You can do that by verifying the game cache from Steam can't you?
Request
Started by
demonmindpk
, Jul 13 2014 02:11 PM
279 replies to this topic
#211
Posted 07 November 2014 - 09:11 PM
#212
Posted 08 November 2014 - 12:14 AM
In response to post #19756759. #19758889, #19758969, #19768109, #19768849, #19769104, #19769579, #19821604, #19821719, #19852904, #19852994, #19853229 are all replies on the same post.
You two never seem to stop amazing me, one second somethings impossible next second you're like "We've done it." Making the impossible possible as always, going that extra mile for your community.
#213
Posted 08 November 2014 - 04:59 AM
No I tried that already the files are still messed up all I really need is the script for MQ102 stages 0, and 30. the rest are still good
#214
Posted 09 November 2014 - 07:34 PM
So this Mod, along with the Naruto Overhaul and Konoha Underground have inspired me to try modding. As such, this isn't so much intended to be request for this mod, more so requests for help as to where to begin.
One thing I think is missing from our current pool of available jutsu would be Taijutsu. Of course, Skyrim is very limited in this regard (I'm no modder and even I can tell Primary Lotus/Liger Bomb/etc. ain't happening). But other techniques seem like they could be done....
The first technique I want to try would be the Inuzuka Clan's Tunneling Fang (Tsuuga). My idea is to use the bats power as a base from Dawnguard, somehow change the bats animation to a spiraling tornado like one and have it cause damage to anyone the player 'travels through'. If I could manage to get that far, I could see other taijutsu moves coming from this as variations : Human Boulder, Dynamic Entry, Lightning Blade, Lariat, essentially any one hit move that would use a 'rushing forward' style movement.
With the exception of maybe Human Boulder and Tunneling Fang, I don't think these would require much/any animating. I don't expect you guys to have the time or patience to give me step by step directions, but a nod in the right direction would be helpful!
One thing I think is missing from our current pool of available jutsu would be Taijutsu. Of course, Skyrim is very limited in this regard (I'm no modder and even I can tell Primary Lotus/Liger Bomb/etc. ain't happening). But other techniques seem like they could be done....
The first technique I want to try would be the Inuzuka Clan's Tunneling Fang (Tsuuga). My idea is to use the bats power as a base from Dawnguard, somehow change the bats animation to a spiraling tornado like one and have it cause damage to anyone the player 'travels through'. If I could manage to get that far, I could see other taijutsu moves coming from this as variations : Human Boulder, Dynamic Entry, Lightning Blade, Lariat, essentially any one hit move that would use a 'rushing forward' style movement.
With the exception of maybe Human Boulder and Tunneling Fang, I don't think these would require much/any animating. I don't expect you guys to have the time or patience to give me step by step directions, but a nod in the right direction would be helpful!
#215
Posted 09 November 2014 - 09:03 PM
Hmmmm. I guess I'll have to be the guru on this one. The goal would be to make Inuzuka Clan's Tunneling Fang using the bats thingy from Dawnguard... I don't know the mesh of the bats itself that well, but from my general experience with animations through their meshes, I can already see a lot of issues if you won't do them from scratch (well, noone said it was easy xD).
If I had very clear steps on how to do it, I would have done it myself or I would explicitly tell you how it is done, since I don't, I'll give you a bit of understanding of how these mesh works. Usually, you can think of these meshes as composed of 2 things: (1) the animation systems, where you have all the timers of what to do and when. I said systems because inside one mesh you can find multiple animations (such as when you are charging a spell and when it is ready); (2) the objects used in the animations. Besides that, not sure what else to tell you... You'll have to go by trial and error.
If I had very clear steps on how to do it, I would have done it myself or I would explicitly tell you how it is done, since I don't, I'll give you a bit of understanding of how these mesh works. Usually, you can think of these meshes as composed of 2 things: (1) the animation systems, where you have all the timers of what to do and when. I said systems because inside one mesh you can find multiple animations (such as when you are charging a spell and when it is ready); (2) the objects used in the animations. Besides that, not sure what else to tell you... You'll have to go by trial and error.
Edited by esu_riddick, 09 November 2014 - 09:09 PM.
#216
Posted 10 November 2014 - 06:01 PM
I'm in no way knowledgeable about modding but if you were gonna use the drunken fist, I know the Sophia mod has a inebriation effect when she starts to look drunk when she drinks. Maybe that could be a starting point or something in regards to Drunken Fist.
#217
Posted 10 November 2014 - 09:20 PM
Taijutsu... I guess Hirudora should be a little bit easier to do. It does not require so fancy-styled animations like Dynamic Entry and it can be done by a simple animation of dense, white and flashy stream of air.
#218
Posted 11 November 2014 - 09:54 AM
I would advice to give about Shisui ... he should have Susanoo XD ... joke, I'll be serious, I think limiting the number of uses for Kotoamatsukami there should be only for the second and third stages, while the first stage should not have limit use because it is a temporary calm, the fact that equate the first stage with the other two is a little weird because it's a much weaker power.
Obviously this is just a suggestion
Obviously this is just a suggestion
#219
Posted 11 November 2014 - 02:20 PM
There's a number you can change, you know, in the MCM.
#220
Posted 11 November 2014 - 05:20 PM
I know you can set the limits in the MCM.
I said this only because it seems a little strange that Kotoamatsukami level 1 take away a point as Kotoamatsukami level 2 or even 3.
I said this only because it seems a little strange that Kotoamatsukami level 1 take away a point as Kotoamatsukami level 2 or even 3.



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