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Silvist

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Everything posted by Silvist

  1. @behippo - Awesome! Glad to hear all of that, and I completely understand that real life comes first. I'll make sure to spread the message to all the other modding communities I'm part of, so they at least know that SKSE is in the works. As always thank you for all the hard work, without you guys modding would have never come this far.
  2. Lol, naw I'm not that good. I'd be nice if I could get a hold of Ehamloptiran who was actually the last coder to revise the Skyrim import/exporter for max. Last I saw of him he was working with a team of us to mod Dragon Age Inquisition. He sure proved the "You can't mod frostbite 3 engine" wrong. Sadly he disappeared into the wind. In terms of the famous body modders, yea not gonna happen. I can do simple mesh edits, not make a completely high poly body from scratch lol. After what Caliente pushed out for FO4, I think that gap grows larger by the second lol. The author L2dusk of the nude body texture for DDDA; claims on reddit he actually got meshes into 3ds max. So that's why I looked into it initially. From what they were saying, meshes could be imported but not exported. I figured he used the mesh as a base to make his textures. He's also working on a 4k face texture as well, that looks really amazing. I just see so much potential with DDDA, I can't wait to see it come to fruition. I've been around enough times at the start of the modding storms to be familiar with exactly what steps it takes to see these things happen. The biggest thing this scene needs is an actually modding tool. The guy I mentioned above Eham, actually made something pretty close for DAI. It was based on the slimdx framework, which uses directx. It actually got as far as having the ability to "replace" meshes, but they had to be the same vert count as the originals. He was also working with a guy from the ME3 boards, Warrantyvoider, who had made his own framework for a tool such as that :D
  3. @Davppd - I'll have to take a look then! I also tried to use the script for max from here: http://residentevilmodding.boards.net/thread/3146/hdremaster-rev2-tool-script-3dsmax But sadly the mesh (mod file) imports all deformed. Like the skeleton is all wacky. Cause I'd rather edit the mesh entirely, instead of using a slider lol. But if the slider is a tad more accessible, then I guess starting there is fine.
  4. I felt the exact same way, so I tried to use the cheat engine to achieve this. Sadly I could only get it to work in character creation, outside I couldn't find the same values to edit. NSFW screenies: Keep in mind I exaggerated the breasts on purpose to show it working. I would have preferred to fine tune the shape more (smaller and more well rounded), but sadly I can't seem to get it to work out of the character creation. I don't take credit for this find, because I found this posted by an anonymous individual on the net. All I did was follow his post and his screen shot: This table showed the 5 different slider values. This is basically what he said: The numbers to the right in red supposedly indicate the slider position. So what I did was do a group search for 3.59, 4, and 5 floats. Then just looked for the entry that had all 3 listed. Like so: Again the above is a shot only in the character creation. Hopefully someone with more experience with cheat engine will be able to take this even further. The poster also stated that this method is also possible to change other slider values of the body as well.
  5. Its quite late in the realm of modding to randomly toss up a pay wall without really paying attention to the entire community of modding. Especially after the previous TES games, where Bethesda threatened to sue several individuals... Such as the creator of Unholy Darkness, who was only selling "part" of his mod. (voice package). Now after all these threats of lawsuits, they turn around and say "Hey you can now sell mods!". I realize the incentive was capital, but the way they went about it was probably one of the biggest "dropping the ball" I've seen in quite some time. Probably the most hilarious part about all of this, is the fact that "free mods" is one of the largest selling points of Bethesda's games. Taking "free" anything away from any person used to having something for nothing...will cause them to flip out regardless lol. Being a modder myself, I don't create mods for money. I typically create them for myself, and if I think other people would perhaps like them; I share them. Even if I sold one of my mods for 99 cents; it would probably take all the fun out of mod making. Cause at that point, I mine as well make it a part time job. Making mods is not like making 3d products for rendering like Daz and poser. It has a long history behind it, and I'd expect Bethesda being one of the most well known creators of such games to be fully aware of it. Like everyone has said before; this battle is over. But prepare to see this come in a different package; perhaps at the release of their next game. I wouldn't even be surprised if another company took the same idea and ran with it.
