help.
  8. When ever i add a tree into the Creation kit the tree rolls around and falls through the map. Am i doing something wrong of do some of the GKB Trees do that?
  9. Hello Dark Creations community. I'm here to spread the word about a WIP mod that caught my attention while i was browsing nexus forums. It is Skyrim Character Overhaul. My mind was blown - check these if you want yours to blown too. The author is AerynRavanna and she(he?) is also a member of Skywind team. But, She needs help from people who is proficient with Creation Kit and knows how to add new races, otherwise this awesome project will never become real So if you guys have any knowledge about the subject or modding experience, i would be glad if you could help her
  10. Exporting 3dsMax FNV Armours

    I am having issues with exporting armours and using them in the Geck. I exported it into a nif file, it loads fine in NifSkope without error, however, when loaded in ck/GECK it completely breaks, with only the trousers correct. (albeit without texture) Here are my import/export settings: http://imgur.com/a/tv905 Other Screenshots: http://imgur.com/a/mcFst Thanks in advance.
  11. That Shivering Isles Redux Skyrim Mod

    Hi, I remember seeing some youtube videos several months back of a guy who made a worldspace of the Shivering Isles for Skyrim called "Shivering Isles Redux" that was pretty darn complete, but now it seems that it has been abandoned because some of the work was lost. Does anyone know about this?
  12. So I've for a long time been disappointed with the light spells in Skyrim, Magelight is a cute trick with few practical applications and Candlelight is even less useful then it's predecessor back in Oblivion some 200 in-game years ago, and that's saying something. So I've decided to bring back the stronger versions of Candlelight from Oblivion, Torchlight and Daylight, but with my limited understanding of the Creation Kit and modding in general I can't figure out how to achieve the results I want, here's how I'd like the spells to look, Candlelight staying unaltered of course; Candlelight - Novice Spell - Light in a 450 radius for 60 seconds. Torchlight - Apprentice Spell - Light in 600 radius for 300 seconds. Daylight - Adept Spell - Light in a 750 radius for 600 seconds. The problems I am running into is that duplicating the Candlelight spell and increasing the magnitude didn't seem to affect how much light was produced, I only bumped it up about 0.1/0.2 for each spell, and couldn't see much of a difference. I want Torchlight to give off as much light as a torch does (hence why it was called Torchlight in Oblivion), and Daylight to produce even more to the point any space of average size that's dark will be lit up. In addition I've found I that I can't seem to set the spell level myself, the CE seems to choose for me with no way to override manually, unless I am blind, I want Torchlight and Daylight to be Apprentice and Adept level spells respectfully, I was able to set the "half spell cost" perks for those levels to them though. Also it seems I can have all of the spells active at once, which I don't want the player to be able to do, casting a new light spell should cancel out the effect of the last one. So, can anyone give me a little insight? I'd much appreciate the assistance.
  13. I've not been very active on this forum as i've been on the Atmora Calling dev team and doing some work for Fallout 3/NV and i've seen the latest plugin for blender that supports nif file import/export options. But the issue is that there is a huge gap to fill in terms of learning about what has changed and how to make it work for games currently released and the games released in the future that support nif files. This is really meant to be a tutorial to help spread information on how to properly use the new plugin properly and what knowledge/ skills/ tools/ tricks etc etc. So that we can quickly prepare for Fallout 4 and modding when it is available to us, OR so that the newer members/ modders have a place to go to when they need help so that they can learn and create a better experience for themselves and others when they create the awesome new stuff for the community. The faster we get this topic rolling, the better it will be for all of us and to help those over at Blender and the coders. (I am currently using version 2.72b of Blender, 2.76 is the latest I believe at this time, but I am choosing to stick with an aged version that came out before this plugin did so that I can potentially maximize compatibility in case a newer version breaks the plugins but that is just me.) I recently tried to import and export a file from skyrim as a means to testing out the conversion process to see how well it works, needless to say the import appears to have no issues so far and is generous enough to automatically link the textures that have been pathed in a nif, such as an iron shield. But my project that i've done is a bit bigger, as I imported the 0 and 100 weight of a converted armor from UUNP the Demon Hunter Armor by bloodfree/ jmenaru on the Nexus. This was meant for me to be able to get back into the swing of things for blender as I had stopped for some time, and lost hope of seeing some kind of updated plugin support past 2.49b. Now the latest experimental plugin comes as an all-in-one package that you can manually import and activate by a zip file when you download it from the dev site. (Make sure you read the user documentation if you get lost or need more information) I'll post some pictures of my work later. I may post images of issues with exporting the nifs and how they look ingame (Skyrim). Some quirks to note when you are working on an imported nif file, make sure you dont move the blend file itself into another folder otherwise you will have to re-set your textures to what they once were originally. If