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SZlodey
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Posts posted by SZlodey
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Does anybody know from where this dress and shoes?
Or advise please clasic shoes (sandals/pumps) with heels, all at the nexus does not look good.
Thanks!

Dress is from the Tera collection on Nexus. It's called nightwinder I believe though it looks like the shoulders have been removed
http://skyrim.nexusmods.com/mods/25846
boots looks like it, but on first screen much more better version. compare (screen from http://skyrim.nexusmods.com/mods/29411/)
https://www.dropbox.com/s/m6br7ugj1sq54aw/2013-03-01_00001.jpg
still search...
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Does anybody know from where this dress and shoes?
Or advise please clasic shoes (sandals/pumps) with heels, all at the nexus does not look good.
Thanks!

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Another attempt, now I've had time to show exactly what I said in my previous post.
The archive is: feet for evaluation in the game; 3DS file with 2n layers in which I made a rough adjustment, and a complete skeleton skirim in F3 format. Textures in the following file. Look at the skeleton - the axis (pivots) perpendicular to the bone now and not running in parallel to them as before in obliviona and f3. Again, I do not 3d-modeller because I do not know how to precise align vertixs and how to fix existing texture to the resulting meshes. Can you get better? But, as seen in the game, model fastened almost to where it is necessary, and most importantly works on the bones as it should.
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My try explain (bad english, sorry. Instruments i use nifscope and 3ds max:
I try convert existing oblivion model to SK format.
1. I convert skyrim skeleton to fallout3 (my abbreviation F3) - its easy: use nifscope to change user version 1&2 (12&83) skyrim (my abbreviation SK) in skeleton model to 11&34 (F3) and save it. Now i have skyrim skeleton in F3 format.
2. I get original `roberts feet` oblivion model and convert it to "f3" format: in nifskope change nitexture and nimaterial to f3 format (BSShaderPPlighting) node, change userversions to f3 (like in step1).
3. Rename bones in step2 model to SK format: Rename "Bip01 L Foot" to "NPC L Foot [Lft ]" etc.
4 *important!* copy all bones coordinates&pivots from original skyrim femalefoot_0.nif (or skeleton from step1): ninode values translation & rotation - to our model from step2-3. Dont pay attention on ugly model transforms

5.*important!* add one "dummy" bone-node from oblivion-f3: name "bip0 .....". without this u cant import this model in 3dsmax with skeleton maked at step 1.
6. Save this and import model to 3ds max. "import skeleton" must be checked - point to our skeleton from step1.
7. In 3ds: Select mesh feets object, press "modify" tab, select "editable mesh" modifier and answer "yes" on question. Now "ugly transforms" gone and i have full worked, plain, and SK compatible object with vertex weigths.
(and UV maps and Normals) in 3ds max. Bones dont work now in 3ds, its no problem because they work in game after export. In this step i have envelope-bone-independet model in 3ds, but it vertexs have proper masses to SK bones, sounds crazy but its work.
*****There I have problem! - must change feet size and positions to original skyrim feet model and body (and move feets to ORIGINAL SK bones positions, not link only move and align). if i change feet size - i have problem with texturing....****
If u - export it back to f3 format nif and copy texture data from oblivion model
(of course data must be manual converted to SK format like in original SK foot model), add 2 "partition" values to BSdismemderSkininstance (look it in SK nif), change userversions to 12&83, add "Vertex Colors" to NiTriShape node
- .nif work in game fine.
I not 3d modeller and try this tools only week ago
, but i sure not hard to adopt existing model to skyrim now.Hope my exploration help make good feets or adaptation feets mods from oblivion to skyrim.
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The initial phase of adaptation (coarse study) - the model is very crude and does not have UV maps (but its easy can be fixed from original model), but it is already on the skeleton and it works exactly like it should work in the game. If interested I will describe the process - it is very simple. Sorry for bad english )
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Hey mans! Wtf problem adapt "roberts better feet" to skyrim model? I do it now, but have 2 problems - size adaptation and skin place after sizing. Bones and vertex weight work fine in game with original model (after oblivion "feet/foot model" bones adaptation for skyrim skeleton of course).
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Caliente announced.....
in Fallout 4 Adult Mods
Posted
Please, upload alpha ver. for us, so we can start testing!
cant waiiit cant wait ))