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hoodz

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Everything posted by hoodz

  1. I have lots of free time this weekend so will give it a proper test, just have to remember in which house I left all my armors So far I only got the chance to test one armor from Dawnguard which worked like a charm it was vampire royal armor and the Warchief armor from immersive armors mods so my list so far: Race: Dark Elf Gender: Male Tested armors: "Vampire royal armor" "Warchief armor"
  2. This mod seems to be working pretty well, the only really big issue I found so far is that the crossbows from the expansion seem to bug out when walking in first person, they seem to move back somehow Race: Dark Elf Gender: Male Tested armors: "" Will update the list after a complete test, just wanted to let you know what I encountered so far Does this mod use the third person animations in first person? or what does it exactly do? Keep up the great work! Cant wait to test this out with an Oculus Rift if I get this damn skyrim to work nicely with it!
  3. Im sure I had this mod that added extra animations when fighting, when hitting someone they would stumble and their attacks would be interrupted instead of hitting just a dummy who keeps attacking no matter what hits him, Anyone know what the name of this mod is? Thanks!
  4. Your awesome!! Thanks loads for all this! The dismemberment nodes determine which body parts are shown/hidden when an armor is equipped right?
  5. To what bone is the skirt rigged? the hip? You just need to rig it to the leg bones and then it will move along with that
  6. Just download this No Helmet Mod, in it are a lot of .esp files with names like ebony, dragon etc. Pick the ones you want and it will hide the helmets of the ones you picked. Put them inside your Data folder, if you didn't know that. http://skyrimnexus.com/downloads/file.php?id=562 No I dont want to hide the entire helmet, I just made some bits of the texture transparent But now when I look at it ingame im looking right through it, so I need to change something to show the head again I found out it has something to do with the Partitions in Nifscope, so I changed the value 30 to 131 as this is some elven helmet which still shows the face but now the entire helmet is gone so need some guru to tell me what im doing wrong, and thanks Ghogiel for the BSLightingShaderProperty setting to make it doublesided EDIT: Just tried that doublesided checkbox and for soem reason it isnt working, its under Shaderflags 2, Im not using the correct one? EDIT: nvm found out I have to change it in SkyEdit to make an esp to set it to crown but im clueless how SkyEdit works I can change stuff etc but im clueless how to save over existing stuff and whenever I open up a file from SKynexus it doesnt show any changed records so I cant look at other mods to see what they did, anyone got a tutorial on how this stuff works?
  7. Can anyone tell me how to hide/display the head for a helmet model in Nifscope Atm im comparing a helmet which hides the entire head and one that doesnt hide the head but I dont know where to look to change this What I want is the helmet which hides the face to show the face And is it also possible to make a texture doublesided?
  8. Heres a tutorial on how to get armor ingame, this explains how to do a helmet
  9. Was looking forward to this tutorial, very helpfull! thanks a lot!!!
  10. Ye thats very true and it adds a lot immersion and I for one would love that swing come from somewhere behind me rather than 2 floating arms in the middle but I expect a lot of people would rather see theyre omgwtfbbqpwn weapons as eyecandy instead of it flying past every now and then when slashing away I hope someone remakes that third person animations in first person mod for Skyrim as I loved it and would love it in Skyrim as it has much more interesting moves Another thing that would also be great is if the camera would be attached to the face, this way when you roll or do a power attack you would actually roll and actually turn around, im sure it would be strange at first but damn it would be immersive, combat would also be harder perhaps but the game isnt that hard to start with so that would be no problem
  11. hmm that would be nice. but they're only in front of the character when you have your weapon unsheathed :| i see what your getting at though basically this then: http://www.tesnexus.com/downloads/file.php?id=18617 third person animation in first person I think it would look pretty cool in Skyrim, would be weird when dual wielding to only see 1 weapon untill you slash away but it would be pretty immersive
  12. Keep up the good work, cant wait to get my hands on a mod like this I definately need this mod Im a book collector in Skyrim.... Can see my book collection here So got a whole lot of listening to do :P
  13. Loving the reading, even the sound files with no effects on them I really cant wait for this mod, sitting in my Breezehome, pointing a spell on na book and then enjoying it being read for me :D
  14. Really like this one! I think its much better than the other 2 I think its because the program minimizes degredation. I'm happy to convert all the sound files to sound ethereal like this. You could also go way over the top but it would require very slow reading s dont know if its suitable for every book as some are quite long Here's an example from Skyrim from the whispering door quest (contains spoilers if you havent done this quest): Skip to 1:01
  15. Really like this one! I think its much better than the other 2
  16. Been discussing this problem in this thread: http://www.thenexusforums.com/index.php?/topic/478312-tutorial-3ds-max-skinned-meshes-into-game/page__st__30 You cant just replace it as it uses a blendshape most likely, so if you just swap it out the vert numbers wont match up and you end up with a crash or a mess so you have to change both shapes the starting phase and the full transformation so the vert numbers match up Hopefully I can find out more on this subject next week when I have some more free time on my hands
  17. I dont know what youre trying to add to the werewolf but why dont you start with altering the model for testing purposes, for example sculpt the ears to make them really long as a test to see if this works. Was going to make a major mod for the Werewolf transformation but seems I also have to wait untill this gets figured out... Another thing I noticed when I was messing about with the console is that the beginning phase mesh of the transformation did not go away anymore, so maybe its stored in or around the body mesh just the visibility is disabled? Now im really guessing here as I havent unpacked anything yet, I really hope this gets figured out as I was planning on making different transformations for some races
  18. I havent done any modding but Ive been messing around with the console because I broke something ofcourse... I found a strange broken mesh of the werewolf around my character when I used the setrace command when I was transforming back So I think this broken mesh is some sort of blend shape which is equipped/placed around your character when you transform, if you edit it or add anything to it the amount of verts/vert numbers wont match with the second blend target which has the exact same amount of verts and vert numbers and thats why its crashing I guess, as stated before im not too experienced with all this modding for Skyrim and im just guessing atm but I was planning on changing the werewolf too so would liek to know why it keeps crashing What you could try is locate both models and then add the exact same teapot to both files to see if it works but I highly doubt there are 2 files as normally blend shapes are stored in a single mesh
  19. I just tried this and I still only see 1 weapon, the weapon in the right hand
  20. It does mess up tranformations, I changed from Nord to Dark Elf and everytime I transform into werewolf I get changed back to a headless Nord when the transformation is over in order to fix it I have to use player.Setrace to change back to my Dark Elf
  21. Maybe use the favourite menu to display the items? Put them in favourite menua nd theyre showns, take them fromt he menu and theyre gone? Im just guessing here I have absolutely no scripting knowledge, maybe even go so far that it restricts a certain ammount of items - 2x 1h weapon - 1x 2h weapon - 1x shield - 1x bow - 1x quiver
  22. Im not sure but I think if you edit a mesh you also have the rig the entire mesh again. Correct me if im wrong :P But I would also love to see something like this, cant stand the fact that I cant see my weapons while casually walkign around I could give you a hand, got plenty of 3d experience and was planning to make armors for Skyrim Only problem is that I dont know where to start yet with the CK not being out yet
  23. This is the FO3 mod, which adds multiple holsters http://fallout3nexus.com/downloads/file.php?id=7531 really hope someone can port it to FONV now the script extender is out
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