Search the Community
Showing results for tags 'models'.
-
I'm adding a canteen to the game but i've missed something because the lighting looks very harsh on the eyes, and the shadow looks weird. Any thoughts??
- 3 replies
-
- custom mesh
- custom textures
-
(and 2 more)
Tagged with:
-
Hi, does anyone know why my meshes might be showing up invisible or with only parts of them being visible in Creation Kit? The objects show up fine in game, but I obviously need to see them in order to edit things in CK. I also noticed that some objects show up with that missing mesh exclamation mark even though they're included in a BSA and all other meshes from that exact same BSA do show up in the CK. Those missing meshes also show up fine in the game (albeit some have missing textures) so I'm not really sure what's going on. Edit: You can also see in the background that there are floating banners. The wooden posts for them are there, and there's even a wooden platform above the gate behind them too. None of those show in Creation Kit for some reason
- 4 replies
-
- creation kit
- invisible
-
(and 2 more)
Tagged with:
-
Hello there! I'm currently in the process of attempting to rip a few companion models as well as my own tav's parts for use in blender, but i've run into a bit of an issue with faces/hairs. I'm exporting with the Modders Multitool and am on the latest version so I'm unsure if this is what's causing the issue but when I export the heads and hairs, the UV maps seem to be broken and completely unworkable. Everything else works fine; bodies, clothes, etc, it's just heads and hair. Is there a process for fixing this? Or another tool recommended for ripping these specific parts? Thank you in advance!
-
Skytest is probably my favorite mod of all time. Its irreplacable, but that doesn't mean it doesn't have its flaws. Notably, in all honesty, it could do with some better models for the female horkers, along with the horker, bear, and sabrecat cubs. Etayorius did try to make his own models, but he admits his skill in such was severely lacking, and it really shows. We've had a number of fixes for the mod, but for some reason the bad models have never really been addressed. The best we got is a mod by xtudo that replaces the horker models with the default one. Recently, I saw a new mod for it pop up and was hoping it was finally the fix I was looking for, but turns out it was not; it was simply a compilation of all the currently existing fixes, along with a new feature that replaces the young mammoths with one of mihail's models. Really, I don't get why this hasn't been done. I mean, lets be real, is it really THAT big of a deal to make 4 new models? Especially considering that in this case they would all just be slight tweaks of the vanilla models. The female horker model for instance was just to supposed to remove the tusks and make them a bit more slender. Would it really be too much work for a more experienced model-maker to do this themselves? I mean, we're seeing mods coming out all the time and surely required far more work than this would. I don't see why someone hasn't decided to take a break and work on something comparatively simpler. Then again, its been quite a while since I've been a new creature mod. In fact, I don't think a new one has come out since 4thunknown quit. I would do this myself, but in all honesty I couldn't do a better job than what Etayorius did. I've actually tried to use models from Real Wildlife as replacers, but honestly it doesn't seem like much of a fix to replace the cub models with miniature versions of the adults, and that doesn't fix the female horkers either way. The best I've come up with is a patch that simply removes all the young animal spawns (though part of that honestly was because I felt sorta bad killing the mothers of baby animals). When I uploaded my first and only mod, I had other big plans in store. I was wanting to make some proper integration patches, and maybe make a few new ones of my own, but I found it was simply beyond my skill. Either way, I have no way to make my own models, as I stated, so I couldn't add young variants to most animals from other mods anyway. The best I've manage to come up with are some esp's that just disable the young animals and revert the stats of animals to vanilla while keeping their new AI and schedules. On top of all this, I can't figure out how Skytest works. I tried to make a mod for myself that expanded on the vanilla animals, but with compatibility and consistency with skytest built-in. It completely stalled early on because I couldn't figure out for the life of me how to get the baby ducks to follow their mothers around. Besides, it was hard to stay motivated on the thing knowing I would never be able to share it anyway since I would have to make use of models from several different mod authors, including the famous mihail. Of course, I wouldn't have had enough models anyway, seeing as few animal mods have young variants. I was actually planning on using the lynx model from animallica while using one of mihail's models for its pelt. Seriously. Besides, it still didn't solve the problem in that I really have no idea what I need to set the stats for everything to in order for everything to be in line with skytest. As for those integration patches, honestly another problem was that I was worried they would overlap too much with the ones from evrymetul. My patches would have been basically those, but with stat adjustments like the one that exists on the Animallica Lore Edition Redux page. Yeah, I had A LOT of plans, but I quickly found that I had simply bitten off far more than I could chew. I have thought about uploading my disabling patches, but they hardly seem worth uploading. Besides, from my understanding a lot of skytest users already have their own stat-reversion mods. I love this mod so much, but it annoys me that I can't do anything to perfect it while simultaneously no one who has more skill than me bothers to try. I realize this post probably won't lead anywhere, but its worth another try I guess. I would be honestly surprised if it happened, to be honest.