anyone knows why this happens or if this happens for any reason other than what i've stated please let me know. If this thread needs to be moved to a better place, then please move it. Oh and you will have to go into nifskope to manually rename the NiNode to the original NiNode if you are working on a replacement mesh/ updated version like me and if it is a 0-100 weight based mesh. I'm still learning Blender and Nifskope so i'm going through the same issues as every new guy and veteran when it comes to alpha build plugins such as this, and if you find any bugs, make sure you report them to the developers. Links: Blender website for the latest version This is where you download the plugin Nif plugin for steps for Blender 2.70+ Or if you already have a version of Blender that is supported by the latest plugin, you can download the zip file below and simply install in the User Preferences menu, make sure that it installs and that you save your user settings! blender_nif_plugin-2.6.0a0.dev4-01.04.15.zip Installation video for the plugin, should have links for you too!
  14. Hello everyone. I have done a ton of research on my own but I cannot seem to get an answer...so any and all help is greatly appreciated. I am a noob when it comes to blender and 3d modeling. I wanted to make a mod that no one else has done before (For Skyrim) but I need to get blender and all of its stuff running right. I am fairly experienced with modding in general, however. Things I have downloaded: The Python (v 3 something rather) Blender PyFFI Blender Nif scripts Nif scope Microsoft Visual C++ Redistributable Package for Visual Studio 2013 x86 And everything I got was x32. I have the Microsoft Windows 7 os. I looked at all of the other forums with their instructions and followed them to a T. I even did it six times! But Blender STILL cannot import/export .nif files. Any help?
  15. This is my first time posting here, so I'm not sure if I can post images, but will attempt to do so, if images cannot be posted and you'd like to see the model before offering to help, leave your skype info in your reply This armor will be featured in the upcoming update (Update 04 - Saints of Sinn) for my mod, Dark Haven. Similar to many of the armors I've created for the mod, this one is also based on gear from the MMORPG Runescape. I'm horrible at creating textures which should be obvious by the following images (if they show up) Front Back: And the concept I went off of: I need someone to create textures for the helmet, body, gloves, boots and cloak. Full credit for your work will be posted in the description of my mod when Update 04 is published.
  16. Specifically, I'm trying to make a specific NPC, not all NPC's that will completely ignore friendly fire. Won't retaliate, won't aggro you and throw a red dot on your compass, won't get provoked by companions if they make a mistake. I know there's a friendly fire game setting, but I don't want to turn off friendly fire across the board, just for an individual, in a particular .esp file, such that it's inherent to the mod. This has been kicking my ass for months now. Tried combat override packages. The target seems to enter combat still, but pretend to go sandbox with stuff, say lean on a wall or use an armor table instead of fight, still angry, and will from then on enter "combat" again next time they see you. Which is just another issue, really. Need to find a mod that allows you to beg forgiveness of people you've wronged.
  17. I would like to make a high resolution texture pack for Skyrim and when I'm comfortable with texturing I would like to contribute to the Beyond Skyrim project, where do I start? Any essential software I need apart from Photoshop/Gimp/Blender/CreationKit? For a start I would like to make a higher resolution texture for the alchemy table to get the hang of it. For more experienced modders: What's the most convenient way of working with (re)texturing? Workflow tips? So. Many. Questions. I hope I'm posting this in the right place...
  18. I would like to help in terms of quests and lore, as I both have the creative mind and also have much time to work with. Unfortunately I cannot code but am learning to create models. It would be an honor to work with the extraordinary crew(s) with quests and lore. Also if I were to choose a province to work on it might as well be Cyrodill, as I'm sure I've spent the most hours on Oblivion so it should help alot. I myself have been working on a sample quest of which links up with Cicero's story about Bravil. I can send it to you guys hopefully soon. BTW, I'm working on my 3rd playthrough on Oblivion so I can refresh my thoughts. Thanks.
  19. I would like to help in terms of quests and lore, as I both have the creative mind and also have much time to work with. Unfortunately I cannot code but am learning to create models. It would be an honor to work with the extraordinary crew(s) with quests and lore. Also if I were to choose a province to work on it might as well be Cyrodill, as I'm sure I've spent the most hours on Oblivion so it should help alot. I myself have been working on a sample quest of which links up with Cicero's story about Bravil. I can send it to you guys hopefully soon. BTW, I'm working on my 3rd playthrough on Oblivion so I can refresh my thoughts. Thanks.
  20. hello , can someone give me a hand ? I created a equipment in ZBrush and now have to import it to Nif file to test in game. however, not succeeded in importing the files into the blender and set up... I have no idea how to do this . please someone help me get this to work sorry my bad english
  21. Hello I'm looking to help on this wonderful project but not only can i help with this project but get some experience for future reference. i really want to help the community. Willing to help in anyway i can, Please reply.
  22. Can i help?

