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Khenta

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  1. Hey! How you been? Couldn't reach you via messages. Might have some news for ya.
  2. The problem with using the dragonpriest animation is the skeleton. It doesn't make up with the one the player uses, so animation can't correctly be assigned to it. Someone was able to make a child npc monster use dragonpriest animations, but I believe the child mesh had to be reworked to match the skeleton. The other problem is switching animations completely. Currently, the CK doesn't the ability to do so. There are quite a few mods out that have hovering spells and works great, but none of them switch the animation (you just walk on air). One solution that has been tossed around is making a race with its on animations and switching to that race temporarily. That too is throttled by the CK, so not much progress has been made in that area. I have a WIP project that has a race that uses its own hovering animations, but still very buggy and still needs alot of work.
  3. So I have been creating textures for a tattoo mod I am working on. I found out how to apply a normal map and specular map to the tattoos. I got the light to reflect properly on some. However on one particular texture, the lighting doesn't work properly (see screenshot below). First, the lighting is too bright. Can't seem to adjust it. Secondly, the lighting appears the same on both sides. If the front has light on it, so does the back. If the front doesn't have light on it, neither does the back even if the back is facing the light source. Does anyone know what might be the cause of this?
  4. After digging up some old projects I left on the backburner, one project I really want to finish caught my eye again. It is one that involved creating a Faerie Race. This race would have its own set of hovering animations that would be unique it. I was in collaboration with several other authors to make this race come to life, but communication broke down after a while and project got swept under the rug. With little knowledge of how to properly edit the files for FNIS, how to make proper presets and facegens, and lack of animating skill, I wasn't able to finish on my own. After taking a few months and swallowing my pride, I am asking for help in public. As of right now, it is functional. Animations are generated with FNIS and work in-game. Only NPCs that are Faerie Race use the animations. I started to create my own set of hovering animations modified from vanilla (completed some one-handed, bow, and magic animations). I also started to draft racial skills/spell with own animation. Problems now are that the race is poorly constructed due to my lack of CK knowledge and time to spend on making the corrections to make a proper custom race. Early proof of concept video borrowing animations from other mods: When I have time, I will upload another video with animations I created (although I'm not proud of them...) Right now, it's nothing mind-blowing or well designed atm, but I think with a little help it can go somewhere and possibly inspiring other mods. My main focus is to lay down ground work for potential races. If you are interested in the project in any way (helping out, suggestions, pointers, encouragement), let me know here. (Edit: And...I realized that I missed the 'for' in the title.... and can't change it... if someone could change that, I would appreciate it! ^^; )
  5. You asked the question and answered it well: What warrants the situation? Player choices and enemy reactions. So far, your concept is sound. Here are a few more things to consider in your concept: Environment - The environment were the encounter happens plays a big part in how the reinforcements will arrive...if at all possible. Lets say you are in a bandit cave. How far will the sound reach? A cave would echo the sound pretty well, but would it reach so far as another camp in a far distance? In my opinion, the bandit would need to escape the cave first to sound the call for reinforcements...or at least close enough to the exit that it would be heard. Its a bit variable because of depth of caves vary. This could allow the player a chance to catch combatants trying to flee for help. And depending on the location, they could try to trap or barricade you in so can not escape easily if you can not catch them in time.Raids - Guards always talk about bandit raids, but you never really see them...if any at all. A few mods have tried to address this, but usually ends up being a large group just rushing in at full speed mindlessly. No strategy or anything. It would be nice to see something how thieves do in Riften where they attempt to sneak around, but in a very team organized fashion such as a thief/assassin is breaking into a house, their partner is keeping lookout for anything that may disrupt the operation. If something goes awry, the partner would signal his partner(s) to get away or initiate the attack.Lookouts/Scouts - This something that is always overlooked. If you have a structure of any sort or hideout, you almost always have a lookout/scout keeping tabs on everything going on in the area. So if a scout see the player coming, they can warn the camp to prepare defenses or plan an ambush.Just a few random ideas in the spur of the moment. Hope these help!
  6. Happens to me with or without SBW. For me, changing the ini settings helped resolve this issue, but it occasionally reappears.
  7. Put the INI settings that was suggest. Load game that you saved in an interior location such as an inn (Won't work if you have infinite load outside) Press M and open world map. Press L so that the Local Map minimap disappears and you are on the World Map. Hold down right click and drag left or right (clockwise or counterclockwise) to spin the map around. Make sure you complete one full rotation (meaning you should end up in the same position as you started when you started) Close the World Map Go outside and it should workI was skeptical at first but this has actually worked for me each and every time minus CTD I because mods.
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