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hypno88

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  1. [WIPz/RELz] Hidden Katana - Animated Blade (BETA) BETA Download: DropBox Video: Demo Video Requirements: - Latest version of SKSE - EITHER RaceMenu OR NetImmerse Override - Fus Ro D'oh Description: This mod adds a new katana to the game. What makes it unique is that the blade is animated. When sheathed, the blade remains folded up inside the hilt of the weapon. Then when you draw, the blade automatically springs out, ready for action. Think of it like a medieval Jedi Lightsaber :p There is a small quest included to obtain the weapon in-game. There are four different vanilla NPC's who can potentially give you the quest. This is chosen automatically the first time the mod loads, depending what factions you are part of at the time. The following is a list of all the NPC's and their faction. The list is in order of priority, so if you are in more then one of these factions, then the one that comes higher is the one that will be chosen: Faction NPC 1. Dark Brotherhood Festus Krex 2. Blades Esbern 3. Thieves Guild Delvin Mallory 4. Neutral Adrianne AvenicciThe quest is nothing to get excited about. Just a fetch and deliver quest pretty much. Once completed you'll receive the Katana and also unlock the ability to create more in the forge. The katana is set up to be temper-able, the cost being 1 Dwemer Metal Ingot. It should also be enchant-able, the same as any other sword. It can only be equipped in the right hand. Finally, I haven't tested this yet, but in theory it has been set up to work for other NPC's not just the Player. So you should be able to give these to your followers. This mod is currently marked as BETA. This is because I haven't settled on the sword's stats yet (currently they are just the same as the vanilla Akaviri blades) and also because I haven't been able to test out all four of the different quest givers. Once I have confirmation that everything is working as intended, I'll upload it to the Nexus as v1.0. Credits - Special mention needs to go to Anton0028 for his animation tools and for all his help with this project So, that's everything. I hope you guys enjoy using it as much as I did making it. Any and all feedback is appreciated - Hypno
  2. Picked up an old WIP over the last week or so. Finished off the texturing, weight sliders and made a shield to complete the set. Just need to make a female version, then it'll be time to release Pic1 Pic2 Pic3 The unique selling point with this set of armour is that the cuirass and grieves don't take up the main body slot. Instead they are in two of the free body slots, so get placed over the top of the vanilla Noble clothes 02 (the one that looks like padded under garments). What do you guys think? - Hypno
  3. PokeDov Lore-friendly (-ish) backstory: In a nutshell, I'm porting the old gameboy Pokemon game into Skyrim. There will be a new minigame which will emulate the battles as close to the original as I can get it. Verteiron is helping me with the move (shout) animation sequences and Amigo is helping me with the UI. I am nearly finished drafting out the mechanics. I have kept things as close to the original as possible, all the calculations and formulas have been recreated in Papyrus, so it should (in theory) play out the same as the game we all know and love. There is a looooong way to go with all this, but I thought I'd start this thread early to see what you guys think and to get ideas. Once I'm finished with writing out the mechanics scripts, I'll be putting together a bare-bones prototype esp to test, which I'll also release to gather feedback on performance from a range of PC setups. I'll be posting updates in this thread whenever there's something worth sharing, so watch this space! Current Works-In-Progress: Videos: Shout - Flame Wave Shout - Storm Breath Pictures: Logo Arena - Overview Arena - Battle Zone Arena - Trainer & VIP area Arena - Upperclass seating + Royal Box Arena - Betting Kiosks Tattoos (gym badges) Dragon - Water type Code: BattleQuestStages CoreScript - Hypno
  4. Unable to get past the first page when uploading a new file. Keep getting the error: "No ID was supplied for this action" - Hypno
  5. I didnt mean to cause offence, i was just explaining my side and thank you for the criticism. To be perfectly frank, this was just a fun project I'm using to try and teach myself animating. I'm really just getting it ready for the next fallout, this skyrim version can be considered a beta. I'm just blagging a story to try and tie it into this world better. I understand that it does look quite modern, but I like it the way it looks :) - Hypno
  6. No need to take my mod into account when you're doing your city, you make it how you want. I'll figure it out on my end after the fact (I'm probably going to make a whole new version of that mod soon anyhow) Good luck - Hypno
  7. Looks good, its a shame to hear it might not get completed. Good luck! The necromancer mod sounds intriguing, if you need any help with modelling/scripting/ideas, I'd be happy to lend a hand (I've got a few WIPs on my plate at the moment, but they are starting to get finished up). Just drop me a PM or find me in the Bethesda forums if your interested - Hypno
  8. Looking good mate. I'll be sure to patch my Player Statue mod once you release to automatically move the statue to a more convenient spot if it detects your mod in the load order (that is if I you left any room to squeeze one in! haha) Quick Question: I hope when you said "new navmesh" that you actually meant "edited navmesh"? Reason being, IIRC, editing a vanilla navmesh is ok as long as you are just adding tris or moving verts around. But if you actually delete the vanilla one then add your own new one, Bad Things can happen - Hypno
