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theuseless

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  1. thanks and kudos JkKiler.

     

    I have learned that one of the only differences is the handling of AI. It seems that Navmeshing is what fo3 uses, instead of pathgridding as in tes4. If there are any other basics that I need to learn, please post.

  2. Of course you know that targets don't go flying when hit by bullets like they do in the movies.

     

    I would have to disagree. Some guns will definately push objects around. Check out the Smith and Wesson 500. This 50 cal will send a pallet flying off the top of the stack! Thanks for this script bit. Kudos.

  3. Hi. I have extensive experience modding Oblivion. I know how to use Nifskope, bsa commander and I am very familiar with the Construction Set. I can handle most things I need with vanilla scripting.

     

    I don't like how Oblivion handles dialogue however. With no dialogue, I don't feel inspired to write into my quests. I have made all my quests free form. I am far more interested in fo3, for this and aesthetic reasons. My question is thus: What do I need to know about transitioning my knowledge from tes4 to fo3? If there are any modders here who have made the switch, please let me know what differences there are. I understand that I can do most of the things the same in the Geck, and I understand Nifskope is fairly unchanged as well.

     

    Please if anybody have any tutorials I would like to read them. Any suggestions, thoughts or reminders would be nice too. I have played fo3 with mods on a friend's computer, years ago. I understand that most of the structure is similar or the same.

     

    Any input is welcom,

    theuseless

     

    -edit-

     

    I know about the weapons packs, but if anybody knows of good animation packs or other large modders' resources, please post them as well if you will.

  4. Find a Blender or 3ds Max person and I will do the texture work for it. It seems that there are plenty of photos to start with. I can't believe this is out there, untouched. It would be cool to see this castle remodeled (irl). Thanks for the info. Most of the meshes could be altered or used from vanilla resources. There are a few that would have to be hand made. Some of the crumbled areas and rubble would be hard to make.

     

    I can make textures including normal maps, etc. I don't know where you would find real estate to accommodate such a large structure, but pm me if you find more team members. This just might be cool enough to make wherever you want it. You also need to find all the blueprints for it. Please put these up as a separate article.

     

    -theuseless

     

    -edit-

     

    I think this would be even cooler in fo3

  5. Without doing a google, I would think that the title is asking for a sex mod? The title sounds like a conjecture (joining two words) of Syphilis and Nymphomania. So I would assume the mod request is for somebody who has a fetish for people with syphilis. Upon a google search however, I find the definition pertains to a musical instrument. Refining the search to "Tales of Symphonia" reveals the game.

     

    I would re-post this in the Mod Requests forum here. Post it with pictures of what you want. I doubt anybody will be willing (or able) to create all the pieces from that game. Pick a few that you want to see added and make a request. Look up other modders who have done similar work. You can't port these directly so copyright isn't an issue. Again, please post this in the proper forum, with more clarity.

     

    Sorry about the foul mouthed post, but I couldn't help it

    -theuseless

  6. Am I the only one conceited enough to pick their own mod?? l pick Castle Tharnstein lol!

     

    But seriously, you should check out the TOQL (Top Oblivion Quests Link) by devakm,

    http://devnull.sweetdanger.net/quests.html

     

    This is a collection of well made quests. Some are long, some are short. But they offer the best story content additions. I do like some of the aforementioned mods:

    Armamentarium - Adding to the leveled lists is a plus

    Hotkeys - This is a great feature. As previously stated, it is a boon to mages. It also makes an assassin far more deadly

    Unique Landscapes - If you want your world to come pre-packed with environmental goodness

    Elsewyre - What a wonderful mod! So much time and work went into this one

     

    But ultimately, I am going to have to stick with my vote on my own mod. As shallow as it is.

  7. Ok, so first off you should keep it simple. I like the idea of the summons, but I don't have the time to make them. As for adding them to specific characters, that would be time consuming and would make possible incompatabilities. You could instead add them to leveled lists, so that all characters able to use them would. Sounds great, but as I said, I have no time for it. I just troll here once in a while to see cool stuff like this get made :teehee:
  8. I like the idea, if you can make it. I can't figure out how to do this as I'm not good with Obse. I have potions in my mod, Tharnstein, which summon regular creatures. But to go back on topic, it would be easier to make a teleport spell. Also it would be called "Summon Target" instead of summon everything. When I added my vote, I thought you were talking about some sort of greater power to summon all summonables at once (it can be done). You could make is so that you can only use it once a day and it drains your healt to 1 or something.

     

    But yeah, it would be cool to Haskil anybody.

