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Imrinfected

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Everything posted by Imrinfected

  1. So all you gotta do is, in the same mod, switch the ammo type from fusion cores to micro fusion cells. Do this by creating a new ammo type and switching names, then assigning that ammo type to the gatling laser. Rename the original micro fusion cells to small energy cells. Then you can control loot tables for gatling laser ammo without destroying the balance for other energy weapons and their ammo frequency. Then drastically reduce fusion cores in the loot tables, leaving them only on power armored enemies, in those generators and spawning inside power armors.
  2. Design-wise, Bethesda clearly inteded for power armor to be used as a valuable but expensive weapon. Something to deploy when you're desperate and save until you really need it. In practice, their target audience must be super mutants because they throw fusion cores at you like candy. I and everyone I know, despite using the power armor non-stop, practically have warehouses full of fusion cores. I have no idea how people are making mods right now outside of resource replacers but somehow people are managing. When the sdk is released I can do this myself but until then, if someone can make a mod that removes fusion cores from the loot table and merchant tables, I'd be grateful. I'm pretty sure power armor was initially balanced around only using fusion cores you get from generators. You know, those things you have to fight through entire dungeons to get to and have a whole model, animation and sequence dedicated to them. Valuable stuff. Then you can find the exact same thing for 500 caps in diamond city, or 6 of them in a crate in a super mutant outpost. Pls fix
  3. Has anyone ran across a variable, or some way to allow more summoned minions or followers? I found two variables: playerfollowercount playeranimalcount Which show how many followers and animals the player has with them respectively. I know the game probably uses this for checks with followers, so setting playerfollowercount to 0 after having a follower will probably allow for another one, which would be repeatable, and similarly could be done with animals(Like the dogs in the game that can follow you, I assume). I have found nothing for summonable minions, however. I know that the perk Twin Souls allows for another minion, but editing its values has given me no result. I'm using Tessnip to look through all of these, and there's absolutely no organization so it's very difficult to find anything. If anyone has found something interesting regarding this, I would be grateful for any information you could give me. I would very much like to be able to summon a great deal of minions. When the CK is released, I plan on making a mod in which summoned minions or raised minions slowly drain magicka, where their duration is indefinite so long as magicka is still being drained. Raising more minions would increase the rate at which magicka drains, but could be counter-acted by increased magicka regen. I think that's a much better model for conjurers, and could allow for very interesting fights and the ability to maintain a favorite raised minion indefinitely. On that note as well, has anyone found any way to disable raised minions turning to ash once their duration is up?
  4. Some are stored in separate files with an _S suffix, you say? I wonder why that is.
  5. Agreed. I think before using it, people should be aware of how it works.
  6. Depressingly, that's true. I'm reminded of Doom 3, where everything looked to be made out of some intensely shiny material - skin, metal, it made no difference. How supposedly professional texture artists are able to make such bad specular maps(or textures in general) is astonishing, but I suppose in Bethesda's case that would be because (evidently) a person doesn't actually have to be competent or have any range of experience to work there. With that said, quality of everything in Skyrim ranges from amateur "My first retexture" quality work to very professional and well-done work. It's like Todd Howard is actually Sheogorath and really just wants to mess with everyone who plays Bethesda games, making them wonder "What the hell were they thinking?"