  9. Until the community decodes the save file format, we will never know the full extent on what data from mods gets "baked into" the save. It's not just scripts, navmesh changes as well as door marker changes also get baked. This is just the tip of the iceberg that we can see. Until that time, its probably best if we as mod authors just follow Bethesda's lead. For their mods (DLC), their stance is: "Uninstalling plugins is not supported by the game. If you wish to remove a plugin, revert to a save made before it was installed, or start a new game" So many times I've seen users berate a mod author for a problem they think that mod is causing, only for it to come out that that user was experiencing problems due to uninstalling other mods. We need to get people out of the old habit of the "clean save procedure" - Hypno
  10. You can still use the keyboard while playing with a controller. Just map all your "less used" hotkeys to it - Hypno
  11. First of all, as I have said previously, the texture is only temporary and there is no normal map at the moment. Don't worry, rivets were part of the plan from the start Secondly, look closely at the vanilla Dwemer Sphere and Centurian. Not a nut, bolt, rivet or gear in sight. Nobody complains about them and they (in my oppinion) seem to be more far fetched then a turbine engine. If the Dwemer could produce automatons powered by artificial intelligence, that still work after a few centuries in a damp dungeon then designing a steam fueled, turbine powered vehicle doesn't sound out of their league. Besides, this vehicle wasn't actually made by them. It was inside the notes of the Dwemer answer to Leonardo Da Vinci, then built over the last decade by a present day scholar. Nobody knows if any of Da Vinci's concept drawings were actually made and used in his day, its the same thing here. Lastly, its a single player game. If you don't like it, don't download and use it - Hypno
  12. Maybe when it gets ported to the next fallout :p - Hypno
  13. I'm still chugging along with this, slowly but surely. Here's a screenshot of the model in game with a temporary texture. Looking good so far (if I do say so myself :p) http://db.tt/udaSfpKb - Hypno
  14. OP, calm down mate. The only hostility I've read in this thread has come from your end, from the very first post :p First of all, mod authors do this for a hobby, they aren't getting any incentive to produce mods other then the enjoyment of making them. If they choose to share their work to the community, then its a bonus. You get them for free, you have no right to make demands. There's a big difference in providing contsructive feedback and outright demand something from somebody you don't know from Adam. We are gifted mods, not entitled to them. Now that Bethesda has moved on, it means the game is a much more stable environment to mod without the fear of a month down the line a DLC or patch being released that could potentially cause problems. We've pretty much reached the beginnings of "the golden age" for Skyrim modding. The majority of the mods that get released from this point on will be under the latest patch so shouldn't cause major issues (from the perspective of the game, there's still the potential for author errors). Now that we've had the CK for a year, the "best practices" are being finalised and spread through the author community, so mods will be of a better overall quality and more stable. It takes time to reverse engineer these practices, the main way to figure them out is unfortunately by something causing problems and then figuring out why. There has been some collateral damage over this trial and error phase, but it has been for the greater good and these cases will be getting less and less as time goes on. In my oppinion, your post wasn't really necessary because the majority of authors who takes this hobby a bit more seriously will already be using and creating new works under the 1.9 patch. It's the old mods you need to look out for. Personally, I won't be adding any mod to my game unless it's release date or update date has "2013" at the end of it. Now before you jump down my throat, I too am a mod author and have been doing this for a year or two. I have a few releases under my belt, some interesting and unique WIPs being developed, and have collaborated in one way or another behind the scenes of some of the big guns (Frostfall, Hunting in Skyrim and Falskaar to name a few). I havnt been on these forums for that long, but am a regular part of the community in the Bethesda forums, especially offering help and guidance to people seeking advice in the Creation Kit sub-forum Last thing, just because you are anonymous on the Internet doesn't mean politeness, courtesy and civility should go out the window. Contrary to what seems to be popular belief, debates are in-fact possible without having to resort to getting personal. Kind Regards, - Hypno
  15. (I've posted this topic in the Beth forums, thought I'd twin it here for more potential help :) ) As a side-project, I'm building a Hoverbike of Dwemer-tech origins in 3ds Max. I'm currently in the process of UV mapping it so I can start texturing. I want to use this project as an excuse to start learning how to do some basic animation What I eventually want to produce is four animations built into the nif to be called using the Papyrus function PlayGamebryoAnimation(). I want two idles, one where the machine is off and the other where the machine is on (hovering with propellers spinning). Then I also want to make a "start up" animation where the machine starts on the floor and rises to hover height and then lastly a "shut down" animation which is just the opposite. I'm a virgin when it comes to Animation so be gentle :p I've got some ways to go before I actually get to this stage in the project but I thought it would be a good idea to start collecting the reading material. If anybody can point me in the direction of good sources of information or tutorials that will help me achieve my goals, it will be greatly appreciated - Hypno
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