Jump to content

ForDaWin

Premium Member
  • Posts

    21
  • Joined

  • Last visited

Nexus Mods Profile

About ForDaWin

Profile Fields

  • Country
    Australia

ForDaWin's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. To be clear; I am not saying I'll do it. But details are important with a request such as this, any 3d modeler would need to know what asset you are trying to recreate to really have any idea if it is within their ability to help or not. Pictures and as much detail as possible should be added to this request for it to be considered by anyone.
  2. ​it is a workaround for anyone who is encountering a issue where when weight painting the mesh sinks into a single point on the left leg.. Ill try to find a picture in a bit and post that here so its completely clear. *Edit* Example picture in spoiler below.
  3. Ok, sorry to anyone who wasted their time on my previous solution, I screwed up there. I have a solution at the moment, but it is largely untested and potentially risky. (untested as my attempt to use it was interrupted by my computer freezing and now I have to start weight painting all over again). Please treat the following as a use and your own risk sort of thing, Ill edit this post if I can confirm it working, but Ill share the details now. Basically just skin wrap the meshes (just basic, no need to correct issues at this point). Then export your mesh to a nif (mostly just so you have a backup). Re-import the nif file you just exported into a new scene, bring a skeleton. Now before we import any animations go to your modifier stack on each piece and click on "editable mesh", weld your verts at a safe number ( i use 0.001). Once you have finished, import your animation of choice to weight paint with. Then you can click on the "skin" part of your modifier stack, and do your weight painting. This method keeps the verts welded so you dont experience breaking meshes during weight painting and seems to fix the sinking issue around the left leg. I dont think it normal to do it like this, but it is the only workaround I have found so far.. At this point I havent finished anything using this method so I can NOT confirm if it will cause issues or not, please keep that in mind. Make Back-Ups And Save Often! -SkyrimForDaWin *edit* Tested meshes in game, this workaround works fine.
  4. C++ Scripter needed for NVSE Plug-in, use the second link and show your interest. ( I may not be as active here on the nexus right now ) Hi, in short I am making a mod that will allow users who are using a controller or gamepad to have full mod support for hot keys, without any extra effort for the mod creators. When it is completed I will be uploading it both here at the Nexus and at the TaleOfTwoWastelands modding sites. The mod will likely be listed under the name... "Controller Universal Compatibility System" - CUC System for short This is a very short explanation of how the mod will work, see the second link below for more detailed and up-to-date info. basically I am going to remove the controller output, and re route it to simulate key presses on the keyboard which in essence will re apply the output. With one exception, I can now deactivate the keys to stop the functions from working, something I could not do to the controller in real time. From there I have buttons that can be remapped using scripts, but it gets better.. I then add my Hotkey framework to the mix, which will turn the D-Pad keys into modifier keys (similar to how a shift, control or alt button would work when typing) which when pressed will enable a new function profile for the A, B, X, Y, LB and RB buttons which will activate keys on the keyboard that are used for mod hotkeys. For a specific control map see the image at this link... http://taleoftwowastelands.com/sites/default/files/A55K1KA/cuc_controllerlayoutconcept_0.png This means that there are then a total of 37 usable functions attached to the controller (not including the D-pad modifier function) here is a break down... Face keys + Bumpers + Triggers + StickPressButtons + Start + Back + XboxGuide(yes this will have a function, at this point it is planned to be a debug or uninstall button, however i can add a key here too) which is 4 + 2 + 2 + 2 + 1 + 1 + 1 = 13 total or 12 if you dont count the xboxguide button. 12 or 13 Dpad keys are not directly functioning anything in my mod, so we dont count them. 0 4 Modifier key profiles each with 6 simulated key presses each totaled at 24 hotkey buttons. 24 __________________________________________________________________________ == 36 or 37 (depending on the xboxguide button) _________________________________________________________________________________________________________________________________________________________________ This mod is primarily hosted at the following address... More (and possibly more recently updated ) information can be found there. http://taleoftwowastelands.com/content/controllergamepad-universal-compatibility-mod The mod works however I need 1 or 2 things changed in order for it to work properly, details below. I need a plug-in for NVSE that will alter the output of the controller, specifically I need to make it so it has no output. I would do this myself, but I dont know anything about C++ (the language used in NVSE i believe) If anyone wants to try making this plug-in, show your interest preferably at the link above.. ( I am more active there at this point ). If anyone wants to keep up to date on the progress of this mod, I will be updating the page in the link above when ever something changes. (probably bookmark it or something for quick access) If you want to know the specifics of this mod, feel free to read the first post in the link above, and check out the file attachments on said post too if you wish.
  5. Thanks, that helped a lot, now I just need to make the custom dialogue work :)
