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Manjarowolf

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About Manjarowolf

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  1. I've had success swapping models and editing NPC files, but I've found that when changing things in Ciri_player.2went and testing them out in game, Ciri remains unchanged. I tried replacing her model with the succubus model and it doesn't work. the game launches and everything runs, but she remain the same. I tried it with and without the alt outfit turned on, I even thought that perhaps I could mod the alt outfit as a sort of pseudo-override, but the alternate outfit doesn't seem to be changeable as far as I know (The 2went file does not contain an appearance list but more so each of the appearances are separate files). I'm not expert however so does anyone know if model-swapping Ciri or Geralt is possible? Clearly there are mods that have such edits but maybe I need to go much deeper than replacing files. P.S. Yes I have read the model swap guide by the brothel swap mod creator. it doesn't note anything about player files, just NPCs (Which work. I can model swap Ciri as an npc but not her player file).
  2. Hey guys, I've been messing around with texture dumping for awhile now, and I've decided to stop practicing and actually try to change up some textures. I wanted to start with Alvina and Sif, since i'm currently in the Forest covenant with my new toon. Finding their textures wasn't so hard actually. it's very easy to identity her face and Sif's. However it is not their base textures i'm having problems with getting, it's their-what I ike to call- blur-fur texture that are giving me lip. After going through almost all the possible TGA's I could think of that could be this overlay of what seems to be poorly low-res digi-fur, I given up for now and focused on Sif- though his bur-fur suffers the same issue of invisibility-. There are actually textures under all that eyesore, and I can't even texture mod them properly because the fur is literally covering about 94% of both their bodies. I've come to the conclusion that Alvina's is different from Sif's though, because he has slight touches of brown in his fur, where Alvina does not. However, there are grey fog gates, grey sif texts, hair from armor, Gwyn, etc. So I ask simply can anyone help me check which textures this thing could be? so I can get either modding them to be a better resolution or just make them transparent to see how the base textures flow without it. if she was a bit specific on color anywhere it would be easy to identify it. TL;DR I need help finding Alvina's fur textures. Not her actual base texts, UV maps, or Normal Maps. Just that stuff that looks like layers of floating hair.
  3. If this post is still alive I'd request some voice actors. My mod here: A Moolit Night
  4. Sure thing. I'll send it to you now. I was actually gonna go ahead and post it on the nexus as an alpha and w.i.p. so if you want you could download it and test some things there. I still need to get some decent voice actors.
  5. Ironically, the Deck16 tutorial was the first one I used. it yielded nearly usable results. maybe it was me, but I just couldn't get it working. The link to those videos above actually seemed to help a bit. Though it's a bit odd that my follower is a female and I used my voice as a test, it actually worked perfectly. I have the follower dialogue and random misc. dialogue working. Didn't watch all of them but the first few, so maybe this'll work. though I still think I require some help to complete this mod.
  6. Thanks, I'll give it a go. Hopefully I'll get it right. If not then i'll really need the help.
  7. Must.... complete.... custom follower mod....
  8. "I need help..." ~Everyone at one point in time. I'm at my ends, everyone. I've been trying to get this custom follower mod I've had going for a long while now, and I just can't work the voice system; it's the only thing holding me back... This small yet crucial part of the mod has beaten me time and time again, and I feel that at this point I should just ask for someone who most skilled with the CK to -hopefully- join me on the project and handle the follower dialogue and voice files. I'm trying to make a fully custom-voiced follower, and so far I only have a few test files from a voice actor to mess around with. One time I got one of the lines to work, but I went through an ordeal of trouble just to get it to play, and it was misc. at that; It only played randomly via passing by as a "hello". I have an above basic understanding of the CK, so i'm not too unfamiliar with it. Hopefully, someone who's good -and more patience- with the CK who knows how to work the voice system and dialogue input better than I do(could possibly be anyone) can assist me on this project so I can finally be at ease on this mod, and eventually finish it. If you can help me with this, respond below or shoot me a PM. We can talk, and I'll exchange the voice files and follower so you can help test. If we succeed, All I could say is I'm deeply grateful to you.
