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Everything posted by Dragten
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Just the vanilla meshes, of course. I know the pain of making the meshes fit over most armors, believe me. That is what I did in the bandolier mod. That is why I wrote "averaged in armor". Meaning that it will fit MOST armors without too many clippings, except for very special ones with very annoying geometry. If you believe that you can assist me, please throw me a pm with some examples of your work. I would really appreciate it.
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Hello, fellow modders. I am Dragten, maker of the Bandolier: Bags and Pouches mod and I seek someone experienced who is able to help me with a new project. The person I need should be able to help to resize the 3d meshes, so that they fit on both genders and make sure that the weight sliders are working as they should. The meshes should go on top of armor, so the fit should be good for the "average" sized armors. Pretty much same principle like the Bandolier mod. Other than proper sizing, the items also need to be bipped/skinned, so that they are following the animations correctly. I do not want to reveal too many details about the mod yet, but let me assure you that 80% of the work is already completed and the mesh fitting is one of the last things that is needed. The meshes come from a professional INDUSTRY 3D MODELER, so I can assure they are are not just pretty, but also have good polycount. If you are interested, please send me a PM here on the forums with links to examples on mods, where you preformed similar work. Thank you very much in advance. tl;dr: need someone to take my mesh and make male and female _0 and _1 NIF files out of it, which work with body slides for vanilla bodies.
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That is horrible. I can imagine it is one of the reasons why they merged upper and lower armor together.
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I have got a little technical question for you folks. How does Skyrim handles loaded textures? More specifically, if I have 2 items equipped and rendering, both using same texture, will Skyrim load the Texture twice? Or just once? If twice, will the game then load the texture PER object, or per NiTriShape, if there are several ones with same texture, withing a model?
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Just get the CK and do it from there. Much easier and very fun. http://www.creationkit.com/Category:Tutorials
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LE So.... what are you working on?
Dragten replied to Korodic's topic in Skyrim's Creation Kit and Modders
http://skyrim.nexusmods.com/Images/180910 This is going to be an Argonian Follower, voiced by the talented Elijah, voice actor behind Odvar the Afflicted. The visuals are done, now what's left is the dialogue set-up. -
Id say so, it seems to be the easiest way to do it. And most fair one. Screw those! Looks simply amazing! But I can imagine it being very time consuming. But then again, why leave the top part open if you are covering the toes anyway? It might be impractical, but it still looks great.
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I am a male and I demand sandals xD
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Wow, looks great, you are making wonderful progress.
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Cute sandals. I agree with Danidragon, sole looks fine as it is.
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Dude... Epicness overload. Great job on specular maps.
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Looks good! Love the small wires details. But a question: why not just slap it directly on the face, without the "sack"?
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That... looks.. great! Like really, really great!
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Really loving all the progress you are making, Grimoa!
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Need a wee bit help undstanding whats going on
Dragten replied to KiwiHawkNZ's topic in Skyrim's Skyrim LE
Snow is added in CK, when editing the Static object. There is a drop-down menu for selecting what should be displayed on the model and a textbox for a number of degrees it is affecting the object. for instance, "30 light snow" will cover the object lightly with snow, while "110 sulfur" will cover more than just flat surfaces with sulfur. So you do not even need a new model for it to work. Here you can see how I utilized that with a custom "material overlay": http://skyrim.nexusmods.com/Images/131660 -
LE So.... what are you working on?
Dragten replied to Korodic's topic in Skyrim's Creation Kit and Modders
Expanded a scene a little. Click to see full size. http://static.skyrim.nexusmods.com/images/thumbnails/1486540-1346698520.jpg -
LE So.... what are you working on?