  9. better cities

    quarl's texture pack

    armamentarium

    armory of the silver dragon

     

    these are all mods to make the game look better. They don't change the game play. Many people complain of the limited weapons and armors. I have a mod that has a lot, but like LFact stated, you realy should try the game without tons of game altering mods. Beautification is great, but breaking the game before you even start is wrong. Also most of the TOQL (top oblivion quests links) is a great place to get good story content without compromising too much of the game.

  10. I promise to treat them well. I don't condone puppy farming, feeding puppies to other animals or the like. I really am requesting on behalf of another modder. I kinda hijacked his idea a little and got carried away. Now I realize that there might not be a puppy mesh out there. I searched for hours and found farm animals, fish, birds and cool insects. I could not locate anything with a puppy however. When you google search oblivion.nexusmods.com for the word puppy, I am unable to find any reference on any page related to it.

     

    My buddy, scarycave, has done a lot of hard work on a companion mod. He proposes to have dogs which can follow you. These dogs give you bonuses like companions in the fallout series do. I was thinking it would be cool to make a large variety (he would only need to minorly alter his existing work). You would only be able to have 2 dogs on you at a time (or 1, whatver). If you had less than 2 dogs, you could go to the farm and get a new, randomized dog. This would make you want to keep that "special" dog alive.

     

    The puppies don't have to even be creatures, nor does the momma dog. Just as long as they move a little (so you don't get any dead puppies lol). If somebody is talented enough to do this, it would be an awesome mod!

     

    thanks,

    theuseless

     

    original thread:

    http://forums.nexusmods.com/index.php?/topic/735668-need-an-opinion-on-a-mod-im-working-on-yes-its-a-follower-mod/

  11. I like this mod more and more. I like the modders involved more and more. I invite y'all to pm me any time with questions or requests. If I can I will help in any way possible. I am still going to dedicate my mod as first priority. But if I can do something to help, I will. I have already got some outlined ideas for my mod which I could share with you. You could run with the concepts as long as you own them as your own. I have been reading summaries of Japanese Kabuki plays. I love the Kabuki theatre. It is exaggerated and bold. It has power, depth and tradition. I have been drawing off these plays as well as Japanimation. If it worked for Tarentino, it could work for me. I'm also looking into the elements of a story. I'm not doing the Hollywood version either. There are no pieces of paper in a hat that I'm randomizing. The first part of a plot is character development. So I have researched psychology a little deeper. Check out the enneagram, astrology and anything else that boils humans down to base emotional elements.

     

    But seriously people, I laid my heart out earlier in this topic. Please post memorable video game moments. You could even post the last movie which moved you, and why. I just watched all the episodes of True Blood available. I personally was crushed when they made Tara a vampire. The poor girl had been tortured, raped and used like a wet rag. Her life was complete dung. If there was anybody who just deserved to die it was her. Put the poor girl out of her misery. But no. She is turned into the thing she hates most. It was heavily forshadowed throughout the plot, but it is another example of how twisted a plot can be.

     

    You could make an avid vampire hunter. Vampires killed his family and fed them to him when he was 10. Then they tied him to a tree in the woods and left him for dead, covered in blood. A vampire hunter comes along and adopts the poor boy. Now you find him on your trail as his latest hunt. He is persistant, good and elusive. His heart is as twisted as yours now, but he is filled with a hate for our kind. You see him bleeding out after a random bandit got the jump on him. You have 3 options. First is to feed off him till he is dead, killing him the worst fashion he could imagine. You could kill him quickly, out of mercy (if you believe in such weak notions). Or you could turn him. Make him into what he hates most. This would create the worst enemy you have had yet.

     

    I mean, we could go further on this one character, but you get the idea. His character outline would be enneagram of 2 (the perfectionist) and horoscope of Leo (selfish but just, a born leader). We have background on his youth. We can say that his mentor was killed on a raid, making him that much more bitter. He isn't selfish when humans are involved, but loves the sound of his own voice. Being a perfectionist means that he has devoted every aspect of his life to hunting and killing vamps. He is methodical and clean at it. His wickedness and cruelty are only seen when involving vampires, but that is now his life.

     

    There we go. One story line to possibly consider. I used this same concept in my mod, but not specific to vampires. I am going to use my twisted crusader as a wild card. What you do with him will impact every other part of my story. But that is just my mod.

     

    Please people, POST!

     

    -edit-

    What's the best malted scotch (I like highland but that is me) out in Scotland? We drink Craggenmore here, as it is less than 30 euro (translated) and tastes amazing.