  7. It really bakes my potatoes to see so many people making normal maps without speculars in them. It's not optional - if you don't include one, then the object will look very glossy, which is almost never how it should be. If you didn't already know, the specular map is a grayscale image which is contained with in the Alpha channel of the normal map, and it determines how light reflects off of an object. They're a great way to add subtle detail and greatly enhance texture quality, but they need to be done properly. Typically you can just use a grayscale version of your diffuse with the levels altered, but often times and usually for better results it's necessary to do further editing for fine detail. They're very simple to make, and disappointingly it seems most people are overlooking their usage. Another important note is that most textures need to be seamless. Skyrim reuses many textures for many different objects, with the exception being seemingly all equipment and misc items. If the textures aren't seamless then they will look very ugly in-game, as they repeat and visible seams make them look very bad. Making a texture seamless is a very simple process - just cut the texture into a 4x4 grid, flip all of the sections, and then either meticulously use various tools to fix the seams, or do a quick job with the healing brush tool or clone stamp tool(or non-photoshop equivalents). Altogether it would be maybe an additional 5 minutes per texture for superior quality. Also, when using the healing brush tool or clone stamp tool, do not sample the same section of the image more than once or it becomes very repetitive and ugly. Lastly, for Talos' sake, do some tutorials. I see so many very easily avoidable mistakes in textures that would otherwise look very good with basic knowledge. EDIT: When you use the Nvidia normal map filter, keep in mind that black is depth and white is height before converting it. It uses those two values to determine the depth and height, so be sure to actually edit your diffuse before using it. A good rule of thumb is to use a high-pass filter first to eliminate the unwanted shading that would cause strange results, and use the burn/dodge tool to add fine details for the normal map filter. When you convert it, it may(and probably will be) inverted, so either convert it with Y inverted, or invert the Green channel after you convert it. Depressingly, I see a lot of normalmaps that indent where they should extrude, and it's such a simple fix to avoid that. EDIT 2: Upscaling and sharpening a texture does not add detail. In fact, higher resolution does not necessarily mean detail either. There is a maximum texture resolution which you will benefit from depending on your resolution, and for many people textures that are 4096x4096 are just wasted VRAM. For example, assume that a texture is (unconventionally and unrealistically, for the purposes of simplification) 1000x1000, and that your screen resolution is 1000x1000. If you are in 100% view of that texture, you are getting the maximum and optimal benefit from that texture. With a resolution of 500x500 however, at 100% view of that texture, half of that texture resolution and thus vram consumed from it goes completely to waste. Please keep this in mind when making textures. At a distance, pixel ratio is smaller, so distant objects should not have high-res textures, or high-poly models for that matter. In fact, that's why this game uses LOD swaps in the first place. So things like the roofs of houses, chandeliers, places not easily reached by the player for closer inspection, should be a lower resolution than say, the ground, which they are almost always very close to. What's more, the demand for retextures is chiefly for high-resolution textures, in the 2048x2048-4096x4096 range, so anything less than that will go largely unused. Never downscale a normal map, by the way. You will get artifacts and strange results. You may downscale the diffuse and maybe the specular depending on the algorithm(although not the best practice), but never the normal. Similarly, you can never upscale any image and get better quality - it's impossibly by the fundamentals of reality, and more directly the laws of thermodynamics(Law of conservation of energy, namely) to create more from less, and this stands true with data. The normal map filter is also not the best way to create a normal. Conventionally you would use a normal baked from a high-poly version of a low-poly model on the low-poly model. That requires considerably more time, however, and the quality improvement is really not good enough to be worth it(at least for the purposes of modding pro bono).
  8. 00000007 worked. Thank you. I'm still immortal though, sadly.
  9. I'm using console commands to play as a little girl. However, I am immortal, causing horrible bugs when I reach 0 HP. I need to set myself as non-essential, which means I need my own baseID. How would I go about getting that?
  10. Oblivion had it as well. I'm curious as to how it works if it is present. I tried experimenting with the method used in FO3 and Oblvion, but got nothing. Oblivion did not use POM. It had a parallax mapping shader, but it wasn't POM. At the time Oblivion was released POM was only just demo'd. It was using parallax scroll mapping. :geek: And how did you experiment with the method used in F3 or Ob? NiTexturingProperty nor BSShaderPPLightingProperty exist in Skyrim nifs.. What does exist is several unknown floats which appear to affect the material, the shader flags: which are just strings of numbers atm and have no names, and so on. Anyway I have been looking into this. Many of the textures have a sort of height map in the the diffuse maps alpha channel. I have also found a _p.dds texture. That's about it. Several texture that you'd expect to have some parallax... just don't. Like cave walls. I tried added a height map to the diffuse alpha. It didn't do anything, of course. I also tried boosting the height through the blue channel of the normal, which obviously didn't work. A _p texture though - that's interesting. Considering the naming scheme of the other textures (_n, _g), I can assume that that means "parallax". What about those doors in nordic ruins? They seem to have a kind of depth to the texture. Surely that's not part of the actual geometry of the model. I looked at the textures and didn't find anything indicating parallax, however.
  11. Using icons in a grid let's the player locate and recognize items much faster than with a list. With a list, the player has to read each individual item's title, whereas a grid allows the player to simply skim through until they see the right icon. The amount of time for recognition is shortened with a grid and icons. Like I said though, there aren't any icons and they would be a pain to make. Condensed lists would be acceptable.
  12. I saw this mockup posted on /v/ http://i43.tinypic.com/1676xz9.jpg I thought the layout looked alright. I think a grid would work better than a list to make better use of the space, and perhaps use more of the screen for that and have the 3D view of the item in a smaller space. Since there aren't any icons though, multiple condensed lists would be ideal. Less scrolling to find an item is always better.