  6. Not a problem. Since I've been really unable to help with the coding, I figure I could at least use another means of help, albeit by spreading the word. I also test what I can for them to ensure consistency; though they are quite good about it. I just wanted to get any potential modders aware that big things are coming. It may take sometime, but already huge progress has been made. Being a modder myself it takes time to learn new tools and methods for a new game. Some aren't so different, such as oblivion to skyrim. But here were jumping from an old DA engine to frostbite 3. Quite a large jump in terms of what's required to get things running. But also, I wanted to change the mentality out there that no modding will be coming. Ehamloptiran has modified the game in such a way that it would probably be the way developers would update or add to a game. We are trying to make modding DA:I helpful to the game, not against it. Meaning building a mod system that's not built upon hacks. We after all are fans of the game too, and would hate to hurt the developers revenue (specifically the people who worked hard to make this game).
  7. Alright, so in like 4 days Ehamloptiran was able to fully extract all the game files, and change an in game texture. More people have joined the ranks (including the main guy behind the cheat engine) and due to the thread being on me3 lol, they made their own site. You can find the tools and all progress here: Dragon Age: Inquisition Modding Tools ? Index page Keep in mind this is still a wip. Currently Ehamloptiran is trying to create a way for us to add items to the game, including meshes. Warrantyvoider is working on a gui version of all this command line. All the tools currently do now is extract the game files and convert them into usable dds textures and meshes. Some files are still being worked on, and Ehamloptiran is working on a better mesh type, since the meshes are currently only in object format.
  8. So finally after looking everywhere, and posting everywhere...progress has appeared! K so finally we have a cas viewer! It allows us to extract files from the cas! Check it out yourself: Direct tool link: http://www.mediafire.com/download/chi6w8xua5dixtm/DA_Tool.rar Forums of the tool itself: http://me3explorer.freeforums.org/post13327.html#p13327 Credit goes to Renmiri and Warranty Voider (creator of me3explorer) for this awesome work! Apparently an itexture to dds is in the works as well!
  9. Alright so I was messing around with a couple tools, and stumbled upon one that extracts from bf4. I'm not sure if its the same as the bf4 audio extractor, but the files i'm seeing seem to be very reminiscent of the previous two dragon age games. Examples: mt_basa_hf_mesh hf_hed_bas_d hf_hed_bas_n hf_hed_bas_s Now these all came out in a format called ebx, and with the tool it has some kind of ebx to tex converter. If anyone else wants to give these a try you can find it here: http://www.bfeditor.org/forums/index.php?showtopic=15844 For reference on how to even use these python scripts you can check a nice tutorial someone at xentax found: https://www.youtube.com/watch?v=UVUv_L7m4g8
  10. Ok, so it looks like over at the xentax forums, they are already working on unpacking the cas files. They were able to use the battlefield 4 extractor to get the music files, only with a bit of tweaking. The other files tossed out were unusable supposedly. So hopefully we'll see some progress soon.
  11. Awesome work Albeoris. That sounds similar to the previous games except instead of an update folder, it was an override folder. I was messing around with the TOC files, and I wasn't able to completely view them with notepad. Some of the file information looked to be encrypted. Though, I did see file paths. Such as: Inside the chargen.toc Win32/da3/actors/party/blueprintbundles/qunari_female_chargenbundle Win32/da3/actors/party/blueprintbundles/dwarf_male_chargenbundle Win32/da3/actors/party/blueprintbundles/human_female_chargenbundle Looks as though we'll need a tool to completely unencrypted the file type. What's odd is when I looked up the TOC format, it said wow addons use this format. Even if we can't right away get to actual modding, and adding new stuff; we could always do the old override version of modding. Which is what was used when DAO first came out.
