Jump to content

ZorquanX

Members
  • Posts

    17
  • Joined

  • Last visited

Everything posted by ZorquanX

  1. I'd love to be able to kick those insolent bastards in the nuts for once !
  2. I'd love to see something like that too !
  3. Tried both... Still black ! :confused:
  4. Been trying to start my own mod since I don't seem to find what I want anywhere and got up to that point where I put an armor part in-game and it doesn't show right in CK or on my character. Everything seems fine in 3dsMax and in NifSkope put all the textures are blackened in CreatonKit and In-Game Tried to add textures via TextureSets = doing the same. The game behave normally otherwise and as far as the meshes goes everything is fine. I searched around and didn't found much, maybe in the nif file something needs to be activated but I don't know where to look if someone can point me out I'd like this resolve before I go any further in making this mod please (so I don't have to redo too much stuff). ----====---- 3ds Max 2009 64-bit NifSkope 1.1.3 (revision 36ebfdd) Game + CK up to date --------------
  5. Straight to the point... Use of different material for different armor/weapon style for different strength/weakness (mostly only need a few retex I guess). Always thought that wierd that one type of armor could only be builded in ONE material only, I mean an Orcish set made of Ebony would be awesome (Of course eventually materials would have different effect on the set but that's for later) ACTUAL REQUEST: Armor sets re-texture to match main materials; Ebony Iron (maybe a rusted version too) Steel Glass Dwarven Elven Orcish Dragonscales/Bones And same for various weapon style...
  6. I was thinking just that too, link the newly created bones to the original so they'd follow it into animations. Can't we make the new ones somehow "children" so they'd follow the movements of the original ?
  7. My view of the "Ebony" one... 1- Shirt 2- Pauldrons 3- Hauberk (Chestplate) 4- Gaiters 5- Pants (with Legplates)
  8. I searched around to find broken-up armors and found bits and pieces here and there (rarely satisfying) to build a composite armor mod. After hours of searching in vain I decided to do it myself... I got around the CK, fine I can work that. I messed with NifSkope a bit and found what I needed there. Now I'm stuck with 3D editing, my computer doesn't wanna help (old bastard !). So, I'd need someone who's set up and willing to make me various NIF files with different armor parts of existing armors, I'd put them into my mod (already started to prep the datas in CK). The goal would be to make something as close as possible to that pic... In this case the "Dragonplate" armor... 1- Pauldrons 2- Armbands 3- Hauberk (Chestplate) 4- Gaiters 5- Pants (All the way to the butt under the gaiters)
  9. HA Nice !! Thanks ! Will do the job for a while... What I was looking for was more like no quivers ever, "you summon 1 arrow each time you draw the bow" kind of passive learned power.
  10. Here I go straight to the point... A new spell that, when learned is actually a power, summon arrows out of thin air when you draw your bow without any arrows equiped or you have none left. It would cost magicka per conjured arrow depending on the strength of the spell level. I thought it would fit perfect with my ranger/summoner character but I don't know how to script that sadly. I know there is the "Bound Bow" (could use that as model for the arrows) but these "Conjured Arrows" would give the liberty of using any bow since I like to use different bows with different enchantment.
  11. The way I see it would require maybe a bit of scripting. When you equip a weapon it trigger the script that check if you are in drawn combat state, if yes it ask you if you wanna "drop" (closest to magically disappear) or "sheathe" the current weapon (don't ask if unarmed obviously). Choose "Drop" = the weapon drop to the floor and you draw the new weapon, choose "Sheathe" = force sheathe the current weapon before drawing the new one. If you're quick enough you could maybe drop the axe you just swinged into a foe's skull (which would ideally stay there) then immediately draw/swing your sword at the next unlucky monster... which would be, on a cinematic point of view, VERY NICE hahaha!
  12. So the question stay "Can we change the handlers for the animations of axes and hammers separately so we could put them on different bones?".