  12. I'm completely lost when it comes to blender work. Sorry I can't be of further help. Sounds cool tho. I haven't played the game in years now. I have been obsessed with the completion of my own mod, Castle Tharnstein. I look forward to seeing your mod. Maybe you could release it as modder's resource (so I can use it in mine lol). That would be great.
  13. lol. Kudos to ya! I looked around for a while. I could find all kinds of farm animals, rabbits, unique monsters, and even birds and fish. I could not however find a puppy mesh on here. I would love to see you make the puppy version. I am going to request puppies on the mod requests forum. If you do make a puppy mod, please pm me if you can remember. I think it would be awesome!!!
  14. Making a quest with begin GameMode blocks initially enabled is considered sloppy to some. It will make your code run every frame in every cell. It isn't a big problem, it has a simply solution. I'm sorry about pm'ing you this but I feel it is that important to say it twice.

     

    You can make the code disable itself with a simple function. Once the function has run, it will make the code stop running in each frame.

     

    ScriptName RamPolFollow
    
    short raminusfollow
    
    Begin gamemode
    
    if stopper == 0                            ;<--this is going to be set to 1 by an event, which also enables this quest.
      stopquest RamPolFollowQuest ;<--whatever your quest name is here
    else
    
    if ( player.GetStage IA01UnofficialBusiness < 10 ) && ( player.GetFactionRank MagesGuild == -1 ) && ( GetPCFame >= 67 ) && ( player.GetLevel >= 20 )
           SetStage IA01UnofficialBusiness 10
    
    endif
    
    if ( player.GetStage IA01UnofficialBusiness < 10 ) && ( player.GetFactionRank MagesGuild == 9 )  && ( GetPCFame >= 45 ) && ( player.GetLevel >= 20 )
           SetStage IA01UnofficialBusiness 15
    
    endif
    
    endif
        set stopper to 0
        return
    end
    

     

    Now, uncheck the box which makes it start game enabled. I assume that you are setting IA01UnofficialBusiness to another number (is it 5?). You could do a player level check to see if they are 20 or higher, then enable the quest. Or you could make a check that did this on an activator in an onload block. Any way that this can make sense to you will do.

     

    What I am suggesting is that you make an activator which simply does this:

     

    scn IA01questStarterScript
    
    begin onLoad
    
    if player.GetLevel >= 20
        set RamPolFollowQuest.stopper to 1
        startquest RamPolFollowQuest ;<--whatever your quest name is here
    endif
    
    end
    

     

    Now you can attatch this script to an activator object (you don't even need to place it in visible range). Whenever the player enters a room with it in it (like the mages guild buildings), it will make a check and potentially update the quest data, forcing the code to run. When the code is done running, it will set the stopper back to 0, which will make it disable itself. Nifty, huh? You can add the activators to the mage's guilds and not worry, just let people know they are there. Let people know it will not conflict with other mods, as it won't. Unless you don't change the form ID....

     

    This should work well for you,

    theuseless

  15. Well, that is why I have a save in the sewer. This save is clean, with no mods. I saved directly before the grate which allows you to finalize your character. If you save here, you can load your mod freshly and test it that way. There are some things, such as mesh placement, which don't update in the load.
  16. @ deathbythunder (and many others in this post):

     

    Please don't hijack other people's posts. Make your own. This will ensure you are not rude. It will also allow people who can help you to identify if they can.

     

    Now. Why don't people read posts here before trying to make their own? Why are people trying to run without walking first? Oblivion Mod Manager is a great tool for first time modders. This is a good place to start. You should read the sticky posts in Oblivion Mod Talk. They will get you started in the right direction. Now deathbythunder, you want to do a bunch of stuff that I think you barely have an idea about. First, you need NifSkope in order to view Nif files. People use bsa commander to pack/unpack bsa files. You don't need to alter either to make an esp file. NifSkope and bsa commander are programs for experienced users. Stick to using a couple of mods at a time and see how that goes.

     

    Remember to only install one mod at a time. This way you know which mod is messing up your game. Most mods will be compatible, even if they say they aren't. Try out some of the bigger projects, like Open Cities, Unique Landscapes and other great mods. Start slow and work your way up. No need to rush. But always read the stickies and search the forums before posting questions please people.

     

    -edit-

     

    @ CB fire:

     

    Please read all the posts above, re-install like it said and then see if the changes work. I hope that it is only the graphics on Oblivion, not all graphics (like youtube). More than likely you need to re-install like suggested. Oblivion was designed before windows 7 was released.