    I have a bunch of free time on my hands and i was looking at this project and all the amazing progress you are making and i was wondering do you need any writers, i just finished my exams and i am looking for something like to this to get me into the gaming industry. i have done lots of script writing in the past for small projects, one of them got nominated for an award in this small film competition i came second but i'm not sure how many entered but i know their were a lot of them. i'm just looking for chance please reply. - Lewis J Bishop
  23. Tutorials

    Hello everybody! I figured we would start a topic where anybody can post useful tutorials, not sure if a topic like this already exists but I couldn't find any. Feel free to post anything useful you find here I'll start with some texturing tutorials. scratches: Create convincing metallic texture: http://cgi.tutsplus.com/articles/how-to-hand-paint-convincing-metal-textures--cg-1765 Skyrim Graphic artistry: reference sheet http://tesalliance.org/forums/index.php?/topic/4636-graphic-artistry-reference-sheet/
  24. I recently saw Gopher advertise this project on YouTube. I immediately thought that this would be a fantastic mod that I hope to some day play with. Knowing the talents I have, I would love to offer my skills in making you some art such as advertisements, or just a new perspective that people can visualize when they hear about this. Recently I created a shirt design of Kharjo, a Khajiit follower in Skyrim, and I hope that showing this to you will help understand why art is very important to projects such as this. Also I do prefer being paid for my work, but if not then it is completely okay, it only helps me afford new equipment for art. Thanks! (sorry if the picture is quite big!)
  25. Floating Grass bug

    Hi I'm having a problem with floating grass from one exterior to the other. I have this city on an island I'm making for Skyrim in another worldspace. After populating it, and adding navmesh and textures, I made the linked door leading too the island outside. After adding to the island outside I ran across a known bug for floating grass. The grass texture from inside the city is now outside. I can't delete it and I need it gone. How can I fix this issue? I've already followed the steps on this wiki article http://www.creationkit.com/Floating_Grass_Fix and at first it works if I load from the exterior cell. But after I click on the load door and enter the city and leave again- the floating grass is back. How can I fix this problem? Starting a new worldspace isn't an option as this appeared not that long ago, but the island I've made is weeks worth of work just to throw it out the door?
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