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wgperi

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  1. SKGE, the Skyrim graphics extender has the perfect one for Classic Skyrim, the best ever, and feels about the same one used widely in other games but not the one in Reshade though. Alenet has stated that will be working on SKGE for Skyrim Special Edition at some time in the future, but his work heavily depends on SKSE so, there is hope.
  2. Well I have to be very sincere, working with blender, nifskope and their scripts is a huge nuisance I grew quite tired of lately, and upon trying to get them working again all the frustration of following tutorials to the letter and getting absolute no result but import, console and loading errors felt quite fresh in my memory. Unfortunately this is a good example of the sum to why I lost interest in Skyrim and in modding Skyrim. I understand there are other tools i.e. 3dmax seems to be the best way to work the way in and out of skyrim and fallout but at this moment I don't feel like getting into modeling again(and I don't think we're missing much, actually). But I have reinstalled Skyrim and I'll give a look at the mod in the TES5Edit to see if I can figure the way it is working, and maybe provide some help with that.
  3. Hello, I have ran into a couple issues with my pc which took me nearly a week to get around. At this moment I don't have any .esp ready and the claws present in here are not rigged yet, they aren't tied to the skeleton and thus cannot simply replace the other ones. This process is a bit tricky, and from my experience not 100% acurate(my hours into blender, nifskope and gimp had me ripping my hair off for weeks) but fortunately there are tutorials covering the rigging and importing of assets from blender to nifskope and finally to Skyrim. If we could find someone with the tools all set it would be great, but in any way I'll have a look into the process of rigging and importing to the game and if I don't run into too much hassle it would be awesome. By the way I don't have any news of Renthal for a good half a week now, my guess is that he will bring something fairly good, hopefully awesome but still, if he sticks with the mesh I presented then we might have a model to work with for the moment.
  4. Exactly, this is the mod I mentioned and It is compatible with any retexture you may have. If I'm correct, to make the vampires use these models instead you only need to set in the armor records which addon to use for the vampire races right? Since I'm sure that mod author created new armor addons for each piece of gauntlets, it is only needed to find them and point to them and also there's no need to ask for permission, just add that mod as a requirement in the override plugin and change it the way you want. It can be an optional plugin, it is usually better this way if some users simply don't want to use that mod and/or have their setups modified differently. Pretty great all the news you bring about the mod, there is one thing I'd warn you though, there is some trouble with the way Bethesda implemented the female addons, i.e. sometimes you'll rip your hair off with the shrouded hand wraps, they have it set differently, it seems something with the 1stPerson model being used for both 1st and 3rd differently from the way the male works. That got me insane until I realized it was a different setup, also the khajiit/argonian are messed but you won't need to worry about those since both already have claws. Edit: BTW, that mod is awesome if i.e. you have the iron fist perk and is a vampire. It has great synergy with the claws. Walking around in light armor or vampire clothing with only ebony gauntlets looks so badass. Daedric gauntlets already have a devious claw.
  5. Hello and I like where this is going, actually. From my perspective I'd guess the perfect implementation will require a more complex code, new meshes and armor addons for every pair of gloves the claws clip over, and/or a custom script to distribute claws dynamically only to those vampires not using gloves. I already see some flaws on each of these, but we gotta take the path that suits the plugin, and understand that it is hardly impossible to make it compatible with everything. Thing is, the vanilla vampires are either wearing robes and no gloves, vampire armor without gloves and vamp armor with gloves. So the big trouble is on the player's end and with the mods that change vampire records. I've played a bit with Mator automation tools to see if I could implement a clawificator, a patch rule to be used alongside VFWC, it will require slightly more work but I'm sure if you have modded Skyrim for some time, you know you gotta spent a lot of time working on polishing your load order with patches and whatnot, no we must not simply rely on laziness, modding is difficult to master and takes a lot of time instead of just plug and play. Still your implementation is worth the change, there is a mod which is listed under recomendations in the VFWC description with all vanilla gauntlets modified to be fingerless, so I guess that is something that you ought to download and makes a lot of sense because you'll want to have your claws visible. And definitely the claws will need to be adjusted to both female and male hands. I rarely use body replacers and won't be able to support every body(impossible I guess, there's a new one with every week), but I guess the change and versatility of the new version will attract people interested in this for themselves, and hopefully some of them can either help developing compatibility patches or providing their own. Again, having it universaly compatible is something that should stay beyond the prime goal, which is present something we are confortable ourselves to play with.
  6. For many time I was quite satisfied with the Derok meshes but since his models were made to be used by the beast races only, the textures used to fit since they were darker(based on the fingertips of khajiit and argonians textures) but the natural claws were awful, I confess. If you're looking for texture quality then those claws were awfully outdated. My trials in texturing were not a complete failure but very tedious and time consuming so I stopped bothering when other things also started to change the way I approach the game. Anyway, this mod has always been a contribution from many authors, the latest ones are from you both so I feel grateful to have these available as a mod user more than anything else.
  7. Whoa, these look sick, as far as I know onewinged20 has a female dark elf so these textures should suit him perfectly, especially if the character is a mage, burned out nails from casting fireballs. I'm yet to see onewinged20's implementation of the mod, he is changing the way it works to include the claws to the naked vampire skin armor, so it will be native for vampires to have claws. After the texturing is ready there is only the trouble to replicate the weighting and the bones, I got stuck on that a few weeks ago, but I do remember getting them right last year, so that shouldn't be a grave issue. And do small adjusts to fit both female_0 & _1 and male_0 but don't worry about that. Way to go Renthal, thanks a lot.