  9. Yo guys. I have this weird issue where Harkon does his whole banishing me bit -because I'm a werewolf and all that jazz- and just before the loading screen comes up to send me back to the ferry boat, my followers (Meeko who I told to wait at Dawngard fort and a custom follower, Alvhilde, who's outside the castle waiting across the lake) get teleported beside me inside the castle a split-second before the banish takes effect and then after the loading screen is up and I'm back at the ferry boat, their gone. I'm outside the castle and my follower I left there isn't there. I do have mods like Ultimate Follower Overhaul that affect my followers. Could it be a glitch with UFO or Dawnguard -which has been known to have plenty of issues-? Thanks for anything that'll help me out here.
  10. Thanks for the information. I hadn't really thought too far into the extensive parts of it, just how I would actually get it written in the script so it would work. I just want the spell to activate at the targeted corpse(if possible), and have an invisible timer start up as if the summoning takes time; sort of like a stalled or delayed spell. Once the the timer hits 15 seconds, the spells effect activates and then summons the Dremora and replace(or better yet it would likely delete or remove) the dead body. Now that I think about it, that fade would be nice, but I'm not particularly inclined to have it implemented. I know that the remove functions are limited and a body needs to be disabled first so I'd have to get that in somehow. But if I'd need a placeholder friendly invisible unit and the other stuff, how would I go about that in the script? Or what would you suggest I type that would bring me the closes to that?
  11. You'll all have to forgive me for not posting updates regularly. I've got other mods as well as college studies that pre-occupy my time so I won't post a lot. But I'm seeing this mod through that's a promise. It'll take some time (a lot actually) but it's not dead. Leave you info in my inbox via PM and voice files that yo have. If you're interested in being on the modding team and the technical side of things, PM me with "urgent" on your message. Thanks, Wolfie.
  12. I know this might sound a bit much, but could anyone help me out with the scripted effect for a spell I'm making? The spell requires a target that is a dead body and the range is targeted. I want to make it so that when the spell is cast on the target, a message at the top says "replacing soul...", waits about 20 seconds, and then summons a Dremora in its place. I'm not sure if I can make the corpse actually swap rather than just summon the Dremora but I just wondering how i'll make this work. Would anyone know how I write that out in the a new script? I'm not very advanced with scripting and I'm still learning, So would someone be able to post how it's suppose to look in the Edit Scripts window? What parameters would I need to set and would the summon be limited in duration or could it be made permanent until death? Please help me out here guys. Thanks
  13. Why is it that when I take one step away from the forums, people start show up like phantoms XD. I gotta make this page my home page from now on. Let's see what I missed: Don't worry, the mod doesn't require anything battle-hardened(At least not yet), as I have stated earlier that I'm working on this piece-by-piece(alone for now), So the story is slowly being developed in a way that I can make it happen within the game. It's a long process, and it'll take some time. Asking if there are still spots open for mods on the Nexus forums is like asking if free health-care still exist in Canada. Yes, I'm always open for new people to help me out on this. the more the merrier. The first part of the full script is on the first page of this thread. Just download it if you can, read through it, see a part you like and send a voice file sample of the lines your auditioning and I'l see where I can fit you. Or if you feel otherwise, send me a self made voice sample of your own making. If you don't find any role you'd be interested in on the current script version, new roles are always opening up, so just stay tuned and more will come. For everyone else, same thing as above. If you want a part PM me on the forums or my e-mail([email protected]) to show you're interested in the mod, or just send me a voice sample or if you're not doing voices but want to help me with the technical parts, be sure to PM me at the forums for signing on. And I'll remember to keep everyone updated on the mod and its progress. THanks again guys for your support. :thumbsup:
  14. not yet i'm afraid. i'm still working on this mod's technical sides. so i'm changing the story as I progress. I'll release another update soon.
  15. Second Script edit is up on the 1st page of the thread guys. Make sure to download it from there. and not the one above! :turned: Thanks again! Wolfie
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