  17. If you have been playing with mods and the game is no longer fun, move on to another game. Simple as that. If you haven't played with mods, look up the top oblivion quests link (the toql). That will provide you with hours of extra story content, all top rated and great mods. Or learn how to make your own mod. That can be challenging but will teach you some rewarding skills.
  18. I personally don't use companion mods at all. But I do like the concept. I think that simply having 2 esp's would be simplest. One essential and one non. I have a castle up with a large armory. I offer it without the armory (it is smaller but by no means small). I get downloads on both files. I say leave the decision up to the end user. You could also set up a spell that sucks life out of the character to reanimate the poor hounds, as a means of Necromancy. Or you could make a script which made them resurrect after a certain amount of time, or when combat ended.

     

    I personally have a problem with harming my own companions. It sucks. You could also try to find a puppy mod and make a house with a mommy and daddy dog, with puppies. This would explain where the new dogs are coming from and keep people coming back to your little cabin :tongue:

     

    -edit-

     

    I'm looking now for puppies. It would be cool to have maybe 30 different dogs. You would get one randomly each time you see the parents, up to the maximum of two owned at a time. This would make people try to keep their dogs alive if they liked them, or send them in to their deaths otherwise. I understand your want of a small file, I minimize mine as much as I can. But if adding extra cool means making it slightly bigger, I'd say go for it.

  19. Again, this process sounds daunting. You have to download at least 6 files. (Gimp, the 2 plugins for it, bsa commander, the Construction Set, and possibly dds converter). But it isn't that difficult. Don't let this daunt you. It will come like second nature to you. I had been doing NifSkope work for a few months, then my computer crashed. I got a new one almost a year later and can still do all the things I used to be able to do. There isn't much to it. You don't need to remember large volumes of script commands, variables or arrays. It is just learning how to decipher the free programs we have available.
  20. Kudos to all who have posted on this so far.

     

    Gimp just released their new 2.8! It is amazingly better than 2.6 in many ways. Gimp is a very powerful tool. You will need to get the plugin for dds and the plugin for normal mapping. The dds plugin will save in the correct format, but I find dds converter to be simplest. Paint.net is another staple tool people use. Dds stands for Direct Draw Surface. You can add things like normal maps, glow maps and gloss maps. Just to name the common ones. A normal map makes a 2-d object appear to have 3-d properties. It tells the computer to render shadow and highlight effects based upon an otherwise invisible image. Glow maps do the same effect for glow. So you can add glowing words to a weapon, etc, with the simple knowledge of these tools. Gimp is, in my opinion, a more powerful program than photoshop. It isn't quite as easy to use, but any skill you have at photoshop is translated instantly.

     

    You can start to retexture items very simply. Please don't be scared off by the couple of terms supplied above. It is a cinch and we will get you started soon. To start, we will modify a vanilla mesh to have permanent blood stains. Get bsa commander and open Oblivion - Textures - Compressed.bsa with that tool. Now extract all contents to your out folder. This is the default folder for output. We are decompressing all the textures used by oblivion. If you wish to only extract one, then grab textures/weapons/silvershortsword.dds and textures/weapons/silvershortsword_n.dds. You can click on where it says name to organize by name. Note that bsa commander takes a while to load sometimes.

     

    Once you have the two files, I like to copy them to another folder, I call it project. This way I have a backup of all the original files. Right now, we will be using only one file, the silvershortsword.dds. We won't even touch the normal map (silvershortsword_n.dds, the _n.dds tells the computer this is the normal map). We will simply use the one they provided.

     

    So once you have installed the Gimp (with dds and normal map plugins), load the silvershortsword.dds. You can now make any blood effect you would like. I'm sure you know how to make color/overlay/transparency/etc work for you. I like to either flatten the image and export (save as) the image into jpg, or merge all layers into one with transparency, then save as .psd photoshop document. Now you should have a renamed texture like bloodsilversword.dds, bloody.dds or whatever. It doesn't matter. Texture names don't need to be unique, the file path will do that for you. Now we need to translate the file. Use Paint.net or dds converter. If you run win7 paint.net is easier. Load the jpg you saved and convert it to dds. We use dx5 with 6-8 mipmaps. This is simple with dds converter on winXp, I haven't used paint.net. It can't be too dificult for you to figure out. I use dds converter on win7 still and it is a pain. I just don't like reliance on the cloud.

     

    Go to your Data/Textures folder and make a new folder with your name on it. Copy the bloody.dds file here (or in another sub folder named silver). You will want to copy and paste silvershortsword_n.dds here as well. Now rename that file to bloody_n.dds. Use whatever name you want, but make sure it matches exactly the texture we made.