  8. Oh you're being too generous Renthal lol I've checked some youtube videos of people modeling faces in Zbrush and I felt depressed and completely trashed. When starting from the literal zero, and after hitting a bunch of walls and have halved the hair in my head I was honestly impressed with the model achieved, until I checked the professionals, and boooom :mindblown that is a whole new level, the people working on Skywind for instance, some incredible artists, I've seen a speed modeling for a landscape mushroom, the hi-poly final model is incredible and the modeling process is just astonishing to watch. I could spend a whole month working on this and the result would still be something fundamentally flawed, but for amateurish and self modding it feels satisfying for some degree. I understand you gotta work within two objectives, a hi-poly to be used later for texturing and that contains all the details you planned and the low-poly to be used in game. This model is unfortunately on the low-poly level, with many flaws but it can be improved of course, but I don't know much how to do it towards a more standing quality.
  9. Hi Renthal, thank you a lot for being available, I've exported the claws in the FBX format and it is available both loose and packed in the following link https://drive.google.com/open?id=0B918W3wUdco5TXNUb05udnhnRWM Let me know if I've missed anything during the export, first time exporting to this format, so if there is any issue let me know I'll redo the exporting. Again thanks for helping!
  10. Hello, and as we've talked about, I'm very amateur(if not worse than this) in mesh modeling but I came up with some scraps if anyone is interested in improving or taking inspiration, it would be super. I have modelled this a few weeks ago but right now don't have the time or the inspiration to go on, but I'd like to share a bit of what it is and check if anyone can take up from here to start with. I went with this image as main source http://i.imgur.com/bSwy18P.gif and modeled to the best I could but still I find it lacking a lot of polishing and right now I don't have the disposition to keep working on it. Roughly there's the unwrapping and texturing to be done. http://i.imgur.com/Ir5QnFi.jpg If anyone is willing to take a look here's the file. https://drive.google.com/open?id=0B918W3wUdco5TXNUb05udnhnRWM
  11. Hello, from my experience on the matter I'd first point a few issues regarding what you are suggesting. - First, followers do seem to carry torches on their own(in other thread a user pointed that it is related to the imagespace the dungeon/interior is set with) but sometimes they will not pull the torch right after you give it to them, but after some other event that is unclear to me. Sometimes saving and reloading do the trick. - Second, you can set the torches to cast shadows but there is a quite severe issue(IMO) that is the engine limits the amount of shadow casting light sources up to 4, so if there are 4 shadow casting lightbulbs on any interior, and you pull out a torch which is set to also cast shadows, it is likely that the torch will either not cast any light at all, or any other light source close to you(I don't know how the priorities are set) but after 4 the game will turn any other off. BTW it can still be done, given you have the Hardcore module of ELFX or maybe other mod that turns off the light of some dungeons. - Third, and a shameless plug, given these issues I've started to work on an alternative to the listed issues and came up with a fairly early mod called torch craft, intended to be used under the above conditions(dark dungeons with hardly any light source left). To put briefly the torch can be converted to being able to cast shadows and back to vanilla default depending on the user dispositions. It is fairly early in development but the core of the mod is having the torches cast shadows. I'm currently stuck with some advanced features like torch ranks and upgrades and having these custom torches placed in wall sconces but the main omni to shadow-omni feature works since it was the main reason the mod came to life. If you have interest and wanna try please provide some feedback and any idea you may have, I'm currently looking for workarounds since I'm a total noob on scripting and could not make satisfying progress in editing the torch swap script present in the wall sconces.
  12. 1: It will have to look better than Kingdom Come - Deliverance. 2: Occulus Rift support for the ultimate RPG sandbox experience, 3: For the Daedras sake, improve NPCs: different animations based on body weight(similar to GTA V, I liked that), add essential acts like jumping, sneak attacks... and an immersive natural behavior, not just static routine - I mean, people will take a moment to eat and to sleep at least once every one or two days, including that rude homicidal bandit boss or that reclusive almighty vampire duke, residents will travel to other cities, get into trouble once in a while, randomly die of some illness or violent encounters... and other NPC will come to live in their house, or replace them in their jobs. 4: Being able to be anyone you want, and have a main quest not dependant on you being the hero of a prophecy. 5: Options in everything, many different choices and relevant consequences - never a single line to choose from, never a "join given faction or just forget about it", many ways to change the course of a quest in the middle of it, and finish it the way you would like(have at least a standard mage-thief-warrior | good guy-bad guy option framework for EVERY single side quest and the main quest).
  13. I very much would like to necro this thread, looking for this feature implemented as well. If anyone can point me to it, I'm much appreciated. - I have tested: Sneak tools - I'd like to be able to knock out people whenever I'm unarmed, not only when sneaking. - NPC Knockout Overhaul - Very well implemented mod but again, the knockout happens every time, not only when unarmed. - A couple others with similar approach, Blackjack i.e. but it requires the player to be undetected as well as sneak tools. Thank you very much for your time looking into this.
  14. You have a mod that is pointing to the old Frostfall version(the .esp was called chesko_frostfall.esp but the new version is called only Frostfall.esp) so my guess is that you have an outdated patch for this file.
  15. I've dabbled very little within the CK and found that there are residue of Fallout 3 addiction system(even though I haven't ever used GECK I understand it is implemented in a rather interesting way). I'll be very superficial here, more like looking for tips and constructive criticism than offering anything solid but, let me speculate a bit - wouldn't be possible to duplicate a disease, set it with the addiction tag and % chance, tag every drink and possibly potions with a "IsAddictive" keyword, and call it a day? - Addiction is something tricky, you can stop drinking for years but for some people, once they have the first sip, the holler coaster drags you with it like you never stopped. So having a drink and suddenly becoming addicted is not that off to me, say... your character have a past.
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