  12. Heyo everyone, I can confirm that it seems all that was changed was just the TesV.exe. Game has been running fine since I reverted to the previous version. @Ginnyfizz - lol long time no see m'lady, from Unholy Darkness thread ;p
  13. Alright after I looked and looked I finally realized something very odd, that the script basically makes you become a quest. I guess in someways the explains why you have no pc functions as a werewolf, now I wonder how to get rid of it.
  14. Heyo, Not yet, but I'll see if I can find that. That reminds me of another thing I'd remove lol. As for the sneaking part it was only because I changed the model of the werewolf to a race model. I can't recall if I remember or not, but I think this allowed me to open doors as well as a werewolf. I'm by no means a scripting expert, that's why I was curious if anyone else happened to either know the specifics or at least where to look.
  15. Heyo everyone, So I remember trying werewolf when Skyrim first came out, and I wasn't really impressed with it. After all the mods that have been released, especially re-balancing ones I decided to try one again. The biggest thing that bothered me though was a lack of 1st person. I'm sure this is probably just a preference, but beyond just that it also kinda bothered me I had no acess to anything player related. Such as the map. I messed around a bit in the CK, though didn't really see where it was scripted that you are forced into kind of an enemy mode. I even went as far as to change the werewolf race, to player options instead of monster options. Now one thing I didn't even realize, after doing this was that werewolves lack sneak. So now, due to the fact I enabled the werewolf race as a pc, I can actually sneak in werewolf mode. I'm willing to just do this myself, but I was curious if either there is a mod like this that exists, or if anyone has any ideas on how to do this.
  16. Heyo everyone, Anyone happen to know all the files that were updated? Or was it just TESV.exe?
  17. Heyo everyone, I been tracking this ever since it was released on xbox. I'm not really sure if this is a trust worthy source, but I'm not really happy with what I found: Still No Release Date for Skyrim: Dawnguard for PC, PS3 Supposedly Pete Hines said this: “We have not announced Dawnguard for any other platform, nor given a timeline for any such news. If we have news, I promise I’d tell you”. Looking around I then found this: Pete Hines: Skyrim Dawnguard DLC not coming to PS3 and PC anytime soon I gotta say, I understand the fact that there could be bugs. But why would they base the release off of xbox anyways? Meaning, they obviously don't create the game on xbox lol, they create it on a pc platform then make it from there to xbox. So I'm confused why would it even matter what bugs xbox would be having; due to it being a completely separate platform. I think the delay is very simple. Xbox's graphics don't come anywhere near pc, and (if they are wise) I think they are trying to make an HQ pack released the same time as Dawnguard. Otherwise i'd be very odd to play Skyrim with an HQ pack for the regular portions of the game, and then non HQ with the DLC. I'm actually amazed steam didn't try and bribe bethesda as well to gain rights to exclusive release. Despite how annoyed I am about having to use steam with an elder scrolls game; this is the kind of thing that we pc users would have benefited from. Not only are we getting very fast updates via steam, but the concept of getting a DLC before its released in retail would be even more so. Honestly there's already amazing vampire mods out there for skyrim already...like for those who don't know.. Belua Sanguinare Revisited - Dynamic Vampires So all I'm really wanting; like most skyrim pc users is for: More quests, more storyline, more items, and of course the xbow mechanic. I have read that they have other plans for other DLC in the future (said by Todd Howard at E3), and I hope that they don't plan on packing it all to release at once on PC. Otherwise if that's the case...the 11.11.12 release date will probably be spot on >.< Well back to modding ;p
