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Azazellz

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  1. Should work on any version.
  2. Well, there's nothing I can do, unfortunately. I doubt I even have the original files left on my PC. A lot has happened since I posted this mod.
  3. There's an SE version out there, it should work. All major critical mods have SE version. Except maybe the first-person camera mod, but there should be alternatives. You just need to find them yourself, usually authors leave links to SE versions in their old mods. Or just use the search.
  4. Post anything you want. I welcome any modifications to my mods.
  5. You can import any .nif or .tri file from Skyrim into Blender, as long as you have the right plugins. Including a body, or a skeleton. Unfortunately, I don't know how things are now, especially after the "new" version of Blender came out. Haven't done it in a while. Google should help in finding the exact name for plugins, I think. If you will be importing assets into Blender, keep in mind that 90% of the character body shapes from the mod are made with edits to the skeleton file. Bone positions, node scaling, that sort of thing. Without these values applied, the characters will look completely different. Take this into account.
  6. The texture for the hands is a separate file. With it's own UV. Same for the head. So, without modifying the UV map and texture files, you can't merge all the body parts in one shape. That's why, by the way, those files I added for modders don't have textures.
  7. I've been out of Skyrim modding for quite some time now. If someone wants to do it - I have nothing against it.
  8. Hmm. Something broke, I suppose? To be honest, though, I'm not too sure what might have broken here. Racial compatibility? The list of available hairstyles is compiled based on the keyword lists that are build at game startup by the script. This is the only place of possible breakage I can think of. But I've never encountered it, to be honest. Maybe someone else here has experienced something similar and can help you.
  9. Possible. But I can't do that. Haven't modified Skyrim for a long time now. However, in OutfitStudio files I made a morph to convert vanilla head to Amazon head, you can try to use that, and then adjust some of the neck seam vertices manually with 3d editor or NifScope (although with NifScope it will be very time consuming and difficult).
  10. I would do a split into two meshes with two different materials. And put some other texture on the sole/heel. The original texture doesn't have a good "metal" part.
  11. I don't remember RM having any options related to this. It should just work - when equipping an item that has a certain line inside nif file, your character should move up a bit so that the footwear with heels don't sink into the ground. You may need to set NiO separately for SE. Maybe. It's been a while since I've been following the game, maybe things have changed here. Maybe one of your mods is blocking this option. And you don't need to fix anything manually or use Bodyslide.
  12. What was that thing called, for implementing high heels in the game?.. I think it's NetImmerse Override or RaceMenu, which has NiO built in. Not sure about the SE version of the game. It should be there too.
  13. Azazellz

    Kenshi

    How do you recognise a slave? Look at the hands. There will be heavy scars from the shackles. And they're not easy to remove. As well as a huge chunk of the armour in the game. Stylisation. Because it can't be done any other way. Kenshi doesn't support armour and equipment physics. Well, except for the belt lamp.
  14. Azazellz

    Kenshi

    Nope. You could do some transparency using noise. But I'm not sure how that would look in the end.
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