  13. I just skimmed this forum section by curiosity since I would love to see those damned weapons at the right place too :confused:, but I was wondering how hard it would be to make a different bone for each type of 2h (sword/axe/hammer) and link the animations to each of those type accordingly ? I think I remember seeing a mod that added lots of bones (including bones for wings etc..) if I find it again I'll add it to the post ! EDIT: Might be this one... not sure ! XP32 Maximum Skeleton
  14. I am currently using the "Armed to the Teeth Easy Version" to show multiple weapons on my character which consist in adding a simple line to the "Skyrim.ini" file thus allowing [favored] weapons with a different slot to show automatically and all at once. [General] bDisableGearedUp=0 The problem is that this method, although much simpler than the full "Armed to the teeth" mod, glitch easily (nothing un-fixable in-game tho) as in when you switch equiped weapon while having a drawn weapon the model of the previous weapon get stuck over the current one. I suspect that is due to the fact that switching drawn weapon originally make the current weapon dissapear and trigger the drawing of the new one without any sheathing process. Of course I can just remember to fully sheath my weapon before switching to a new one but the request here is... Is there a way/mod to force sheathing process while switching drawn weapons !?
  15. Pretty cool for items crafting, thanks for the share maybe I can use something in there that will help me with my idea.
  16. Since Hearthfires got out I thought the idea was pretty neat the only problem I saw on the spot when trying it out was the INSTANT BUILD of each step and no spell cast which looked a bit wierd. So, the idea here would be of a mod that put a timeframe on each step of the building process and during that time you see NPC actually working on the site then BAM !! when time is up you can move on to the next step. Would give more of a quest-like touch to the building process and give you time to gather materials for the next step. Plus, it would add a bit of realism to the whole process and give you a sense of achievement to the fact that you builded your own house. Otherwise I think Heartfires isn't much different than any other HOUSE MOD out there except it's official and cost 5$ lol. And as an upgrade to that mod you could have an active evolution to each step, example; Taking 6 in-game days to build the walls then each day when you pass you see 1/6 of the whole wall done or something like that. Hope it will inspire someone quick because I'd love to see that happen soon and I'm not good enough to make it by myself within the next year or so lol !! Thanks in advance to anyone doing it ;) EDIT: Please post the link to the project if it is started.
  17. I am trying to figure out a way to have an armor set that include 3 "type" of armor in it and allow accessories... It would also be a good starting point for a complete batch of armor mod that can be combined together part by part. All parts could be worn at the same time for maximum customisation. Clothing parts Shirt / Bra Underpants / Pants Socks Light parts (worn over clothes) Cuirass (Light Armor) Gloves Boots Cowl / Mask Cloak Heavy parts (worn over light and clothes parts) Helmet Pauldrons Hauberk (Chestplate) Vambrace Tasset / Fauld Greaves Sabatons Accessories Amulet / Necklace Ring / Signet Bracelet Anklewear Circlet / Bandana Earring Bandolier / Pouches Backpack For now I'm only working the stats since I don't have matching meshes models (trying to find parts that fit together without too much clipping isn't easy). So my REQUEST here is someone who could make me a set of meshes and matching textures of different color per layer of armor so I can see previous layers distinctively, since I wanna see what it would look like and also because I'm not good at making/modding meshes, doing all this by myself would take forever... EDIT: Then I found this Unused Biped Nodes Consensus so adjusted positioning to match since it's a great idea. Biped Node - Custom Use 30 - HEAD 31 - Hair - Helmet* 32 - Cuirass (Light Armor) 33 - Gloves 34 - Arm Gloves* (Bracelet maybe) 35 - Amulet / Necklace 36 - Ring / Signet 37 - Boots 38 - High Boots* (Anklewear maybe) 39 - SHIELD 40 - Body 2 / Tail 41 - Longhair - Helmet* 42 - Circlet / Bandana 43 - Earring 44 - Cowl / Mask 45 - Cloak / Scarf 46 - Hauberk (Chestplate) 47 - Backpack 48 - Bandolier / Pouches 49 - Tasset / Fauld 50 - Decapitate Head 51 - Decapitate 52 - Underpants / Pants 53 - Greaves 54 - Socks 55 - Knee? Sabatons** 56 - Shirt / Bra 57 - Pauldrons 58 - Shirt* (Arm Tattoos maybe) 59 - Vambrace 60 - MISC 61 - FX01 Underlined are Bethesda DEFAULT. *Depending on the type of meshes. **I think Greaves cover the knee part.
×
×
  • Create New...