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Omesean

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About Omesean

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    Equisetum | Lycopodium#1035
  • Country
    Netherlands
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    Blender & Nifskope.
  • Favourite Game
    The Witcher series.

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  1. You seem to have forgotten to update your body part numbers. In order to be able to equip as many pieces, Æsir Armor uses a different slot for nearly every item type available. In order to make these items properly appear, the body part slots of the NIF (found in BSDismemberSkinInstance (block details) Partitions > Partitions > Body Part) need to correspond to those in the Creation Kit, or they will refuse to appear. For testing purposes, I recommend you first change all body part numbers in the skin instance blocks to 32 (body), and make sure it's been set accordingly in the Creation Kit as well - meaning, the large block of numbers in both the armor addon and armor tabs. Make sure 32 is selected. - Sean
  2. Could you please reply to your PMs when you grab the time? Thanks!
  3. Watching frogs for the coming two weeks. Don't disturb, or I'll set Valfar on you.
    1. RagnarStahl

      RagnarStahl

      At least you re still alive... but watching frogs? I think until u dont finish that very important Mod you should not do any dangerous activities like that... frogs bite!!!!
    2. RagnarStahl

      RagnarStahl

      At least you re still alive... but watching frogs? I think until u dont finish that very important Mod you should not do any dangerous activities like that... frogs bite!!!!
  4. Buy me a Highland Park Thor.

    Don't make me come over there.

  5. Companion Valfar is released, wearing a preview of Æsir Armour. Go pick it up @ http://skyrim.nexusmods.com/mods/25360 !
    1. DillonBic

      DillonBic

      I Like Companion Valfar Cant Wait for the Armor Now To be Released great job
    2. RagnarStahl

      RagnarStahl

      Sean, i had a very sad Christmas. After a lot of Presents (i was very kind this year) that disapointed me, i was hoping you d make the Aesir Armor release on Christmas, BUT YOU STILL DIDNT!!!!

       

      Come on now man, you even risked that on dec. 21 the apocalypse would ve spoiled the project, its time to release it!!!

       

      Greetz

      Simon

    3. RagnarStahl

      RagnarStahl

      Sean, i had a very sad Christmas. After a lot of Presents (i was very kind this year) that disapointed me, i was hoping you d make the Aesir Armor release on Christmas, BUT YOU STILL DIDNT!!!!

       

      Come on now man, you even risked that on dec. 21 the apocalypse would ve spoiled the project, its time to release it!!!

       

