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arknor1050

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  1. the devs probably never bothered to make any boobs so you will have to make them on the actual armor texture
  2. easier to to overlay your new texture as a pattern and play with the overlay mode and the transparency then you get to keep all of the original linesim a complete noob though and maybe thats just lazy. http://i.imgur.com/nbkdj.jpg http://i.imgur.com/ZFgHQ.jpg heres an example looks **** ingame though as my wood texture was far to detailed and just looked messy i should have changed the pattern scale to like 200%
  3. bethseda wont allow the use of any of their content from other games beeing uploaded to the net as mods either so you would have to make the mod copy the data for the cities etc from an oblivion/morrowind install on the users computer and not distribute them yourself
  4. I don't understand how anyone can actually believe this. If you earnestly believe that Bethesda is worried about our modding activities having a negative impact on their DLC sales, please consider the following: You can count the number of Oblivion mods that actually stand up to something like Shivering Isles on one severely-maimed hand The vast majority of the game's sales so far have been on the XBox 360, where mods are not even an issue The GECK for Fallout 3 came out a month prior to the release of the game's first DLC I realize that we're all anxious to get our hands on the editor, and Bethesda could certainly afford to give us an update, but you guys seriously need to give this conspiracy nonsense a rest. how is it a conspiracy? i remember a time when almost everygame was mod friendly and had modding tools. these days devs/publishers are more likely to be against modding because they dont want you playing the same game for ages they want you buying new games and they want to sell there own dlc.
  5. i wouldnt be suprised if we never see it tbh.... easier to sell dlc
  6. you need fallout mod tools to extract the bsa and a dds plugin to load the texture in photoshop or gimp. check my post history for links and exactly how you do it
  7. fall out mod manager to extract the textures from C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Skyrim - Textures.bsa all the textures are clearly labeled as bridge01 road01 etc and under catagories making them easy to find. you need a plugin so photoshop/gimp can open the texture files PHOTOSHOP DDS PLUGIN http://developer.nvidia.com/nvidia-t...dobe-photoshop GIMP DDS PLUGIN http://code.google.com/p/gimp-dds/ when you extract the textures using "fallout mod manager" they come out the correct folder order and you can just drop the "texture folder into C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\ and the game will automaticly use the loose files
  8. NDO is better for making normal maps than the nvidia one btw ;)
  9. using brand new textures rather than doubled the existing ones and applying a sharpen or pattern filter to them. NDO is great for creating normal maps btw if you go down that route.
  10. not redoing any of the textures? i was playing with them earlier and even messing around with a modern brick texture on a bridge looked much better than the original http://i.imgur.com/bcElz.jpg i didnt remake the normal map for it though so it looks a little flat
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