-
Ever since god of war was announced for pc, ive been waiting for the day someone would mod in kratos from 2018 god of war if that day ever comes mods i would hope to see Kratos over Nero with leviathan axe over red queen (mimir head for blue rose revolver??) and possibly over dante aswell for the younger kratos mimirs head for the coyote there is ALREADY a sword of Olympus mod out there (but as far as GoW mods go, thats it?) turning the cavalier into the blades of chaos would kinda work too! this is golden idea im surprise no one has capitalized on yet PLEASE MAKE THIS HAPPEN! Doomslayer gets more love from the DMC community more than KRATOS? GOD OF WAR?
-
I have an idea for a mod. There are many identical weapons in Red Dead Redemption 2 that only differ in appearance (such as engravings and carvings, like Emmet's and Flaco's revolvers, which are just Cattleman revolvers with some different engravings and carvings). Additionally, there's a gap in the weapon categories; for example, the absurd difference between the Springfield Rifle and the Bolt Action Rifle, with no middle ground between the two. This happens across various classes. I had the idea to add the following rifles: Vetterli-Vitali (a slightly faster alternative to the Springfield Rifle) Martini-Henry (slower than the Rolling Block) Mauser 98 (a faster alternative to the Bolt Action) Mannlicher (an alternative to the Bolt Action) Berthier (an alternative to the Carcano) Meunier (a faster Carcano option) Mosin-Nagant (an alternative to the Bolt Action) Lee-Enfield (faster with lower damage) Arisaka (an alternative to the Lee-Enfield) Gewehr 98 (an alternative to the Mauser) Winchester 1895 Russian Model (a lever-action rifle with better range) For pistols and revolvers: Mars Automatic (high damage, low rate of fire, and high recoil) Bergmann N4 (an alternative to the Mauser 96) Revolver MK3 (an alternative to the Double Action Revolver) Remington 1858 (a middle ground alternative to the Navy Revolver) I’d love for someone to make a mod like this or at least help me with it. I’m trying to learn but I’m struggling with file format conversions.
-
I'm wondering if anyone could make a mask for the officer helmet in NordWarUA's New Legion mod (https://www.nexusmods.com/skyrimspecialedition/mods/30468). I'd like to get a look similar to the praetorian guard in Ryse Son of Rome (https://cdn.dekudeals.com/images/47bfb3a15fcd4b254cd215eeb0d0493fdd0d3206/w500.jpg) Cheers
-
Always been frustrated that its visor isn't closed. Just like the origin helmet or defender helmet from MHW. Checked under it with free-cam and there are textures, so it seems that all that needs to be done is editting the model. Not that I'm capable of that. preferably male helmet. Both if easy.
-
The knight armor (not elite knight) waist pouches mesh on the back left side is partially weighted to the chest and It needs to be weighted to the waist. it's a very minor graphical issue but would be nice to nip this one, if anyone could fix this you would be amazing. :smile: Edit : updated request after further look, the pouch is following the chest.
-
Just dipping my toes into FLVER Editor and I was wondering how attaching another .flver to the model works. I doubt it's as simple as using the Attach tool to load up another .flver onto the model and just recompiling it all back into a .dcx, because when I tried it that way, none of the attached parts showed up ingame. So are there any steps I'm missing? I tried looking around but couldn't find much in the way of tutorials for FLVER Editor. On another note, I also can't seem to open textures. I decompile the .tpf to get to the textures, but when I try to open them Paint.NET says there was an "unspecified error" opening the file. Do I need to use IGP11 to extract usable textures? Thanks in advance!
- 1 reply
-
- flver editor
- flver
- (and 4 more)
-
Is it possible to change the traders with some sexy models from skyrim ? I want more sexy traders like Jen. Too many dicks, I dont like it. cheers.