  18. Heyo everyone, Since I've been an avid fan of ENB, I've always fought for perfect performance. I even went to the effort of building a custom computer to handle Skyrim on ultra high, SMAA, full SSAO, SIL, BOK dof, and all the ini tweaks you can imagine (all at 1900x1200 resolution on a 36 inch sony bravia). Like everyone else here I randomly experienced a lag after a ninja update to 1.6 (I say ninja because I had my updates disabled on steam, because I tire of having to update SKSE and dragon script just to run the game ;p ). Though I can tell ya, that I watch my task manager processes like a hawk, and a couple days ago I noticed something. The reason for my fps drop was due to a process called "audiodg". I was never even aware of this windows process until a couple days ago, and since then I've fought with it. Today I think I finally resolved the issue, but time will tell. I had to disable all my audio enhancements, and actually go into services and disable all the creative labs processes. Thing is I use optical out into my surround sound receiver, and prior to this update, I never had any issues. What worries me is after "briefly" reading about audiodg, it has something to do with DRM protected crap. I don't blame bethesda for utilizing it, but I think there is definitely something wrong with the process that causes some kind of random memory leak. I tested this all at first by simply disabling my sound card completely, and running skyrim. Without sound enabled, game ran flawlessly. Then I did it with sound, and after about 10 minutes of playing, random shuddering occurred. I obviously in game made sure to disable enb, and enable enb to make sure it wasn't an enb config causing this issue. So then while running skyrim, I went into task manager and killed the audiodg.exe process. This killed my entire system sound, though the lag/stutter evaporated. So to anyone else who is having issues, I would suggest you watch your pcs performance carefully. Took me quite a while to realize, and narrow down the exact process causing me issues. If anyone else notices they are having a similar issue as I was, and needs a better explanation on how I fixed it pm me.
  19. Heyo everyone, I agree 100% with everyone above in the fact that this would be a great mod to see converted over into Skyrim. The only thing that worries me is how different the spell system is. a lot of Midas's custom spells have custom scripts that he made in order for them to work at all. With all the new mechanics and what not, it'll take probably some time for someone to figure all this crap out. But in general I feel the magic in Skyrim is lacking, and way to one sided. I made a character who's main focus was conjuration and in the end there was only about 4 main things I could summon that would be worth my time. Where as oblivion and morrowind had probably at least 50 different monster summons you could use. To top it off the max amount you could summon at once is 2 creatures. So yeah with that said, Midas's magic would bring a whole new dimension to Skyrim (and lol his shop could be in the Mage college of Winterhold :P)
  20. Heyo everyone, This has basically already been covered in many oblivion mods. Not all weapons, specifically dual weapons could do this, but it was very easy to set up once you had a good reference point. What we need is a SOB conversion, aka shield on back conversion. This mod started off just having your weapon and shield on the back of the character. Later when modders got more interested in this, they made two weapons instead of just a shield and weapon. Really all it takes to do this is re-positioning the weapon sheathed in nifskope (the program I prefer) onto the back of the character. In case your wondering what I'm spewing out of my arse check these out: One of the earlier ones: http://www.tesnexus.com/downloads/file.php?id=24541 http://www.tesnexus.com/downloads/file.php?id=23207 Here's my own SOB I did with dread swords: http://www.tesnexus.com/imageshare/images/1622020-1298100845.jpg Either case, the biggest issue in how we position the offhand sword, or both, isn't where the weapon sits, but how its drawn lol. As of now the only hand that really looks like it draws the weapon is the main hand, the off hand looks like it is but not to the same extent (esp when the offhand sword appears out of nowhere lol). What I'm getting at is someone would have to make a good weapon drawing animation to go along with the off hand weapon. Honestly I'd love to see a good conversion of all of this, or even a superior one to these.
