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Mod request: Receive trader quests at POI
mitchellkrever replied to mitchellkrever's topic in 7 Days To Die's Discussion
The simplest way I can think of doing this is by giving the player clear/fetch quest for every POI on the map when they first load in. Of course there's multiple dilemmas. How will the mod choose which trader gave the quest? Instead upon completion of the quest selecting the nearest trader to turn the quest to? And can a player have 1000+ active quest at once or would that crash the game? It makes more sense that quests are received and activated at the POI. The data for the activation point for a quest are already in the POI prefab files, so it might be possible but harder and time-consuming to script it by making activation points for quest always visible and when selected give the clear/fetch quest for that POI and reset the POI for the quest. Than some code to select the nearest trader to turn the quest to. -
Would love to see a mod that makes it so you receive trader quest at the POI. So normally you go to a trader and get a random list of quests for random POIs from the trader. Instead of that I would like to see a mod that makes it so every POI that you go to will have the yellow exclamation mark to activate a clear/fetch quest for that POI.
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Hi I think this will be a hard one but I would love to see a mod that makes it so you receive trader quest at the POI. So instead of going to a trader and getting a random list of quest from the trader instead every POI that you go to will have the yellow exclamation mark to activate a clear/fetch quest for that POI.
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Hey have you run LOOT to sort your mod order?
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Also feel free to message me for help.
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Hey I'm not sure exactly how adept you are in the modding scene. Also I don't know what kind of graphics card you have. But I would reccomend following STEP to learn the basics: http://wiki.step-project.com/STEP:2.2.9 With STEP if you do not want to install the whole thing thats fine just work up to 2.D. Fixes: Unofficial Dragonborn Patch. Following the guide up to that point will teach you quite a few things like the best utilties to use and how to use them (MO, LOOT, WyreBash, DDSopt, TES5Edit) as well as give you a the right foundation to have a stable Skyrim game (SKSE patch, INI settings, ENBoost, etc) Also if you are more advanced things like making, altering things in mods I would reccomend: the creation kit, 3d modeling software with .NIF import/export support, Photoshop with .dds plugin, Nifskope. There are also some other more advanced things such as zNormals, zBrush, etc. I myself have STEP extended 2.2.9.1 with WAO + Requeim + 20 of the most popular mods with Requiem Patchs + I 3d scanned my face and created myself as a playable charchter in skyrim. There are a lot of things I could reccomend but I would need to know your experience in modding and your gpu/cpu to give you more specific advice
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Game crashes shortly after being in game.
mitchellkrever replied to AThousandJihads's topic in Skyrim's Skyrim LE
Some mods shouldn't be cleaned becuase they are false postives when showing dirty mods. If you post your mod list and csv I'll help you out. It could be a range of problems from no memory patch, cleaned mods that shouldnt be cleaned, etc etc but if I can see your mod list I will be able to have a better understanding. -
Thanks, yah that pic is not the finished product. I did manage to figure it out though. I pulled the verts more outward and instead of merging the verts I created new polys and than used smooth/flatten in zbrush to fix it up. Than I did a custom Skin Wrap in 3DS Max to make sure the body and neck were connected properly and it looked right when turning the head. It looks great!
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I haven't seen any solid guides on how to make the best requiem setup anywhere so I've decided to do it myself. This guide will be for anyone who wants a fuller experience, people new to modding, and anyone who enjoys Requiem but doesn't understand how get everything working. This will not be a graphics overhaul as I believe game-play overhaul and graphics overhaul should be separate *cough* STEP *cough*. This way everyone can enjoy the game-play changes no matter what type of graphics card they have. The First Main Mods that I will be considering in this guide are: (in no particular order) I'm also considering other mods, and have a lot of smaller misc. mods in mind. Overall my main goal is to extend Requiem with a lot more content and features while keeping the game's difficult feeling throughout the entire experience. So I guess starting with the basics that I listed... i'll start. :)
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YES! I finally did it! I have figured out the last peice to the puzzle connecting the head to the body without it floating there!!!! SO HAPPY AND RELIEVED! That was the one thing that was going to stop me but i figured it as well as everything else... with my new neck mesh I can easily keep adding facegen photoscans to skyrim.... maybe do some scans of Arnold Swatchnagger or Bill Clitnon? Now that I figured it out only will take me an hour or so!!!! SO HAPPY!!!
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HEY! Thanks I was trying to connect the neck to the head and just manually added a weight 1.0 to selected vertexes. Now my neck is joined!!!!! OMG after 100+ Hours i have finnanly finished putting my face into the game. From Singular Inversion's Facegen to Skyrim. Not that crappy mod on the nexus but the actual facegen itself. Looks exactly like me to!
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I made a custom head using a combination of a high poly head mesh and my own head model exported from facegen. I have the neck EXACTLY as the original and when loaded with the body aligns PERFECTLY. BUT in game for some reason my head/neck is disconnected from my body slightly theres a gap there. So I have to do a skin wrap to make it work but when I try to press the "CONVERT TO SKIN" it just pops up with "SKIN MODIFIER NOT FOUND ON: SPINE/HEAD" I have tried looking for an answer and I have spent SOOOOO much work into this please help
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I just want to thank everyone for all the great help. SOOO many comments... Anyway with alot of patience and learning to use zbrush I added the High Poly MaleHead to my custom head. Did alot of moving and scaling, to make sure that it wouldnt cause clipping with hair helms etc. Then I deleted unused verticles manually from the high poly head until I was left with just the back of the head, and neck. I decided to add in the back of the head as my head was a little snapped different and when smoothing in zbrush it didnt effect the lower polygons of the neck which would sometimes shape and cause the head/body to have holes in it. Also the back of the head is covered with the hair style. After I deleted verticles I than mannually welded the neck and my head togehter. Smoothed it in Zbrush and I am quite impressed looks very good. Sometimes the face would tear but I added in more triangles and smoothed again. Next issue is to add a skin moddifier to HEAD and SPINE... I need to make the red, orange and green colours look the same cause the spine just outright doesnt work and the head just is red all over not what it looks like when you click on verticles and select one of the bones. So I am guessing I have to open up the Skelton.nif and Possibly Body.nif into 3ds with my head and somehow do it there? Can someone please explain this? If not I guess I'll just keep guessing and looking up random info but it would save me alot of time thanks
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The idea I had in my last post failed. I don't have any experience with 3ds or zbrush so now im going to try something different. Instead of combining at the neck I will combine at the back of the head. Theres pretty much no gap in that area. The sides I will combine at the back of the ears becuase there to is barely in gaps. It will make the neck look thicker but than Facegen didn't do the back of my head anyway on facial features and jaw structure so its not really a loss.