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BlakeDrapeta

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Everything posted by BlakeDrapeta

  1. Two of them are decent, and the other two look kinda weird. I was more bothered by how the male faces just look like Orc faces. I honestly haven't looked at the female ones but I'm guessing it's the same case. There's nothing human about them. Nothing wrong with that I guess, some players wanna look orky, but others will want their half-orc's face to appear more human.
  2. Your orc voice sounds amazing! Someone would need to extract a set of Tav voicelines and transcribe them for you, although it may be easier if someone showed you how to do that on your end (extracting the sound files you need). After that and recording / editing the new ones, adding a new set to the game should be pretty straightforward. Now we just need someone who can do a good dwarf voice.
  3. Title. I love him as a character, but not a fan of his curly hair dew.
  4. Fallout 4 has mods for this, not sure if the functionality exists in Skyrim. The only mods I've seen are those which remove the model of the headgear for everyone wearing it. The only possible workaround I can think of is to make a smithing recipe for invisible versions of helmets, for which the only ingredient is the visible version. Then you can have recipes to turn them back, for which the ingredient would obvs be the invisible version. That way all you need to do is visit a smithy to do it, and you don't need to create duplicates. Mind you I'm just spitballing, someone who actually does this stuff could tell you if this would work, idek if you're allowed to use armor pieces in place of crafting materials.
  5. If you want a program which streamlines the process and does things like painting or dynamic map generation while the texture is mapped to a mesh, I'd highly recommend Substance Painter. As software of this quality goes it's actually pretty cheap and you can get it for a one-time payment on steam. Definitely recommend looking at some youtube videos for it to get a better idea of what it's capable of.
  6. Yes, but not in the way I think you're intending. You can't mix separate materials / textures as an in-game function, but you can create them yourself and mod them into the game individually. I'm assuming you mean outfits and individual pieces of armor in this instance.
  7. I don't know of any mods which fix this, but in future runs I'd highly recommend the synth overhaul mod for fully armored synth enemies.
  8. Basically, but bigger. I think the devs were going for a mishmash of a grease gun and an MP 28.
  9. Re-model is coming along nicely, I'm excited to get it into substance painter and create textures for it. The model at the bottom is an export of the original that I'm using as a reference.
  10. This would be good. A lot of the quest chains are short and poorly thought out. If I could make a suggestion, if you do this, please fix the inconsistencies/pigeon holing in many of the faction quests. For example, that thieves guild quest where you have to sneak into goldenglow estate. They SPECIFICALLY say, "don't kill anyone," and, "don't kill the boss guy". You can do both without any repercussions. In this instance it would be cool if not being detected was an optional objective, while killing anyone will reduce your reward, and/or killing the boss guy will get rid of it entirely. Another example is the quest where you sell your soul to Nocturnal, and they don't give you the option to turn her down. A lot of the quests and dialogue are riddled with crap like this.
  11. The vampire lord form does look really stupid. The entire idea of the VL would better serve as a set of abilities that clan leaders possess rather than digivolving into a poorly animated, floating monkey.
  12. It would be nice if we could get the FO3/Oblivion style dialogue box back (centered at the bottom of the screen, wider and with larger text). In most Bethesda games I like talking to people and exploring dialogue, but half the reason I don't like it in Skyrim is because the text is tiny and it's pushed off to the side, and the other half is because you often only have a single possible response to choose from (though that's a different topic). If this mod were made, I can say I'd definitely use it 100% of the time.
  13. A lot of the blame for the state of NV falls on Obsidian, since they developed it for Bethesda, who I assume were working on something else at the time. Bethesda's work isn't always great, but Fallout 3 wasn't nearly as terrible as vanilla NV.
  14. Alright, I'm just rewriting this for anyone who may search this topic later. If you want to mess around with the GUI, you will need... 1) Adobe Flash CS4 or later 2) A functional SWF decompiler (I'm using Sothink) 3) A BSA unpacker of whatever sort. You can find them on the Nexus site. In addition, a knowledge of actionscript and flash will make your efforts much easier. I've only just started, and luckily managed to find an answer to my original query using the search feature. Good luck in whatever it is you yourself are doing, I hope this information proves helpful.
  15. Ah okay that fixed it, works perfectly now. Thanks a lot man
  16. Okay I tried the script but when I reached level 2 in game it didn't give me the perk. Here is how it appears I had to make one or two edits so it would work with the proper names. scn CNMightyFistsChallenge int pLevel int rank begin GameMode if pLevel >= player.GetLevel return endif set pLevel to pLevel + 1 if pLevel < 2 return elseif pLevel > 30 return endif set rank to (player.HasPerk CNMightyFists) set rank to rank + 1 if (rank < pLevel) player.addperk CNMightyFists showmessage CNMightyFistsMsg rank endif end I also tried an alternate script, but it didn't woprk either (my first script so be gentle). scn CNMightyFistsSCRIPT int plevel int rank begin GameMode set plevel to player.GetLevel if plevel == 2 set rank to (player.HasPerk CNMightyFists) endif if (rank < (plevel - 1)) player.addperk CNMightyFists set rank to rank + 1 showmessage CNMightyFistsMsg rank endif end
  17. Hi, I've been working on making a challenge perk, but the type of challenge I need isn't listed in the drop-down type menu. One option it does offer in that menu though is the 'scripted challenge'. Its granted that I'll have to write a script for this, but the challenge window doesn't give me an option to choose a specific script, so I'm guessing the exact challenge in question will have to be specified in the script itself somehow. How do I do that? Also, do I need to use a challenge, or can I substitute/bypass it entirely with a script? I ask the second question because I notice the challenge still asks for threshold and interval values, and I don't know how I would make my script work with these or if it would mess up my script if I didn't write it properly. http://i858.photobucket.com/albums/ab145/Malrang/challengepic.jpg Here is what I have so far. scn CNMightyFistsChallenge int pLevel begin GameMode set pLevel to player.GetLevel if pLevel == 2 ;here is where I'm stuck, I don't know what to do with this after this point. The intention of this script would be to reward a player with a perk when he reaches level two, and every level until level 30 (until his rank in that perk reaches 29). Any help would be appreciated.
  18. I've been familiarizing myself with it in the process of working on a small mod. Part of this mod entails the use of custom perks. I'm trying to find the data/files that some perks use for things like kill counts. E.g the Bug Stomper perk uses the challengebugscript, but neither the script or the perk have the information on how many insects the player has to kill to achieve each rank. Where is this kind of info stored, and how do you make it yourself? Thanks
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