Dragten replied to Korodic's topic in Skyrim's Creation Kit and Modders
This is a side project I have been working on for a while. I won't reveal many details about it, as I would like it to bring the joy of discovery and mystery when it gets released at some unknown point in the future. The project is focused on creating unique, atmospheric and very detailed interiors which will tell a story without the use of dialogue, quest texts and whatnot. It features many new objects created specifically for the project to enhance the atmosphere. New models, modified models and retextured models. 1 - http://skyrim.nexusmods.com/Images/131583 2 - http://skyrim.nexusmods.com/Images/131660 3 - http://skyrim.nexusmods.com/Images/131693 4 - http://skyrim.nexusmods.com/Images/131722 -
LE Collision meshes does this seem the right method
Dragten replied to AlphaWoIF's topic in Skyrim's Creation Kit and Modders
Tent looks really good! However, it is indeed a little complicated and unorthodox to do collision for static objects. Please, take a look at this topic. It helped me get my collision working. http://forums.bethsoft.com/topic/1404572-static-meshes-collision-help-pics/page__fromsearch__1 -
LE So.... what are you working on?
Dragten replied to Korodic's topic in Skyrim's Creation Kit and Modders
@steve40 Sounds and look amazing, really looking forward to the release. Just please, make sure there is no possible save bloating. That would be such a shame! Best regards. -
Bethaseda gave us 9 new Crafting Categories to customize.
Dragten replied to GFHuber's topic in Skyrim's Skyrim LE
I have had this speculation: http://forums.nexusmods.com/index.php?/topic/764668-small-speculation-about-custom-crafting-categories/page__gopid__6158348#entry6158348 But since you say that they are hardcoded into the engine and not the UI, I guess that complicated things a little bit. However, I still feel it is possible to create an alternative Crafting UI, which would add custom categories by using keywords. Basically, if the object does not have crafting material keywords, it would be placed under "misc". So if there would be a script in the UI, which would look for specific keywords and cut pieces off them, thus putting the items into a custom category (while they might also appear under misc as well). Such as: UICustomMatBone The UI would look for any keywords that starts with UICustomMat and will create a category with whatever comes after that, in this case, Bone. Once again, flash is not my specialty at all, but from what I have seen, I feel like it might just be possible. -
Small Speculation about Custom Crafting Categories
Dragten replied to Dragten's topic in Skyrim's Skyrim LE
Thank you for the reply. I will reply myself into the topic you linked. -
Can't find .nif's in CK (Help to extract from .bsa please)
Dragten replied to NLmitchieNL's topic in Skyrim's Skyrim LE
If you want to use a vanilla mesh, without any changes, you dont need to extract them. Just COPY the file path from existing object and paste it in the window, where you have to select the model Make sure you are in the right root folder. For instance, if there is a mesh in data/meshes/weapons/iron/sword.nif The path in vanilla object would be like: weapons/iron/sword.nif copy that, and paste it when you are in the data/meshes folder. I hope it makes sense. -
For a while now, many modders wished they could create custom crafting categories for their items. However, from what I know, there is no way in CK that it is possible to achieve. In case someone does not know: Items are put into different crafting categories (iron, leather, steel, daedric, etc) after a specific keyword is added to the craftable item. The keywords are like these: WeapMaterialFalmer ArmorMaterialLeather WeapMaterialImperial ArmorMaterialElvenGlass WeapMaterialGlass ArmorMaterialElven WeapMaterialElven ArmorMaterialEbony SkyUI has a feature that adds a small icon next to an item to indicate the item type. It is done via looking at item's keywords. The interface does it itself. The flash-based interface. Cutting to the chase: I think it is possible to create custom categories for crafting using the crafting interface. By creating categories, associated with the new custom keywords in the SWF interface. Of course, that would give some problems if there are 2 mods that add custom categories. One would overwrite another. It can be solved if we could get a "global" crafting interface mod, which would feature many new crafting categories and updated "on-demand" by modders. But hey, we can cross that bridge when we come to it. I personally have no experience in modding skyrim's interface, but I hope someone with such experience can take a look at this hypotheses. *waves to SkyUI* Your thoughts?