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Deleted150604User

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Everything posted by Deleted150604User

  1. What ever happened to real game modding communities? How is discord or the nexus actually better? Longevity? Is that worth it?
  2. So essentially, I quit right around when I should have?
  3. To anyone expecting further work on my Skyrim and FO4 mods I am taking a break to work on 2d games again for a while. 3d is a bit high-stress.
  4. I have a Ko-Fi link if anyone can and would like to pitch in a little bit and make things a little less stressful for me. ko-fi.com/the_funktasm
  5. The note about amiga music was cool since that's generally pretty awesome even without modding as a second hobby with released output.
  6. I at least am going to release what I have lying around.
  7. Yeah, as I've put elsewhere I'm pretty sure I'm done making mods. I have neither the drive, skill, or real reason to make them anymore.
  8. So... I guess you could call this solved? I think the only lesson I was able to glean to help anyone was: "make a proof plugin first to see if your mod concept works, and then make the real one. alternatively, make it right the first time as though the mod will explode and kill you somehow just working on it." Like really feel the pressure and stress every detail. Sorry not to have any better but I feel like I might as well resort to similar methods as 1980's NES loading rituals.
  9. That doesn't appear to be it. Not only does one of the meshes I successfully material swapped have a textureset, but the world models did not swap either with the change you mentioned, or another I tried. Namely, pasting and modification of the nif material info from one file to the other. The armored version, with two trishapes did however temporarily work though strangely I hadn't done the alteration to both trishapes, only one. Both parts were swapped correctly at that point. I am getting incredibly confused. I feel like I can't even be sure that I'm following the directions correctly at this point. Bethesda game modding is frustratingly arbitrary at times. I have like one more idea before I just recreate the somehow functional one, and reuse it for the unarmored world model. Possibly with a cheap alpha-mask remap for the armor. Wasteful but at this point I'm kind of desperate to move off of this one issue. EDIT: Seems as though I can't even get it to work that way. EDIT 2: The plot thickens! I was getting a cheap version of just two variants ready to upload here, and it works for it. I think somehow I was using the texture swap menu wrong? The only difference this time was specifically right clicking to create a plain new swap. I suppose maybe they're wildcard by default? I'll report back if I can repair the main mod this way. EDIT 3: As if this weren't confusing enough, there's a new wrinkle. The inspect menu in the pipboy displays the right material. Literally only the world models at this point display the incorrect material. This makes no sense.
  10. I have, though. To clarify everything works aside from the world models. Those are the only things that aren't swapping. The material swaps and materials referenced by the models are the same across worn and world models however, do not display correctly on the world models ingame. I have even made sure that copies of the meshes are directed to my textures in nifskope. On Player: Outside inventory:
  11. Hi, I've been wondering just what is up with some material swaps or meshes I've been messing around with. I'm working on a mod of armor based on the Stalker series of games, and it's gone far better than I would have expected aside from one issue I've had since the start. Now I have made material swaps before and done so successfully, but this time it's had varied success. I'm using a modified Red Rocket jumpsuit and the raider hood/mask combo for reference. The swaps initially only showed in the CK, on the world object model for my armor. After further revisions they work just fine on some vanilla meshes. I made duplicate .nifs and re-did all of the material swaps for everything that did not work, but the actual ground objects for these armors display with the .nif's base material only. This only affects the pieces made off of the jumpsuit, and the raider pieces all remapped easily. Now, I assume I missed something. I'm pretty bad with instructions sometimes. Is there something I likely missed here? The raider pieces worked fine right off the bat, and had no material swaps by default. I have made material swaps for the greaser/rad-cats jacket before just fine, and it's also a vanilla mesh with swaps. So why is this jumpsuit different? Is there something I should ensure is or is not set? (The armors in the CK. All match and use the appropriate material swap.) (Armors ingame. Only the raider hoods and respirators use the proper swaps.) (Working fine on the equipped armor. No issues on this end.) I would appreciate any input or help. Thanks. Let me know if I can assist by uploading any relevant material.
  12. Man, I wish Skyrim had seperate pants...
  13. tl;dr, the skyrim community rages back and forth and shows it's incapable of understanding how opinions and communities work.
  14. In response to post #24742594. #24742759, #24742849, #24742924, #24742934, #24743009, #24743059, #24743149, #24743254, #24743299, #24743359, #24743449, #24743474, #24743514, #24743524, #24743584, #24743604, #24743624, #24743724, #24743739, #24743769, #24743774, #24743884, #24743929, #24743984, #24744049, #24744139, #24744159, #24744279, #24744479, #24744519, #24744574, #24744719, #24744789, #24744794, #24744929, #24744964, #24744989, #24745004, #24745054, #24745174, #24745279, #24745339, #24745449, #24745494, #24745729, #24745734, #24745839, #24745939, #24746154, #24746294, #24746544, #24746674, #24746704, #24746719, #24747064, #24747169, #24747379, #24747459, #24747514, #24747554, #24747774, #24747799, #24747909, #24748204, #24748329, #24748344, #24748534, #24748849, #24749024, #24749029, #24749224, #24749279, #24749419, #24750314, #24751879, #24752384, #24752494 are all replies on the same post. As a mod maker myself, I have to say that you ought to get over yourself. Stop acting like an angsty teenager that feels they've been betrayed when in reality the community is inadequate for every mod author, always has been, and will continue to be. It's not new. It's what you deal with as a modder, and I've known that for a good decade now. Just as nobody is entitled to make you work, you aren't entitled to be treated like a paid employee or good friend on the sole merit of your work. The nexus is not, and has never been yours or any other person's personal showcase. That's what a blog is for.