     

    Ok, so what now? We should have a blood enhanced image for our texture. We now need the mesh to attatch it to. Go back to bsa commander and open Oblivion - Meshes.bsa. You want to either unpack all of them or just get Meshes/Weapons/Silver/shortsword.nif. Some people like to unpack the whole contents and then browse folders, others don't want to waste the space for it. Your choice. So now we have shortsword.nif. You are going to need another program for this, NifSkope. This tool is powerful, complicated and wonderful. Now open shortsword.nif inside NifSkope. You will get a little tiny field of render window, with lots of names and strings of variables,etc. Don't worry, we will get to where we need simply. Again, this has been painless so far, right?

     

    So we have the mesh opened in Nifskope. We will click anywhere on the mesh. Note that it includes the sheath. The sheath remains displayed on the belt or back when the weapon is drawn, don't worry. Click on any part of the object. It doesn't matter if you click the sheath or the handle. All part of this object are tied together, meaning if we change one instance, all will change. So when you click there, the window on the right should expand. You will have a blue highlight on the left. If it doesn't say NiTriStrips, zoom in and click again until it does. It will have a number before it, which is irrelevant right now. Expand the NiTriStrips by clicking the arrow. Now expand NiTexturingPropery. You will see a little purple wheel. Click that to open the menu to find your texture. You can also double click the name next to it and enter it manually. Choose the file in your Data/Textures/(yourname)/ folder. Always make sure that the texture name doesn't include the full path. It should read Data/Textures/yourname/bloody.dds. We don't need to change anything else. Save it once you have added the changes. After you save it, you can right click on the sheath, then go down to block, then click remove. This will double check that the blade was changed. You don't need to save after checking. We can now place the object into the CS.

     

    You will now need to download and install the latest version of the CS (construction set). There are tricks to making a new mod, you need to read a tut on that one. Or just add it to the game with any other mod. For now, I don't think you need to release a blood stained short sword, so I will use HouseMod as an example. Simply use a small house mod for now. You can learn how to make your own new esp later. When you open the CS, you need to load an esp (elder scrolls plugin). click the folder button on the top left. Now double click the HouseMod.esp and set it as active. Click ok to load. Once it has loaded, you will need to add your sword. Go to the left of the screen, where it says Items. Expand this field, then expand weapons, weapons again. Now find the area it says silver. We are going to double click where it says EnchSilverShortswordAbsMagicka. We don't have it in the render window yet. It should give you a bunch of options. You can change any of them, but the most important is its ID. The Object ID is the most important part of modding. You should ammend this with a prefix, or change it entirely. I would use theuselessBloodyShortSword for example. This ensures you don't conflict with anybody else. Now you can change anything else, such as enchantment, damage, health, etc. We now have the game recogizing a new ID, but we need to make it use our mesh. Click on where it says Mesh and browse to your project folder. Find your .nif file (mine was Bloody.nif). Click on ok, then save it. The CS will ask you if you want to make a new form, say yes. Now we need to place it in the game. Go to the bottom box, it should say Interiors. Go to AnvilChapelHall. When you double click that, it should open the render window. I double clicked on the apple and then go the render window. You can hit the "T" button to get top view. Then zoom out a little with the middle mouse wheel. Go back to the objects window on the left. Find your new short sword. Place the sword into the chapel hall. You have now added your content to a mod. You can save it. Make sure that you use a new esp if you are going to release your work to the public.

     

    There are some great tutorial on the sticky above on this forum (oblivion mod talk). Once you have this simple process down, you can explore blender and all the other stuff you can do with NifSkope and Gimp.

     

    theuseless

  21. Are you saying that books disappear when you get close to them? That sounds like an interesting bug. If the textures are disappearing, they would turn purple. Can you still interact with the books at all? How many mods do you have running? Does this happen in every worldspace (tamriel, interiors, shivering isles, oblivion)? What are offhand books? Did you recently install a new mod?
  22. Hmmm. Well I'm not exactly sure what you are asking for. Are you looking to add your own books to the game? If so all you need is understanding of a handfull of html commands. You can even write books in the cs without worrying about learning any commands. Writing books in the game play environment might be a little more difficult. I'm not sure of any practical way to do this. But knowing the expertise of some people here I wouldn't be surprised. If you wish to simply add your own books into the game as a mod, that is easy. There are tutorial on this subject. A good place to start is here:

    http://forums.nexusmods.com/index.php?/topic/112023-oblivion-modding-links/

     

    Look at that and other stickies, then repost what you wanted out of the mod. There are book jacket mods which enhance the look of the books, etc.

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