  13. Oblivion had it as well. I'm curious as to how it works if it is present. I tried experimenting with the method used in FO3 and Oblvion, but got nothing.
  14. I haven't noticed the use of POM in Skyrim. Is support for it even in there?
  15. Is it safe to use, say, a Dwemer Ruin as a house? Will my items despawn, or enemies respawn if I do that? Dwemer ruins look so much better than seemingly all of my house options. Their beauty is offset by their distance from civilization, and lack of convenient tools(Like a smelter).
  16. Solution: Remove ingots and possibly also ore from all merchant's inventory, or lower the amount available for purchase drastically. Make lower-level and less complex crafted equipment give less smithing experience. This will be easy once the SDK is released.
  17. I am intending to add back in spell-making already. I have plenty of experience with scripting in TES games. I made a lot of script-focused mods in Morrowind and Oblivion, moreso than any other mod. I released some of them, too. To my knowledge, in order to add spell-making in proper there will have to be a UI addition in the way of a swf file, which is how all of the menus are handled in this it seems. While I have experience scripting in the TES games, I do not have any experience with flash. I'm more than happy to assist you where scripting is concerned. As far as I'm concerned, it's making my work easier for me, especially because I dislike balancing things. I do have concerns regarding how things are going to be balanced for this, so I ask that you confer with me(and anyone else who assists in this endeavor) with elements of balance. Below is a list of large gameplay-changing things which I intend to mod into Skyrim when the SDK is released. If you're interested in assisting me with these, then we should discuss that, but otherwise let this list serve as a suggestion as to my own dedication and aptitude in modding. It may be wise to approach this by doing and balancing the easier things first(making a spellmaking altar, spell effects, sounds). If you would like my help, perhaps we could try doing some more minor things that are very achievable within a short period of time to ensure at least minimal productiveness, and possibly getting more help for this project. In addition to scripting, I can 3D model and animate. I'm not very good at texturing considering that I'm not very artistic, but I am very good with the more technical aspects of modding. I can give you some examples of things that I've done in the past if you would like. As I said, I have no experience with Flash, and while I could learn I would not consider that a wise choice if we are to keep our goals realistic and achievable, and final result of good quality. If you would like my help, send me a message either though the nexus or Steam, and we will discuss our next course of action, plan the project out, delegate workload, etc. I would prefer Steam for more in-depth collaboration, but either is fine. Here is my steam account: http://steamcommunity.com/profiles/76561198004155168
  18. I got the race ID for the child race. It looks like there's only one, actually, or at least that's all I found. player.setrace nordchildrace That's what worked. Although, children apparently can't wear armor or helmets, and they have awful body textures, and the female has a huge crotch bulge, weirdly they have this bra-thing so it's like they purposely made all females in the game hermaphrodites. Weird stuff. They only have one hair style for females I guess, though the hair color can be changed. No part of the face can be changed, however. I haven't tested it, but the children can probably wear certain regular clothes. Anyway, using the help command will get you a long list of functions, variables, stuff like that. Could be very useful to mess around with that until the SDK is out.
  19. Does anyone know how to set the player's race to child through the console? I know I would use player.setrace, but I have no idea what the child race IDs are. I tried a lot of different combinations, and none of them worked. Any ideas?
  20. Master difficulty you say? I don't think I'm going to lower the difficulty. This game is so badly balanced that playing it for a challenge isn't even possible - it's either absurdly difficult, or wildly easy, with very little of the solid gray area in-between. I would say that playing this for the RPG aspect is the way to go, but considering that this has no real RPG elements that wouldn't work. Or, at the very least, there is nothing to encourage the use of those RPG elements, and so it goes totally unfun. I'm disappointed. I'm either raging every 10 minutes at some bandit who has 4000 health and one-hit kills me with his iron dagger, or completely bored, killing everything with extreme ease. I use a sword and shield, and yet enemies still do enormous amounts of damage to me. I have to carry around stacks of health potions because I burn through them so quickly.
  21. The solution is simple. Make the changes that you want, and then set the ini as read-only. This will make it not editable, and only readable, which means that that line cannot be removed unless you uncheck "read only". In windows, right click the file, go to properties, and check "read only". You should know how to do that already, but it doesn't hurt to explain how to do it anyway.
  22. It doesn't look like silver weapons/gear is available for smithing. Even so, Silver hands have silver swords. Is it possible to improve those somehow?
  23. I've had them follow me maybe twice. Aside from that, no - they never do. I hope this is something that I can fix with mods, because this is a serious problem.
  24. Thank you. I'm curious - how did you find out where it was?
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