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Kastagir

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Posts posted by Kastagir


  1. In that case, you can change the scale of a mesh in nifskope with "transform -> scale vertices" and the position with "transform -> edit."  Be sure to right click on the top NiNode and "Transform -> Apply" before saving.  You'll probably want a head and hair mesh to use as a reference (use a headmesh exported from Racemenu).  It will not look convincing, however, because it will either appear to be floating outside the hair or it will clip with the hairmesh.  There are no shortcuts to quality.

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  2. Knowledge of the CK won't help you much here.  What you're asking for requires 3d modelling and a lot of work shaping and skinning meshes.  Changing a circlet to a crown requires changing the geometry of the circlet item, not just the z-position (I guess that's what you meant by "y value" - y coords will move it forward/back, x moves left/right, z moves up/down) as it must sit atop the hair and presumably outside it.  As crowns typically hold down the hair, you'd have to adjust the geometry of the hair mesh as well to make it look like the crown has an effect on the hair.  The implications of this are obvious - you would not be able to change the hairstyle as it would be part of the crown mesh.  Attempting to make it a distinct item without a (skinned) hair mesh would result in clipping.  This is how meshes work in the Skyrim game engine - they do not react to adjacent meshes unless they are part of the same .nif mesh file and are skinned to that mesh (e.g. cuirass-type items and body meshes).  And before you go crying to HDT for help, that system will not help you in this regard as it behaves more like two opposing magnets than two objects physically interacting with one another.

     

     

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  3. 16 hours ago, FullyWrath said:

    Came across this really cool makeup (or warpaint). Anyone here know what this mod is?

     

    Spoiler

    TEUnt.jpg

     

    This person has released zero mods on Nexus and nothing but hype on the imageshare there and on their Deviant Art page.  This particular project has been listed as a WIP on the Nexus forums for nearly three years with no word from the "author" since March 2013.  It is highly unlikely that you'll find this publicly available as a mod anywhere.

     

    P.S. Please use the spoiler function for images to conserve space and optimize page loading.

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  4. Spoiler

     

    On 11/9/2015, 7:18:16, Daycrist said:

    There are already 4 ENBs on nexus for Fallout 4

    There are no Fallout 4 ENB binaries yet, so there can't be any presets.  You can't tell the difference between SweetFX/ReShade and an ENB preset?

     

    5 hours ago, Sacremas said:

    Really? http://enbdev.com/mod_fallout4_v0280.htm

     

    It is still lacking too many features for me to bother with yet, but clearly old Boris is onto it.

    Read the first sentence.

     

    Spoiler

    2f5f4b389c.png

     

    No graphics enhancements.  No pixel shader.  No effects.  Which means there can't be 4 ENB presets on Nexus.

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  5. On 11/9/2015, 7:18:16, Daycrist said:

    There are already 4 ENBs on nexus for Fallout 4

    There are no Fallout 4 ENB binaries yet, so there can't be any presets.  You can't tell the difference between SweetFX/ReShade and an ENB preset?

     

    On 11/10/2015, 1:47:02, Gameplayer said:

    Honestly I don't think an ENB is really needed and this is coming from a guy that plays Skyrim with Realvision ENB alright its nice.
     

    Honestly, if RealVision is your definition of quality then it's not surprising that you're not underwhelmed by this game.  The graphics are poor.  The lighting is poor.  The texture quality is incredibly poor.  Compared to Skyrim, they're all great, but compared to any other modern game engine they're an embarrassment when you consider how successful the developer has been financially.  You must be blind to think this is good quality for a AAA title.

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  6. 3 hours ago, Elaneith said:

    Sorry if it has already been asked but... Where can I find these fans:

     

    Spoiler

    35931.jpg

     

     

    Thanks in advance for your answers!

    Searching this topic for "fans" would have revealed this post.

     

    There's a link to the fans here if you don't want to risk using ModMaximus.

     

    P.S. Please place images into spoilers by selecting the image and clicking on the eyeball icon in the editor toolbar.

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  7. On 11/5/2015, 5:21:47, Alecu said:

    It's released :D.

     

    Download link

    This set is impeccably modeled, but there are some issues you should think about addressing if you're interested in quality, and judging from the amount of time I'm sure you've invested modeling this in Maya, I'm guessing you are willing to look at them.

     

    1.  Body meshes are using wrong shader settings in NiTriShapeData.  I have to assume that the .nif export plugin for Maya doesn't set these correctly and you didn't fix them in Nifskope.  Setting these values incorrectly results in seams, odd skin tints and other problems, all of which are completely avoidable by setting the values correctly.

    2.  World/ground/inventory model is not a proper BSFadeNode format and includes body meshes.  This means no collision, causing the outfit to disappear when dropped.

    3.  Hand textures don't render properly.

    4.  There appears to have been no weight painting.  This results in unsightly bending/deformation of the skirt portion of the mesh and serious clipping at the shoulder area under the arms.

    5.  Your install package is installing Maya swatches to the \meshes\armors diirectory (Skyrim uses \meshes\armor).  Skyrim doesn't use these swatch files so there's no reason to include them in the install package.

     

    With this much work already invested, it would be a shame to see these issues ignored, but of course it is up to whether to address them.

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  8. @Mez558

    Use the CK (creation kit) and change the slots for a bra to a different slot the save then load the _0 and _1 bra nifs up into nifskope and go to dismemberment for the bra and change the slot to match what you changed it to in the CK then save as.

    Thanks, thought it was a lot more complicated than that.

    Now to find a suitable bra.

    Don't forget to remove the body mesh if you change the slot to something other than 32 (or you may be in for a surprise). And remember that the skin weights of the article in question must match the body you're using or clipping will occur. This is the reason why the body mesh is included with items that occupy slot 32. Clothing doesn't magically conform to the body mesh that's being displayed - it moves with the body mesh it was weighted to.

