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bilotheretard

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  1. Simply trying to bugfix the Blood on the Ice quest. The guard who initiates the quest simply won't appear for me. Looking though the creation kit it seems this guard is not a unique npc but a reference alias in the quest called CrimeSceneInvestigator. Is there anyway to spawn such an npc? Is there away I can assign the alias to a different guard? Thanks! 0 Links
  2. I'm having trouble getting this to work at the end of dialogue: cqf *separate quest* resetactor akSpeaker I'm not even sure specifically where I'm doing things wrong, it used to be just a nice and simple 'result script'. This whole business with fragments is doing my head in. What's the first step I have to do? Make a new script? Define some s#*! and then put that command in? If I put that command in do I even need to use a fragment? Or is the the main script just for defining s#*! and the commands go in the fragments? OH MYYY GOOOOOOOOOOOOOD
  3. That's completely absurd if they don't have visible genitalia. Morrowind had nude beasts and that didn't affect the rating. Then again I suppose it's just one guy's opinion.
  4. How is that an issue. Of course the body is changed, the legs wouldn't even touch the feet otherwise. Other than the legs the only possible things are breastless females which probably isn't happening due to the amount of work, and I also made a seamless merged body and tail but Derok's not going that route. Though he mentioned he still changed the tail slightly? Beyond that I can't imagine what else you could be looking for.
  5. That's actually perfect haha! I've already agreed to do it, but like Zimitry said it doesn't really matter it's not even what "sells" a mod. Lots of top mods have descriptions obviously written by people with english as a second language, and god help me with Apollodown's extremely uninformative and obnoxious descriptions. though people seem to find it funny.
  6. It's not the animation themselves that's the problem. The problem is that all races share the same animations for everything except hand to hand attacks. So a digitigrade walking animation would make everyone who's not, look like and I quote "look like they have to poop". It might be improved slightly with a custom skeleton and skinning however.
  7. Oh and screenshots look really good D. The only thing that could be improved would be I think a smoother transition between the feet and leg. Did you find a way to get rid of the gap when walking? and I'm not sure if you did anything to the female chest, but it looks really good, more natural and much less mammalian for some reason, even though there' still a bump.
  8. Soz, been away. :turned: Do you have a new page up yet? I'll put a a big redirect on the main page and might keep the page a while. I have files there I still feel sentimental about, and it doesn't hurt to have another page promoting it. I'm also still a bit interested on playing with an integrated tail and body, which would solve the clipping problems. The tail positions are almost entirely done via animations. If you open up the tail meshes, you see that they are literally just a stick pointing straight out horizontally. Although the base of the tail would look alot better pointed down more inline with the body, it's actually the clothing that needs to be modified to stop clipping, not the tails. You need special argonian and khajiit versions with a cutout and the area around the cutout skinned to the tail bone. But cloaks are more difficult, it doesn't really make sense to cut a hole in it. But if there's enough polygons it might work to shape the cloak to be draped around the tail, and skin it to the tail bones so it moves with the tail animation. Lots of work and not easy though. ily, seriously. and I'm so happy so many skilled people are jumping in on this. What problems are you having with the weight sliders? I can imagine a few dozen. They are extremely touchy, the vertex count and vertex order have to match exactly or everything will explode and you might have to start over. The vertex order is especially easy to accidentally change unknowingly, but sometimes it can still be saved through some tedious processes.
  9. Oh I wasn't asking you to change it. Just saying I think that mod looks pretty good. If this was still my project I'd just forget about the Khajiit and just go with that. (unless it looks worse in game). And sure.
  10. I really like that. From the screenshots the barefeet's transition to the calf could be alot smoother, but otherwise it's very close to how a cat might stand. Not a big fan of their treatment of argonian feet though. http://farm4.staticflickr.com/3606/3570765210_c0ab97d386_z.jpg?zz=1
  11. I might ask rongphale if it's possible at all. He's managed to add new animations in the game for his horse combat mod.
  12. Most likely because of Morrowind's anatomy, 3 toes (well, disregarding the opposable thumb at the heels): http://homepage.eircom.net/~cotnfan/images/buf_argo.jpg ...oh, and lookie thar... no breasts on females in Morrowind. Who was trying to tell the opposite? That's why I prefer giving people 'options', and dislike all those absolutes. I think there's the breast on their model but since Morrowind has no normal maps it's hard to tell... I'm almost sure Morrowind Beast Races didn't use a different model. Bethesda just gave them different animations and different feet. Sadly we can't do the same on Skyrim because: 1 Good looking animations are really hard to make 2 We don't even know how to make animations 3 Morrowind has less animations than Skyrim. We don't just have to create new walking animations, but EVERYTHING, and when I say everything I mean: drinking, sitting, dancing, attacking, jumping etc... That's it. And I think Senviro used dinosaur legs as reference for Argonians so this is why they have four toes :P I think five toes would make more sense since they have five fingers... They look better with four toes anyway. Lizards aren't digitigrade either. They basically had chicken feet. or anisodactyl digits. It's not the normal map, there aren't really any breasts. Of course there are real women as flat as that, but if you just compare it with the female Khajiit the difference is blindingly obvious. However bethesda didn't make seperate clothing and armour so the argonians basically stuffed bras lol. But it wasn't very jarring because morrowind didn't really have any cleavage revealing outfits like skyrim. Morrowind beast races used VERY different models (unless you modded it). Not only is the entire body significantly different from the mer and men bodies, the argonians were different from khajiit too. Argonians had thick reptile-like necks and a torso that forms into a thick tail instead of having butt cheeks. Complementing that is the awesome and adorable swimming animation where they waddle it like a tadpole. Yes we sadly can't have any of that in Skyrim but it has nothing to do with the animation themselves- plenty of people have made brilliant animations. The problem is that it's impossible to have unique animations for different races as far as I know so far. The closest are people have done are gender exclusive animations, but even that is a bit of a finicky hack.
  13. I just tried to fix the gaps between the feet and body. The bad news is that I didn't manage to fix it. The good news is that that was because it's already lined up perfectly. So it must be uneven skinning that's causing the gaps. There's also one extra vertex on the feet that might as well be deleted. Because the edge of the body mesh only has 10 vertices, while the feet have 11. That might cause gaps also, but it looks lined up at least. So Derok what was your idea on fixing the gaps? I just think it needs to be reskinned, with the weights at both edges matching exactly.
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