  15. In response to post #24681829. #24686464, #24687639, #24689534, #24690734, #24694409, #24695224, #24696659, #24697089, #24697214, #24702624, #24708044, #24708509, #24714889, #24718764, #24719639 are all replies on the same post. So why is it that despite showing glaring idiocy and density, you think you get to make shots like you won an argument? I think you should make sure next time you're in traffic that it's not a schizoid illusion like the point you were trying to make.
  16. Why bother modding if so many good projects for this underwhelming game die, from much better modders. Why bother?
  17. Yeah, nice optimism, but optimism is far, far weaker than greed. I already know where pay-mods are going. You know those unauthorized re-releases of mods on the steam workshop? Yeah... have fun with the thought that someone is not only making money off of what should be free, but they didn't even make it to begin with.
  18. Not lore friendly? bulls***. Skis and sleds have been around since before recorded history. Whoever says it isn't lore-friendly needs to actually consider it for a minute. If anything, Skyrim doesn't fit the "lore" of what simple human beings are capable of. Edit: *sigh* yes, censor me on a forum for an M rated game.
  19. That would be well and good, but deserts can be intensely cold at night, and many animals grow thicker coats to suit colder conditions. It's also worth noting that insulation can work both ways, and not just one or the other.
  20. The only creepy thing about it is that it heralds finding better written games for myself to play, personally. Things like this are better left as vagaries. Sovngaarde's appearance was enough of a letdown.
  21. Believe as you wish. I still see major contradiction. The souls go to a gem, then apparently NOT in the weapon where they would logically need to be bound to power it. I see that as a contradiction for the purpose of a shoehorned in revelation about the nature of soultrapping. As if powering something with a murder victim wasn't obvious enough. Anyway, in my logical opinion, your soul can't be simultaneously in fancy pants arbitrary limbo AND powering an item at once. If a soul is going to be in limbo it would be in the weapon itself. Being lore is not an excuse to make little sense at all.
  22. Blegh, this soulcairn thing sounds like crappy new Bethesda lore. (aka, an idea formed in five minutes without really thinking) It kinda contradicts what happens in Azura's Star as well. I could've sworn that all souls were magicka energy, and flow through the universe in an implied loop in this series, thus making their usage in a weapon or item a little bit more complicated, but still a part of that cycle. Whatever though... this is a specific area that often ends up asinine, especially from devs like Bethesda. It's a stretch, facilitated by a stretch, and proven by a stretch.
  23. You may be able to make a duplicate of the mesh in nifskope with an alpha map that removes the satchels. I've done it to turn the thieves guild outfit into a plain jacket before. I don't remember the exact process, and this computer is new so I can't make a picture of it, but I learned it from a tutorial online. Search for "add alpha mapping to skyrim meshes" Also, this has a bit on the process of adding alpha maps: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_2 The only problem is that some meshes will have open spots from removing too much. Shouldn't be a problem if it's just satchels though. I only had that happen removing almost every accessory from the thieves guild armor, and only on the female mesh. Shouldn't be a problem for robes and stuff. I have no idea how to do any of those things. I'm trying to follow the tutorials, but I've never done this sort of thing before. It's a real slog; trying to figure out how to do this with no prior experience or knowledge is taking forever. I'm willing to do this myself, and I'm trying to get it done. It's just taking forever. I can help at least a bit on this, but I don't have my modding software on this computer, aside from photoshop (those steps I'll leave friendly for other programs). To start you'll want to extract some meshes and textures from your Skyrim .BSA files. If you use the high-resolution DLC, it'll be a little more complicated as they're all lumped into three texture ones instead of a single one. Then you'll need a program to open/modify the .dds files, as well as nifskope for the meshes. Open two instances of nifskope. One should have a mesh with transparency open, like the stormcloak armor, or if you're lucky your robe will already have it for frays. Assuming it doesn't, you'll want to copy the "NiAlphaProperty" into your robe. To do that select the main torso "NiTriShapeData", unless the pouch is its own block. Make sure you don't select the skin. You'll need to scroll down and open the branch that says "BS Properties" and paste the NiAlphaProperty into a free space. Now that sounds kinda hard, but it's really easy and once you have it down it'll seem much simple. By now you'll be ready to modify the texture. Open your texture, and make a new layer (if possible.) On this layer, cover everything that you don't want to show on the model black. You can double check this by saving a copy at the stage you feel you're ready, and then setting the texture on your mesh in nifskope to be this new one. Once everything you want gone and nothing else is black, copy or cut the layer, make or select the alpha channel of your robe texture, and paste the black over, ensuring it's placed accurately. flood filling behind your black layer with white first can help, but I recommend just using the black if there are any transparency effects to preserve. Now delete the black from your main texture and save over your test texture or as a new one, setting it on your robe mesh appropriately. Assuming you want to replace all the robes, you'll want to save the mesh and place it where the original would go in your Skyrim\Data directory, most likely in data\textures\clothes. If everything has been done correctly, the parts should be gone ingame. Nifskope can be a bit weird though, so transparency may not appear right in it. Hopefully that should help, and if I'm mistaken anywhere (it's been a while, not to mention I'm only myself.) feel free to correct me, anyone.
  24. Maybe with an option/other spell to make them your thrall?
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