  21. Heyo everyone, Awesome sause TK, I'm really grateful to the fact I can use nifskope to some degree once again lol. I used a mesh replacement to see if its "special" effect, which is some shader, would apply; and surprisingly it did @_@. Lets just say i'm obsessed over bound gear, and I'm trying to see if I can somehow apply the bound weapon shader to daedric armor for instance. Could be more to it then that...but I guess at this point all I can do is trial and error lol. Also there is some ghost like gear in the game, but the only mesh/textures I can find of it is weapons. I couldn't find the armor of the "ghost" like specters anywhere in the files, and just to be sure I checked actors to see if it was part of the creature. What really baffles me, is where the heck is the magic mesh/textures? Is it all just animations? Thanks again for all the hard work TK, and everyone else involved in dealing with nif crap. Really hard to say when the CK is coming out (which kind of reminds me of Dragon age 2 >.<), so to keep the mods rolling and everyone happy this all helps a lot. Honestly besides names like Xenius and you TK; I haven't see any of the other big oblivion modders around at all....hopefully word will get around about your work and your progress so they can pitch in. After all this community would have never gotten as far as it did without those kinds of efforts, and again I thank you :D
  22. Heyo everyone, After toying around with stuff last night, I used an imported OBJ from Nifscope into blender. I recommend first backing up your original nif.xml, (i take no credit for this, its all throttlekitty and others working on it, and I found the link to it from here: http://forums.bethsoft.com/index.php?/topic/1271009-graphics-modding-thread/page__p__19293126__hl__nif__fromsearch__1#entry19293126) After backing up your original nif.xml, you can update yours with this one: http://dl.dropbox.com/u/13576177/NifTools/nif.xml Its still seems to be in the testing/beta phase, and you'll especially notice once you get a nif opened. Then what I did was I exported from nifskope as OBJ, and then imported to blender. I was then able to assign the textures and what not (since it seems not possible in nifscope at the time), and exported it again to the usual poser/daz3d/3dsmax. The only issue is the shaders that seemed to be used by quite abit of objects in Skyrim.
  23. Heyo, Thanks for the info Aluminumfoil. You make a good point about there being so many eyebrows, and how it should effect the game. Yeah i tried the hairtint blue/green/red in console, with no results. Recoloring the hair I found out, effects more than just the style you use. Due to the fact that more than one hair style uses the same texture base; which sucks ass. I do think a lot of mods are coming, considering the stuff Xenius is already crankin out. But I think your right in the fact that a save game editor is needed in order to mess with all of this. Unless someone makes a chargenmorph style, like was done in dragon age, which added more options to the current sliders of the character creator. Pineappletree, did an excellent job of adding more variety of colors to pretty much all aspects of the character, plus hair styles. Where's good ole Ren? >.<
  24. Heyo, >.< I can't believe the famous Throttlekitty responded to my post, I'm honored. I'll have to take a look at those commands, but after messing with showracemenu.....i'm worried that the console is a bit unstable. After I messed with some textures of my characters race, i was testing out how it looked. Well I tried to mimic oblivion, by making a separate save game and all. Lets just say I have a piece of gear that's a hood with a mask, and when I equip the arc mage robes now, the mask disappears, and also my entire head. It randomly works, and most of the time if i wear it all, my character has no face or head lol. Prior to me messing with showracemenu, this didn't happen at all. I realize some of the armor combinations, especially with like cloth and plate, clip graphically a bit. Though this is something that didn't occur till I started messing with stuff >.<. If only the Dunmer were so hideous....don't get me wrong I'm loving the fact they actually made the faces angular like elves are supposed to look. Though the over done aged look just makes every single Dunmer, more so the men, look to be elders of their race. Slapping on some warpaint, dirt, or a slight variation of skin tone doesn't bring enough diversity to the race, or even the world of Skyrim's Dunmer. Well enough of my rantin, thanks again Throttlekitty, and thanks again for your wonderful Mods! :D
  25. Heyo, Awesome find, and guide thanks! Is it possible to do the same for the hair color as well? I've finally got FOMM working (don't have FO3), and been checking out the files. I found the base hair textures, but no colors. Any ideas where to look? Also with your method of changing the eye brows, this is only for the Player character? Or does it effect every npc with the same kind of eyebrows? lol *edit* Well I tried to replace the dds in the /texture/actor/character/hair, and it replaced everyone in the games hair that used that base texture lol. Looks like I gotta find the file they used to color the hair different.
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