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  9. Hey folks.  Just a quick one.

     

    Does anyone recognize this hair style, and if so do you know which mod it is from?

     

    DTKQjGI.jpg

    YNJy1E8.jpg

     

    I have looked through SG Hair, KS Hair, and ZZ's hairs on her mod thread and I can't seem to find it.  Maybe I'm just tired and skipped over it on accident.  Either way, if someone recognizes it and knows where it is from I would greatly appreciate it.

     

    Thanks

    DjaySaint

     

     

     

    Hair packs of TES IV Oblivion only working link I know of is this:

    http://modmaximus.info/files/15-1-0-3081

     

     

    @DjaySaint, PM me if you'd like the English version of OblHairFinalAllinOne-18110-2-0.7z.  The hair in your shots is called "OblHair073" in that mod, but the textures leave a lot to be desired.

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  10. Might be a bit off topic but did anyone manage to make poses/animations with 3ds max 2014 yet? My 2012 license, which you can't get anymore, died and I haven't yet had time to set up my 2014 version for animations.

     

    Yes, 3DS Max works fine for making animations.

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  11.  

    Import the human or creatures skeleton first, then import the animation. If that doesn't work for you, some animations don't seem to work no matter how you convert them (I don't remember any specific examples)

     

    Which animation are you trying to import?

    im trying to import a poser animation.

     

     

    If you're referring to Halofarm's poses, they were all made with Blender.  Animation files exported from Blender are not compatible with the .nif/.kf plugin for 3DS Max.  You can't edit these files in 3DS Max.

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  12. Anybody has SG ACCESSORIES by hellosanta?

     

    It doesn't contain anything that is adult content.  Try asking in the appropriate thread.

     

    Crystal Swan Earrings, Crystal Swan Necklace

    Small Jewel Earrings, Lined Jewel Necklace

    Mixed Jewel Earrings, Mixed Jewel Necklace

    Heart Dangle Earrings, Silver Flower Necklace

    Red Teardrop Earrings, Red Teardrop Necklace

    Belt Choker, Cute Owl Earrings

    Feather Earrings, Cubic Long Earring Right

    Cube Earrings

    -------------------------------------------------

    Alchemy Gothic 01

    Alchemy Gothic 02

    Bubble

    Butterfly Earrings

    Peacock Earrings

    Leaf Earrings

    Indian Earrings 01

    Indian Earrings 02

    Indian Tiara 01

    Indian Tiara 02

    Knit Hat Red

    Knit Hat White

    Snow Fox Headgear

     

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  13.  

    Hi! I saw the new ks hairdos hdt hair but can anybody made them compatible for khajiit? :)

     

    get tesedit and add the khajiit race to the formlist

     

     

    Those hairs aren't weighted to beast race heads.  There's a reason the authors chose not to support beast races.

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  14.  

     

    Here's a side-by-side comparison with how Mehrunes' Razor is set up. Note that I already tried if removing all target conditions makes a difference - it doesn't. I also tried using the script archetype, but again no difference. The only reason I'm using the value modifier archetype is because that's how Mehrunes' Razor is set up and that's the cleanest example in the CK (and most similar to my purpose) for a 0 cost enchantment, so I figured duplicating that setup would work. In practical terms it doesn't matter which of the 2 archetypes I use since the cost, magnitude and duration of the effect are 0 so the only effect is what the script does.

     

    attachicon.gifside_by_side.png

     

    I guess I misunderstood - I thought you were trying to prevent the appearance of the bar on the UI.  If you're looking for a simple script to achieve what you're after (which is what you have to do), I'd suggest looking at the silver sword script rather than Mehrune's Razor.

     

     

     

    No you understood perfectly fine. Hiding the bar in the UI is exactly what I am after. It's just that your suggestion didn't work :)

     

    To be clear the enchantment works perfectly fine. It does what it needs to do and it does not cost any charge. The only thing I am trying to accomplish is that the useless charge bar in the UI is hidden, just like it is with costless vanilla enchantments.

     

     

    By "UI" I meant the HUD, not the inventory menu and the item information.  Items that don't use charges don't display the charge bar on the HUD when they're used, since the charge doesn't diminish.  You may still need to charge it up to full to see that behavior, however.

     

    The silver sword works a little differently from Mehrune's Razor.  There is no enchantment, so no bar is shown (I don't know how Mehrune's Razor accomplishes this).  The silver sword script assigns a "Silver Perk" to the player when weilded, which adds 20 damage to undead, ghosts and werewolves.  You may be able to achieve a similar effect by going that route:  creating a perk rather than an enchantment.  Of course, it means you could get the same effect by punching someone with your offhand if the perk is added by a one-handed weapon, but this is Skyrim after all and not everything works as you'd expect.

     

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  15. Here's a side-by-side comparison with how Mehrunes' Razor is set up. Note that I already tried if removing all target conditions makes a difference - it doesn't. I also tried using the script archetype, but again no difference. The only reason I'm using the value modifier archetype is because that's how Mehrunes' Razor is set up and that's the cleanest example in the CK (and most similar to my purpose) for a 0 cost enchantment, so I figured duplicating that setup would work. In practical terms it doesn't matter which of the 2 archetypes I use since the cost, magnitude and duration of the effect are 0 so the only effect is what the script does.

     

    attachicon.gifside_by_side.png

     

    I guess I misunderstood - I thought you were trying to prevent the appearance of the bar on the UI.  If you're looking for a simple script to achieve what you're after (which is what you have to do), I'd suggest looking at the silver sword script rather than Mehrune's Razor.

     

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