-
Hello, I model in Blender and I would like to try to make some objects for Valheim. Could you indicate me a procedure ? A tutorial on how to import/test my models? I'm a beginner in modding and I don't know at all the tools to import objects or put them in the game. Sincerely.
-
Good day, I don't usually use Nexus, namely the community part, so pardon me if I do anything wrong. I'm interested in porting assets from Fallout 3 to Skyrim, specifically some of the ruined homes and buildings, maybe some of the car wrecks too. This is entirely new to me, since the only engine I ever messed with is the Source engine. I have tried to do some homework on my own, but so far all the results are otherwise out of date by years, or don't pertain to what I need. I did learn that Fallout 3 and New Vegas run on Gamebyro, an older engine different from Skyrim. My hope is to be able to figure out how to port models from Fallout 3 to Skyrim so I can fiddle around with them in the creation kit, maybe create a personal mod or two. Any help is appreciated. Thank you
-
Hello guys, I hope you can help me. Every time I edit an ms2 file with Blender (Blender 4.0 , Cobra Master Tools Blender Addon 3.0.2) or just import it and then export it again without editing or changing it, the changes are applied in the game, but the objects disappear as soon as you scroll to the right or left edge of the screen. Or have an acute angle to the respective object. As an example, I have two pictures for comparison. The model was the TV screen (C5-Environment-Facilities-BB_Billboards). I hope someone can help me to find the reason for this. Is there perhaps another program for editing the ms2 files? PS: All my graphic drivers are up to date and my settings set to ultra!
-
i'm actually coming here hoping if anyone has a tutorial for getting any and all models from the nexus mod page and being able to put them into blender for things such as posing and animation this search started when i found a mod for joshua graham and i wanted to re-design him to fight into my mascot (god that sounds cringe), as he was one of the characters that inspired me to make my mascot, so i'm hoping someone has a tutorial i can use to get the authentic burned man model into blender also if there's any way we can have some kind of area for just models that can be used in blender or other software would be a good idea, kind of like open3dlab.
- 2 replies
-
- blender
- fallout: new vegas
-
(and 1 more)
Tagged with:
-
Could someone make a mod to replace the Platemail Scales on a dragonborns nude form with something more akin to Argonians and their Mods in Skyrim? If they give us a bra, then the plates shouldn't imply nothings there anyway.
-
- mod request
- dragonborn
-
(and 2 more)
Tagged with:
-
i'm trying to make a bigger collision for bullet casing. every tutorial is telling me to make bhkRigidBody, but whenever i add it, the bullet casings turn into error signs. is there a way to resize bhkPhysicsSystem?
- 2 replies
-
- bhknpcollisionobject
- casings
- (and 8 more)
-
I discovered a reshade years ago, from a Brazilian channel that is simply amazing, but the preset link simply got lost over time. Supposedly the creator of the preset is "LEXAR's GAMES", but I never found anything on his official channel and he never responded to me either. Below is the link to the video showcase, I wanted to know if anyone knows where to find it, or if they can recreate this very interesting preset.
-
Hi! I am having an issue where my custom loadscreen wolf isn't floating properly. How can this be fixed? I do have NifSkope, so I am wondering if I have the means to fix it on my own. This is what they look like: https://www.nexusmods.com/skyrimspecialedition/images/116577
-
I have a lot of standalone clothing mods, armor, jewellery, goggles and other accessories. Most of them don't have world models thought. Do you know of any mods that include some sort of box or a package with a twine? There are some big quest mods I haven't played, maybe one of them contains something I could use? In Elegant Hardware I found some nice looking gift box with a ribbon. I even made a vault-tec pattern retexture for it. But after editing it and changing paths to the textures, I found out the model is glitched (collision issues). I also tried to use a package from Eli's compendium and make a retexture for it, but now it looks just like a pillow. I'm looking for something like the gift box I mentioned. A package or a box. There are some boxes in the game, but they are static objects, A small briefcase like in FNV would be perfect.
-
This isn't exactly a mod request per say, but a request for assistance with modding. I want to give physics to some hairs and make some custom creatures (since I can't run Immersive creatures cos there are too many wolves) but I can't physically import .nif models into blender because the python script things just refuse to work for me. So if anyone could convert random models to blender-happy formats, please let me know so I can have a (hopefully) stable game in the future, and possibly help other people crash less often.
