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DamarStiehl

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  1. Let's say I want to edit an Augment, Articulacy for example. I want it to speed up casting by 65%. I use the ARC Extractor/Repacker (http://www.nexusmods.com/dragonsdogma/mods/25/?) to extract the game_main.arc. Now, to simplify things, I get the raw source XML PlAbilityParam.ablparam.xml from this mod: http://www.nexusmods.com/dragonsdogma/mods/113/? In the XML, I find the entry that corresponds to Articulacy and change it to speed up casting to 65%. I save the XML file. AND NOW WHAT???????? Every tut I've read and watched omits the crucial step: how to compress PlAbilityParam.ablparam.xml into PlAbilityParam.59D80140. It's positively maddening: like reading a good book and the last page is written in Ancient Aramaic. Would somebody be ever so kind as to tell me how to do this?
  2. See topic. I know that 1.0.6 will be superseded by 2.0 soon, but I'd like to goof around in the meanwhile. The one available here: http://rien-ici.com/iemod/asset_editor says that it supports 1.0.2, and the author abandoned it. Anywhere I can get a working version? I'm pretty sure there is one.
  3. Hello everyone, looking for help from someone with graphics talents. I would like to include unique-looking Bound Armor in Mighty Magick; specifically, Daedric Armor with visual effects similar to what appears on Bound Weapons. The existing "true bound armor" mod does not quite match what I want. I want there to be separate pieces (a helmet, boots, gauntlets and cuirass, just like the vanilla daedric suit), and they need to look very similar to Bound Weapons. I achieved something semi-similar by editing the Alpha of the bsLightingShaderProperty in Nifscope, and changing the emitted light to a shade of purple. But, the results weren't spectacular - a semitransparent suit of Daedric armor that glowed a dull purple. Meanwhile the bound weapons have flames and such and look like they have a lot more oomph. Would someone be willing to help me out with meshes and textures for this project?
  4. Why not just tweak RealVision's saturation settings until you're happy with it? Good luck looking for something better though... I'm curious about that myself.
  5. I gave CBBE an honest try, and there was always something off about it that I couldn't put my finger on. Even with "make it look like UNP" bodyslide preset. Though at the end of the day it all boils down to preference. Which means installing and uninstalling the two mods a few times and staring at a naked girl on your screen. Some things to keep in mind: - Both bodies have a crapton of mods, skimpy and non-skimpy armor. Some modders are religiously devoted to one or the other body, but in about 90% of times when a good outfit emerges a conversion emerges shortly after. - CBBE has Bodyslide, which affords a wide range of body shapes and is one of its main selling points. - UNP uses vanilla UVMap, which apparently makes it easier to make skimpy armors, I wouldn't know anything about it as I'm no graphic artist, but it's what I've heard. - UNP has a "neck seam" problem that is rather difficult to get rid of. This means that there is a noticeable difference between the texture of the head and the texture of the body (generally, this manifests as the head and neck textures having a different "sheen" to them than the rest of the body). Some mods address this to a variety of degrees. ENB goes a long way towards reducing it; Coverwomen has a very nice "seamless" texture that I am currently using, and Navetsea's texture set also fixes it. Coverwomen makes your girls look fairly idealized, which may or may not be your cup of tea - especially if you apply a sportsy normalmap; again, personal preference - I like my fantasy girls toned. Navetsea swings the other way and a bit too far (in my not so humble) - this texture has some "wear and tear" to it and the nipples in particular are, ehh... go see for yourself. How much you care of course depends on how much time your characters spend topless. - One thing in UNP's favor is that it can use unconverted 7BASE outfits, but it means that your character's boobs and butt will get larger when you put the outfit on. You may or may not care.
  6. Ok, no problem, here is the list of folders, underlying subfolder structure and all files. All target locations are relative to Data folder. NB, in case anyone wonders why the hell I am shipping a bunch of NIF files with Mighty Magick: these are all by maximluppov, and permission has been obtained. 01 Mighty Magick - Main Mighty Magick Skyrim - Main.bsa Mighty Magick Skyrim - Main.esp 02 Mighty Magick - Dragonborn Mighty Magick Skyrim - Dragonborn.bsa Mighty Magick Skyrim - Dragonborn.esp 03 Mighty Magick - Enchantments Rebalance Mighty Magick Skyrim - Enchantments Rebalance.bsa Mighty Magick Skyrim - Enchantments Rebalance.esp 04 Mighty Magick - Artifacts Mighty Magick Skyrim - Artifacts.bsa Mighty Magick Skyrim - Artifacts.esp 05 Mighty Magick - Dragonborn Artifacts Mighty Magick Skyrim - Dragonborn Artifacts.bsa Mighty Magick Skyrim - Dragonborn Artifacts.esp 06 Mighty Magick - Dragon Priest Mask Meshes for Apophysis Textures meshes\armor\dragonpriesthelms meshes\armor\dragonpriesthelms\hood_bronze.nif meshes\armor\dragonpriesthelms\hood_corondrum.nif meshes\armor\dragonpriesthelms\hood_ebony.nif