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LogicRock

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  1. I just had a thought about using a cloud service for syncing Vortex installations across computers. Would this be feasible? I use Mega and have multiple computers. Using the MegaSync app I can sync files across multiple computers. I just have to right click and flag a folder for MegaSync and it will appear on both computers and be stored in my cloud storage. So would this work or would it cause issues? I thought it would be a way to have mods on two or more computers without downloading them multiple times or manually transferring files.
  2. Try using the decimate function in Blender to reduce the polygon count.
  3. I've already done a lot of work on models in Outfit Studio, but the amount of time it would take me to do the whole mod myself is not feasible with my schedule. If I want this idea to come to fruition I think I'll need help. I lack in the knowledge of textures and editing the game files so if anyone has experience in making mods and likes this idea please reach out. The idea is to make an armor and outfit system that is akin to Fallout 4 or Oblivion or even more thorough than that. For example in addition to stuff like shoulders legs and torsos belt different equipment there would also be bags and satchels and stuff. Any armor or outfit that has a bag or something like that already would have those removed so they can be made into equipables.
  4. I looked for a solution and tried what I saw elsewhere and couldn't fix my problem. I'm modifying the Elven armor to get rid of the big Eagle-face neck armor because the textures have the breastplate under that thing, so I removed the neck armor and added geometry to fill in the gap. First thing I did was separate all the individual segments of geometry so I could get a better view of the chest piece. I separated the pauldrons, belt, legs, etc into their own shapes in Outfit Studio. Then I modified the chest piece. I have tried two methods of exporting, one with the shapes still separated into their sub-pieces in the nif file, and one where I combine them all back to one nif shape. Both methods result in my character having invisible armor. I read that there's a problem with body slots when it does this, so I used the original armor as a reference and copied both bone weights and copied partitions, and still my armor is invisible. Here are some screenshots of my Outfit Studio project with the old and new armor. At this point I'm willing to share the file to someone that could fix it but I really need to know how to fix it myself because I'll be modifying more armor.
  5. I use achievement mods enabler in addition to SSE Engine fixes. Would that cause a problem?
  6. I don't know how to mod with SKSE functions yet, but thanks anyway.
  7. Found this on the UESP Wiki: For all of the armor listed on this site, the provided armor ratings are the base armor ratings. The actual protection your character will receive from the armor is dependent upon your skill in that armor type and any relevant perks that you have unlocked. The rating can also be improved by using smithing to change the armor's quality to "Fine", "Superior", "Exquisite", "Flawless", "Epic", or "Legendary". The armor rating only reduces physical damage, not magical damage. Each point of armor rating reduces damage by 0.12%. Approximate formulas: Item Armor rating = CEILING[ (base armor rating + item quality) × (1 + 0.4 × (skill + skill effect)/100) ] × (1 + unison perk† ) × (1 + Matching Set) × (1 + armor perk‡)I haven't been in the creation kit for a long time but see if there is a way to inject this formula into the fists of steel perk.
  8. Ok thanks. Seems like a tall order, so I'll not think about it for now.
  9. Off the top of my head, I think youd have to go to the perk in the creation kit and add to or change the factor that it modifies.
  10. Use Outfit Studio to chop the sleeves off another set that you like and make it fit accordingly, then export with Bodyslide.
  11. I agree. How can you not adopt the girl in Windhelm that sells flowers and sleeps on the cold ground? Thats like a moral middle finger, its the only real choice, leaving only one other kid to adopt if youre not heartless. It would be nice to send that girl to live with someone else.
  12. No, thats not what I am talking about. Ill try to explain better. I mean, for example, say theres a bandolier. It is made to fit the geometry of the player with clothes or armor on. This means when the player is naked underneath the bandolier, or wearing form-fitting clothing, the bandolier appears to float around the player model. I want to know if there is a way to make it so that the model automatically changes size and shape as the player equips & unequips other items. Such as, when the player equips a bandolier on a naked or shirtless player model, the bandolier is fitted to that appearance. Then, as the player equips clothes or armor, in that moment the bandolier scales up to better fit the appearance of the clothing or armor, no further steps taken by the player. And so forth for any other item, be it equippable capes, pauldrons, etc.
  13. Ok so at least equipabble items could be built with two nifs to at least have a weight slider There are mods to modify character bodies mid-game, like the mods that let you explore CBBE body types in Racemenu. I figured that same sort of system may be able to add a third dimension to the weight slider for equipped items.
  14. Theres a lot of celebrity face presets in existence already so it would be cool to apply those to named NPCs for a celebrity cast of characters. Most notably we have Christopher Plummer as the big name in Skyrims voice cast so a face to match his voice would be great.
  15. Example: Mods with equippable bandoliers, pauldrons, backpacks, capes, and cloaks, and whatever else is applied on top of the base player and outfit model. To my recollection, historically Skyrim works on a simplistic system where geometry scales only between the _0 and _1 .nif files. This means for a mod like Bandolier Bags and Pouches, if you wear nothing underneath the bandoliers, bags, and pouches, the models appear to float over the character model. Fallout 4 has a different system where equipment appears to fit whatever size clothing is compatible with the equipment. With new mod developments, is it now possible to scale additional equipment to better fit character and outfit models?
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