  6. Basically I made a new follower and a new spell.. I want to add the spell to the player while he has the new follower following them, but have it removed when they are not following them. In short I have run into problems.. I was trying to get it to work by getting the script to check if the follower NPC was using an alias that the current follower uses, but couldn't figure out how to tell the script to do that.. I am hoping someone here can help me.
  7. Hi, I have been working on a new armor set (picture below), need some help with the remaining textures. Not all parts are completed at this point, so there will likely be other parts needing textures that are not included in the picture below. Credit will be given for any work that goes into the mod. To offer your help with the textures, just send me a message on the nexus. (I might not check this forum topic too often) -SkyrimForDaWin *edit* Found someone to texture the armor.
  8. Hi, I have been working on a new armor set (picture below), need some help with the remaining textures. The remaining work will be new textures and recolours for the textured pauldron (the orcish piece) on the left arm, and the knuckle plates.. Which will need to match the textures I need made for the remaining white parts. The white parts should be all metal, fur and bone. Credit will be given for any and all work that goes into the mod. To offer your help with the textures, just send me a message on the nexus. (I might not check this forum topic too often) -SkyrimForDaWin *edit* Found someone to texture the armor.
  9. those esps are all active yes? if so, try selecting only one of the "Cloaks" esps as that mods description specificly says to only activate one of the esps provided Also a loadorder list might be more helpful rather then an esp list as we cant see what order your mods are in.. and if your arent already, Id recommend using BOSS to sort your mod load order Hope this helps
  10. sounds like it might be an animation issue, if you use FNIS, make sure you update it to the latest version, it fixed a few problems I was having in DragonBorn. For example there is a tower you need to "float up" to the top and my character would always get stuck at the bottom, levitate slightly off the ground then go unresponsive. Updating FNIS and doing the usual patch fixed the issue, and might work for you aswell. lol almost forgot, my friend had the same issue. he fixed it by getting the starter quest for dragonborn BEFORE going to the boat. Apparently the game is buggy if you dont grab that quest first... supposedly you get it after you retrieve the Horn for the greybeards in the main story of skyrim. Hope this helps
  11. just remembered, there was something else weird happening. yesterday before I saved I left a collapsed tower on the east side of the island (directly east of the first town you arrive at) and my framerate and responce time was worse then I have ever seen it, I then fast traveled to the town you start in on the island and saved (only things that werent slow was the pause menu and the fast travel). Think Ill try an earlier save and see if it still does it. Ill post here if its fixed that way (fingers crossed) *EDIT* It worked lol, I feel like such an idiot for not trying that sooner. Sorry if I wasted anyones time on this problem.
  12. ok basicly I cannot enter the manor (forgot the name) on the waterfront in the first town when you go to solstiem (sorry if I spelt that wrong) everytime I try I crash the game and get booted to my desktop, whats really weird is Ive been in that very same manor yesterday b4 I logged off. Only thing that has changed is Ive leveled up (to level 31) and have done a single part of the quest I was on. (dont know how to add a spoiler so I wont mention which quest) Ive checked my log, and every time I crash it mentions "critterfish.psc" several times at the end. As far as I can tell I have no mods that change anything to do with fish, so Im stumped lol. Here is my LoadOrder (sorry its not in a spoiler) Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm ApachiiHair.esm RaceCompatibility.esm AOM.esm JSwords.esm Natural Characters and Companions.esm Sanctum of the Fallen.esm HighResTexturePack01.esp HighResTexturePack02.esp HighResTexturePack03.esp Unofficial Skyrim Patch.esp RaceCompatibilityUSKPOverride.esp Unofficial Dawnguard Patch.esp Unofficial Hearthfire Patch.esp Unofficial Dragonborn Patch.esp AOM.esp AOM2.esp Character Creation Overhaul.esp SkyUI.esp BlackSacramentArmor.esp Cloaks.esp Daedric Extra Armor.esp DaedricCrossbow.esp Dread Knight Weapon Set.esp Earrings Set1.esp JSwordsDistributionBalancePlugin.esp LustmordVampireArmor.esp SleekSteel_StandAlone.esp Sovngarde Steel Armor and Weapons.esp Reaper's Witch of the Wild Outfit.esp UNP Reaper's Witch of the Wild Outfit.esp throwingweapons.esp zz_GDRAHoods.esp zzTmBallGown.esp Dr_Bandolier.esp DeadlyDragons.esp DeadlyDragonsArmory.esp Reaper's Landscape - The Dead Forest.esp CCO - Oblivion Carry Weights.esp CCO - Permanent Birthsigns.esp xvisionchildren.esp xvisionchildren - hearthfire.esp dD - Realistic Ragdoll Force - Realistic.esp conjure_chest.esp SSAPBWK.esp FNISspells.esp ShowRaceMenuAlternative.esp ACE Realistic Fighting.esp ACE BYOG.esp ACE Speech.esp CCO - Dynamic Skill Progression.esp Crimson Tide - Blood.esp ACE Armor.esp ACE Enchanting.esp ACE Synergy.esp LovelyHairstyles.esp numenume femalebrows MARO.esp CherryRace.esp LunariRace.esp OrientalRace.esp TemptressVixen.esp UFO - Ultimate Follower Overhaul.esp Natural Characters and Companions.esp CerwidenCompanion.esp CCO - Diverse Races And Genders.esp WATER.esp RaceMenu.esp RaceMenuPlugin.esp PC Exclusive Animation Path.esp PC Exclusive Animation Path - Elder Race.esp Bashed Patch, 0.esp ASIS-Dependency.esp ASIS.esp Any ideas? Thanks in advance for any assistance :)
  13. well, if you know the brand of controller you are using. their website is a great place to start. Also gamebooster has a function to check your other drivers under tools>drivers
  14. id check your drivers, mainly the driver for your controller. Hope this helps
×
×
  • Create New...