meshes\armor\dragonpriesthelms\hood_greenstone.nif meshes\armor\dragonpriesthelms\hood_iron.nif meshes\armor\dragonpriesthelms\hood_marble.nif meshes\armor\dragonpriesthelms\hood_moonstone.nif meshes\armor\dragonpriesthelms\hood_steel.nif meshes\armor\dragonpriesthelms\hood_ultra.nif meshes\armor\dragonpriesthelms\hood_wood.nif meshes\armor\dragonpriesthelms\mask_bronze.nif meshes\armor\dragonpriesthelms\mask_corondrum.nif meshes\armor\dragonpriesthelms\mask_ebony.nif meshes\armor\dragonpriesthelms\mask_greenstone.nif meshes\armor\dragonpriesthelms\mask_iron.nif meshes\armor\dragonpriesthelms\mask_marble.nif meshes\armor\dragonpriesthelms\mask_moonstone.nif meshes\armor\dragonpriesthelms\mask_steel.nif meshes\armor\dragonpriesthelms\mask_ultra.nif meshes\armor\dragonpriesthelms\mask_wood.nif 07 Mighty Magick - Dragon Priest Mask Meshes for Vanilla Textures meshes\armor\dragonpriesthelms meshes\armor\dragonpriesthelms\hood_bronze.nif meshes\armor\dragonpriesthelms\hood_corondrum.nif meshes\armor\dragonpriesthelms\hood_ebony.nif meshes\armor\dragonpriesthelms\hood_greenstone.nif meshes\armor\dragonpriesthelms\hood_iron.nif meshes\armor\dragonpriesthelms\hood_marble.nif meshes\armor\dragonpriesthelms\hood_moonstone.nif meshes\armor\dragonpriesthelms\hood_steel.nif meshes\armor\dragonpriesthelms\hood_ultra.nif meshes\armor\dragonpriesthelms\hood_wood.nif meshes\armor\dragonpriesthelms\mask_bronze.nif meshes\armor\dragonpriesthelms\mask_corondrum.nif meshes\armor\dragonpriesthelms\mask_ebony.nif meshes\armor\dragonpriesthelms\mask_greenstone.nif meshes\armor\dragonpriesthelms\mask_iron.nif meshes\armor\dragonpriesthelms\mask_marble.nif meshes\armor\dragonpriesthelms\mask_moonstone.nif meshes\armor\dragonpriesthelms\mask_steel.nif meshes\armor\dragonpriesthelms\mask_ultra.nif meshes\armor\dragonpriesthelms\mask_wood.nif
  7. Sure, thank you very much. It should be fairly simple. Here is the list of folders, my notes in parenthesi: 001 Mighty Magick - Main (contains 1 ESP and 1 BSA, required module) 002 Mighty Magick - Dragonborn (contains 1 ESP and 1 BSA, optional module) 003 Mighty Magick - Enchantments Rebalance (contains 1 ESP and 1 BSA, optional module) 004 Mighty Magick - Artifacts (contains 1 ESP and 1 BSA, optional module) 005 Mighty Magick - Dragonborn Artifacts (contains 1 ESP and 1 BSA, optional module) 006 Mighty Magick - Dragon Priest Mask Meshes for Apophysis Textures (contains 20 .nif files under meshes\armor\dragonpriesthelms folder structure) 007 Mighty Magick - Dragon Priest Mask Meshes for Vanilla Textures (contains 20 .nif files under meshes\armor\dragonpriesthelms folder structure) Ideally, I would like there be two pages. Page 1 menu: Checkbox for folder 001 - always checked, must be selected. Divider Checkboxes for folders 002 through 005 - all unchecked by default, user can select any number of them. IF the user selected option 004 (Mighty Magick - Artifacts (contains 1 ESP and 1 BSA, optional module) they get Page 2 menu: Checkboxes for options 006 and 007 - user may select only one. That's it. Hope it's not too complex. Thanks for the offer of help, let me know if I need to add any additional info.
  8. So I want a snazzy NMM installer for the next version of Mighty Magick, but XML isn't at all my strong suit. I find it a bit too complex to try and reverse-engineer someone else's installer, and the tutorials I have found thus far are either out of date, or I'm not reading them right. Can anyone recommend a good tutorial or just help me put together an installer? I can give the list of all folders, files and options.
  9. Apollo, did you pull your individual mods from Nexus? None of them came up in my searches. How modular is this? Particularly, with regards to the interface. Call me old-fashioned but I like my health/stamina/magicka bars.
  10. You! You are AWESOME! What? You don't know WHY you are awesome? It should be obvious: you are awesome because, unlike me, you have an idea about how to create and edit animations. You speak the incomprehensible language of bones, vertices, keyframes and gods know what else is involved in this, while I stare at it with my mouth open and can't even figure out where to start. And since you are awesome, perhaps you can spare a modicum of your awesomeness to help me with a little project. Skyrim's casting animations include two Ritual Casting animations: one for casting a point-blank AoE and another for casting a targeted channeled spell. The full animation plays, I believe, in 5 or 3 seconds. I need it sped up so it plays in 1.5 seconds. I know that I can "cheat" by setting the casting time of the ritual spells to whatever I want, and the animation will begin playing and then "jerk" into its final state. It works, but it's... unpretty. To be sure, I'm not looking for anything custom, no pretty gender-specific stuff that involves hovering, etc.. I simply would like the vanilla animation sped up. I don't really care if it affects NPCs as well (actually, I don't think there are any NPCs that use this animation). If you are willing to help out, please let me know. I'll be mighty grateful.
  11. The new Mighty Magick should be out in a week or so ;)
  12. Just wanted to say thanks for help. With a working example, I was able to sort everything out, and (gasp) write a competent-looking menu that actually does what I wanted it to do. Thanks very much. Cheers!
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