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darkgondul

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    Divine Divinity
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    Gothic

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  1. If you look on your Skyrim main folder you'll see a second Skyrim folder, inside there is a second SkyrimPrefs.ini document (\Program Files (x86)\Steam\SteamApps\common\skyrim\Skyrim), do the same modification that you've done for the regular SkyrimPrefs.ini on your documents folder (\Documents\my games\skyrim).
  2. Skeleton bones can't be moved just like a normal mesh, especialy in Nifskope where you can't move a singole bone or a Skeleton in the z,x and y axes, however you can always resize a singole bone and that will affect the next bone or bones as well (and the part of mesh that have a weight paint as referenze for that bone/bones) You can always try to make 3 copy of your base skeleton (dummy copies), adjust the position in the dummy then copy paste the bone at the respective node in the skeleton that you want to edit, don't know if that could work, but you can always try, just rember to make a copy of the vanilla skeleton in case something going wrong.
  3. Just make your own for now, show us your interaction overhaul mod, it'll be enough to convince a future collaboration, and make a nice publicity for it, don't waste your good work, this is just a suggest, again just like a month ago good luck ;)
  4. Well not all the mod are the same or use the same method, apart they cover different type of animations, it's better to have one single mod that work to more animations in the same way then have 100 mods that work for each animation.
  5. An idea opening/closing doors or switches actions, I love the Gothic series and in that rpgs your idea is involved, every action have an animation and the basics don't have a menu for it, for example grab food and eat, others have a real time menus just like the "sleep action", for books is a little bit different, the character grab the book and start the read animation and the pages or map view start after 2-3 seconds of retard. it wiil be great to see something of that in Skyrim, good luck. EDIT: I almost forgot, you mentioned a very good mods about immersion, but there's something that breaks the immersion, i mean the global action flow, in these mods the work flow is: -push the action button to activate. -make a choise from the menu or inventory that will pop up. - start to play the animations. -end animation/interaction. In my opinion a good flow of interactions would be: -push the action button to activate. -start to play the animation. -make a choise from the menu or inventory that will pop up. -end animation/interaction. This is just a personal impression, it's a little thing, but for someone that played games just like Gothic know the different immersion experience between the normal Skyrim interaction/animation system and this suggested, again good luck with your work :)
  6. One thing that I really don't like about cities of TES game are the internal streets and location of buildings; In a fortified city the distance between buildings it's short, in Witherun there are empty squares (streets \ sarcasm) everywhere, if you're planing to add more buildings then i suggest you to think about a defile streets with shops on both sides (for example, but still a lot of work), that will give immersion imho, becouse when I see all the Skyrim cities i see a bonch of villas with garden that compose the town, not distinct quarters that give a sense to the kind of their activity, maybe the gray quarter of Windhelm it's a good looking place, but it's empty at the vanilla stage, good work though =) Example of what i mean.
  7. Try the 1.1.0 rc4 version of Nifskope, and btw, the Num UV that you're looking fore it's colled BS Num UV in the latest version.
  8. Sure and thank you for the replay, so I'm "trying" to moving the existing bones without destroying the connect between the nodes, it's just a rotation and a resize of they, someone told me that it's enough NifSkope for that, but I'm not sure because every movement of meshes parts on it it's resulted useless in my past experience and nifskope didn't load the skeleton with a creature mesh instead of the 3D Max .nif plug-in, in any case i tried on 3D Studio Max and nothing, all the bones are disappeared after the exporting.
  9. Don't know if it's the right place (sorry if isn't), but i need a little help on a custom skeleton file for a redone creature, it's just only a replace of bones position, but when I export the .kf-.nif file all the skeleton are gone, i've already tried to check all the right options on the export window from 3D studio Max, but nothing, any suggest?
  10. Nice, happy holydays for you too, hope to see your work soon :thumbsup:
  11. Uhm, personaly I'm using the Illuminated Tree LOD, it's the best for me and I'm using the Texture Combiner, so there's a lot of variety, then I suggest you to give a look at the Skyrim Configurator for the .ini tweaks, you can do a lot with that, examples: http://img341.imageshack.us/img341/2449/2012122200003.jpg http://img96.imageshack.us/img96/2171/2012122200009.jpg http://img841.imageshack.us/img841/9127/2012122200019.jpg
  12. Morrowind models, or better, original bethesda models are broke as hell, i tried to had some friendly approach with their a couple of times, but they are full of dirty points, imho it's a waste of time, you'll spend much more time to correct the original model then to create a totaly new one by using the original as image or idea reference; But if you don't want to lost your work you can use some "tricks" to identify the future topology problems, for example you can, on Blender, use the modifier Subdivision Surface to detect the incoherence between the vertexes, more it's high the Subdivision level, more are clear the errors, or after an high level setting you can give a roughly hand in sculpt mode by using the Smooth brush all over the model, it'll highlights th topology problems, after that cut the model in two parts and delete one of them, correct the less broken part and use the Mirror modifier after the correction work; These are little suggestions that i can tell you, isn't a lot and i'm sorry for that, but as you know experiences are made it by attempts, it's all matter of passion in this ambit, keep on and sorry for the bad english, isn't my native linguage, may you've a nice day. :wink:
  13. If i can tell you..nope, the only things that I can suggest you is to restart with a low poly model based on quad face (you can try the Tris to Quad command by pressing the spacebar and typing "Tris to Quad" on Edit Mode, but it doesn't work for all the polyfaces), or pay attenction to the double vertex (you can always clean your topology with spacebar, then type "remove doubles" always in edit mode) and before the export operation flip the normals (again, space the type "flip normals"), do all that if the model it's to complex; Some hints: For an helm start with a cilinder mesh and subdivide at last 4 time with the ring operation (Ctrl+r), don't use the normal subdivide operation, it'll add to much vertex that you'll need, then start to model roughly your idea by move the few vertex, after that export it with the UV on Mudbox and start your work by subdividing your model for the sculpting; An other way to prevent this problems is by make the rough model with the extrude (press E by selecting a face, a vertex or a edge) operation, more easy way and intuitive too. Blender it's a little bit frustrating for the first times and the sculpting require more resource then Mudbox or Z-Brush, but i love it. Aww I almost forgot (I was near the bed after the last cigaret lol) try the Edge Split operation after a vertex cleaning :tongue:
  14. I don't know if someone posted to you or if you already know it, but take a look at 2:00, maybe you can just contact the author and ask for a suggest.
  15. Done already, just a little adjust on the r/g/b channel caused by dynamic color balance, for the rest it's ok (thanks to the HD contrast setting), i'll keep the eye on your work also, know it's time for me to make the hands on some animation, I'll try just like the past, but for now I've done with enb conf, enough :tongue: Thanks again (10:50 p.m. here) may you've a nice evening ;)
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