      Greetz

      Simon

  6. - This little problem I was having has already been fixed with the help of the great and mighty Mujuro! - I'm working on a companion mod to serve as a preview for my much larger armour mod. He's not like any follower you so often see in the Nexus' files section. This one has a custom voice (Galmar's) and idle chatter, cool combat comments and other awesome stuff. Development went rather smooth, untill I got to the stage of the closed beta. I distributed the package to some close friends and they started testing my companion. He follows and has all vanilla companion commands set up. Yet he doesn't talk. Anything that I have added in a custom dialogue quest isn't being fired. Normally, I would point towards the infamous dialogue bug we're all experiencing with custom dialogues. Save, reload. Most of us know the procedure. Except that in this case, it still doesn't work. I can replicate all of these symptons on any new save I make - except for one, and this one has been used to test the mod from the ground up, which is why I never noticed this bug in the first place. It almost makes you wonder if there is indeed a god, and that he has set his will against me. I hope one of you guys (and gals!) know of a solution to this bug I'm experiencing. The mod is practically finished once I get that out of the door. To help you, here are the beta files: - Issue adressed - And the save that does allow most of his dialogue and remarks: - Issue adressed - In case there is some setting that does enable this quest, and ultimately his comments. You can find him on the slopes of the Throat of the World. Use COC HHPathshrine03 and you'll spawn right in his tent. Please don't distribute this file to any others unless you intend to fix it, which is why I post this in the mod author thread. It's not a mod yet, and I couldn't bear the thought of people playing a glitched version of my work. Makes me feel queer and unprofessional... I'm at the end of my line down here. Please help a poor, distressed modder out!
  7. This little tutorial here got me started. This one could also aid you in your endeavours.
  8. I experienced this same problem a while ago. Sudden crashes at initializing windows, and no amount of verifying the integrity of the game cache could fix it. Re-installing couldn't fix it. The fix came from a rather unexpected angle - the firewall from my antivirus (a silly Dutch brand). I disabled the firewall, and voila! The creation kit started up like it normally should. It also allowed me to open two simultaneous screens in NifSkope as well. So try to disable your antivirus' firewall (temporarily, of course), or add an exception for the creation kit (although that didn't work for me, I had to install a new one). I don't know how or why my firewall did this, and I don't care to know either. All I can say is that it fixed it for me.
  9. Hello! I'm laying the final hand on my dungeon through which you shall receive my newest creation, Æsir Armor. I've designed everything to be as tough as is humanly possible - you're going to have to bleed for this armour! To do so, I thought it would be fun to have NPCs appearing from ambushes, such as the well-known Draugr suddenly awakening, to a few spiders coming down from the ceiling and Einherjars stepping through walls, ready to rend you to pieces. The dungeon itself is finished. The navmesh is in place - optimized to the best of my abilities - and the whole place has been cluttered to a Bethesda level. I sunk many hard hours into this part of the mod, and I hope it will be appreciated once I release it. Which, depending on the help I receive here, shall be soon. However, with the navmesh in place and using exact copies from the prefab warehouse, none of my NPC's assume their ambush positions. They just stand there, as if I were lazy and just threw them in there without any thought of special effects or originality. Traps and puzzles work fine so far, and they use the same technique of traplinkers and triggerboxes like the NPCs do. I'm really at the end of my line here. I've already identified one possible cause of the issue, being mod incompatibility. Disabling all my mods has caused the ambushes in the latter part of the dungeon (level two, a wholly different cell) to work perfectly. The biggest area, level one, still refuses to work, though. So I call onto the Nexus to help me in my efforts. I'd like to know if there is anyone out there who has encountered similar problems before and managed to find a fix. I feel this is a ridiculous issue. The tutorials make it look so simple, but nothing ever really is when it comes to modding Bethesda games...
  10. You can't just paste an alien object onto an actor and expect it to move along. Sorry, to effectively do this you'll have to use modelling programs such as Blender or 3DS max. The hat needs to know which bones to follow as the actor moves. And although this is possible in NifSkope, it's a nightmare. Just use modelling programs - look up a guide on how to do this. It's much less intimidating than it may seem. I like your concept, hah.
  11. Omesean

    Skyrim Question

    Seeing as how you're just editing the mesh, and not adding any new pieces to it, the skeleton should remain in working order. Adding new pieces will require you to parent it to the skeleton again, and to do that it's best to remove the original one and just import&parent a new one.
  12. Greetings fellow modders! I'm working on a new armour project - Æsir Armor. For more information, browse my images - for that's not why I'm here. Anyway, to acquire the items, one shall have to delve into a dungeon and battle ghosts of the Einherjar to at last require all the pieces my armour comprises. Building the dungeon was fun and all - especially traps, haha - but once I got to the boss area I wanted something special. As a rookie concerning the CK (I do, however, have some experience with the older tools), I browsed the wiki's guides looking for cool ways to set up an ambush. I went into the warehouseambushes thingy, and copied the WalkThroughWall ambush prefab. I threw it into my own cell, set up the trigger boxes and placed the walkthroughwall markers at strategic positions, all the while keeping an eye on all the linked refs and parents and whatnot. Once all had been placed I checked them all against the one in the warehouse (which does work, I've tested it). I saved the .esp and fired the game, only to find that the moment I stepped into my cell, all my ghosts started instantly attacking me, although I never came close to the trigger box! This has led me to many hours of checking the things against the prefabs - if perhaps something had eluded my gaze. Keywords, reference IDs, script properties. Everything is a complete 100% match. Still, nothing of that seems to work. I'd like to know if this is a know issue, and of course if there is a solution to this ridiculous issue. In short, my symptons are as follows: - The ghosts I speak of all possess the masterambushscript - A prefab has been directly copied into another cell - All the links have been checked over and over again. They seem to match 100% - The script's properties are also identical to the prefab - The prefab doesn't use any keywords in it's links. Neither does mine. Is there some setting I am overlooking? Thanks in advance!
  13. Æsir Armor is nearly finished, along with the dungeon. It's been cropped a bit to allow for an earlier release date. It's almost here, after god knows how many months!
    1. elwere

      elwere

      Good news, like it! Cant wait!
    2. GrindsPowe

      GrindsPowe

      Super excited! Einherjar was my first ever mod and I have been eagerly awaiting your next mods.
  14. I thought I'd give it a shot - here it is Go ahead and add it to the wallpaper pack. Do whatever you want with it, actually.
  15. I'll do it. Always liked that armour. But I'm a very busy little modder at the moment, so it might take a while.
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