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Found 10 results

  1. I retextured the Redguard Hood and one from The Witcher that was converted to Skyrim. I assigned the partitions to 31 and 41 - hair and long hair in Nifskope and in ck for the Armor and Armor AddOn. But the hair is not replaced by the hoods, it clips through. For the original Vanilla Redguard Hood I noticed the same. As in game only men wear it with very short hair, it's not noticeable. What can I do to adjust this bug? Thanks for reply.
  2. 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.
  3. 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!
  4. How do I add collision to my mesh?

    Hello! I don't know how to add collision to my mesh. The few tutorials that exist are outdated. I can't find a NifUtilsSuite download anywhere, I can't afford 3DS Max, and when I try to import my mesh into the old version of Blender it gets messed up somehow. Can I add collision in Blender 2.78? I also heard it's possible to borrow collision from a vanilla mesh, how? Please help me! ;-;
  5. I've been away many months from modding stuff since I've been busy with school and life stuff, but a few days ago, I decided to re-download Blender, and originally I was only going to make a muffin, but it expanded a little bit. I tried finding pictures of muffins to trace in order to find the right form, but I ended up scrapping that method and doing it with a base cylinder. No normal maps have been created yet. I found the 'cake texture' from a texture pack I downloaded, added the white splotches over it since I was really confused with how I was going to do the topping, and avoided it for a while until I managed to figure it out. I'll probably remove the white splotches and do another mesh of frosting that's spread on the top, rather than only a swirly thing. Above all I'm prety proud with how it came out so far, I'm overly critical of myself with artsy things, but I think the shadows on the topping and cherries I painted came out quite decent, in my opinion. I wanted to share it. I feel good about it... A minor update.
  6. Hello, guys! Well, I got two projects on the go, and I have a small team with a few writers and a programmer. I had two concept artists, but one of them gave up and the other one... died. Well, she just disappeared. Anyway, I'm now in need of concept artists to project stuff and 3D modelers to actually make the models. If you're interested, please PM me. One of my projects, the Mining Guild, used to be hosted here, but I had to stop development for a few months and it's not longer being hosted, but perhaps you've heard of it. The project I'm working on right now is much smaller than MG, and it's a project I started in 2013 which was completed. But I decided to add some stuff to it and make it better. Once I finish Domus Imperatoris, I'll get back to developing Mining Guild. The artist that stopped answering made a few drawings, and they're awesome. Here's an example. Thank you!
  7. I'd like to create LOD models for some vanilla/DLC objects, such as the Dawnguard fort walls and Blackreach rock pillars. My experience with modelling is basic and limited to NifSkope, so I tried using MeshLab to generate low-poly models rather than a standard modelling program. I haven't been able to find a way to preserve and create UV maps. Is the creation of LOD models from existing vanilla models feasible for a modelling beginner with limited time to learn new software? If a modeller is willing to create a handful of LOD models for the mod that I'm working on, let me know in PM or by posting in this thread. Credit will be given for the work and the models can be uploaded independently with no affiliation with the mod. Any further conditions can be discussed.
  8. [WIP] Daggerfall Upperclass Set

    Hey guys, just need some possible feedback on the upperclass house I was working on. I've already recieved some feedback on it stating that it looks too modern for the rest of Daggerfall, so I wanted to know what the rest of you think and what could be done to improve the mesh.
  9. I recently found out that you can pretty much retexture any static in the CK by simply turning the original diffuse and normal .dds in a textureset and then apply the desired textures when altering the base models in CK. This is extremely useful if you want the basic landscape assets (such as rocks, rockcliffs, mountains, rockslabs, rockshelfs, rockpiles, rocktundralands, creeks, ponds, streams and dirtcliffs), all available in the landscape textures you're using for your modded region. This takes creating new separate mesh models with Nifscope (and uploading them to Git) totally out of the equation, because you can just use the vanilla .nif with alternate textures in the CK. Maybe this is not new to some (or most) of you but I just found it extremely fast and useful and wanted to share it just in case. I created some assets that weren't available in BSAssets for my region and much faster than the previous method I was using (with nifscope). Also, I guess this probably saves a lot more disk space in terms of not needing any extra .nif files, although I'm not sure about this (perhaps this method bloats up your plugin size equally/more). Here's a small tutorial of how to do it: 1. First make sure you have all the texturesets you need. In this case I created one new textureset based on one of the BSHammerfell mountainslabs, but you can also easily use many of the land textures contained within BSAssets. You can create these by just opening a vanilla one and linking the diffuse and normal .dds files. 2. Open a static you want to retexture. I highly recommend creating all of the important commonly used vanilla assets so you have entirely new landscaping set (rocks, rockcliffs, mountains, rocktrims, rockshelfs, rockpiles, rocktundralands, creeks, ponds, streams and dirtcliffs). In this example I retextured a rocktundraland for the beach I'm working on. Open the base model and click edit next to the model. 3. Below alternate textures all the possible features of this particular model are given, you can retex them all, but you should experiment which you should leave alone and which part of the model you want in which texture. Just click on them and select new. 4. Use the filter to find your textureset, for this model I used one of the BSAssets land sand textures and the BSHammerfell mountainslab textures 5. Rename it into something convenient and click yes to create a new form: 6. And we have a rextured beach model in our plugin
  10. Version 1.0

    192 downloads

    A set of stone walkways made from the vanilla doorstone objects. The set is modular, and contains pieces roughly modeled on the vanilla sidewalk meshes, with a few additions. Each piece includes an editor marker at ground level in the shape of the piece's collision mesh for easier placement in the CS. Also included is a small esp file with a test cell (AFKGardenPathsTestCell) that shows how to place the path pieces.
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