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Everything posted by glowplug
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Making armour w/t Blender 3D and other questions.
glowplug replied to Tattorack's topic in Oblivion's Classic Discussion
I'll do what I can. Much the same for Fallout 3 but I'll get back to that. -
Making armour w/t Blender 3D and other questions.
glowplug replied to Tattorack's topic in Oblivion's Classic Discussion
I think it's a good idea to go with max comp skeleton. I've installed Blender 2.71 and all seems to work the same. I looked for tutorials but nothing holistic and I did not do enough screenshots. I could do one but I need somewhere to put it - I do not think video is adequate for this. If you and/or anybody else thinks a Latest Blender to Oblivion, armor/weapons tutorial is needed I'll give it a go. -
Making armour w/t Blender 3D and other questions.
glowplug replied to Tattorack's topic in Oblivion's Classic Discussion
Ahh..yes.. To use armors you have already made in a later version of blender than 2.49 Probably best to get rid of any vertex groups if they aren't mapped to a relevant Oblivion skeleton. Save with Legacy option. Open in 2.49 and import skeleton as I suggested then save. Open in the version of blender you are used to and do your weight painting. Save with Legacy for 2.49 export as I described. Any skin materials could require an amount of work in NifSkope - simply reference a vanilla/whatever. Also a good habit to check that texture paths are relative and not mapped to hard drive. Again, sorry if "too much information" but I'm trying not to leave holes. -
Making armour w/t Blender 3D and other questions.
glowplug replied to Tattorack's topic in Oblivion's Classic Discussion
Around half hour from import original ebony armor pieces and hgec upper/lower - very quick shape tweak. http://youtu.be/95y4RzYIgHU I know this messes the panels/layout but that's easily fixed. What I did was... Import ebony armor pieces and hgec upper/lower in 2.49 and save (see below). Open then work in 2.68 including weight paints using hgec as guide for thighs/whatever. Deleted hgec meshes. Saved using Legacy option. Open in 2.49 and export (making sure to right-click skeleton then press the "a" key twice of course). There was no work in NifSkope for this one. As part of the 2.49 import delete bones/skeleton until all pieces in then... Right-click any piece and press the "a" key twice to select all. File -> Import -> NetImmerse/Gamebryo (navigate to Oblivion\Data\Meshes\Characters\_male\skeleton.nif) Click "Restore Default Settings" Click "Import Skeleton Only + Parent Selected" then "Ok" Note: remember to deselect "Import Skeleton Only" next time you import anything else. If doing a full armor then import HGEC upper/lower, whatever hands/feet as required repeating the skeleton steps as said above. This will ensure you have all vertex groups to weight paint for. I would normally repeat the delete then re-import skeleton just before 2.49 export but I forgot and it worked anyway. I have screen shots but will need to go to work soon. -
Making armour w/t Blender 3D and other questions.
glowplug replied to Tattorack's topic in Oblivion's Classic Discussion
Yeah, soz, I missed that you are using .dea and .3ds for conversion. What you're looking for used to be simple tutorials but most seem to have disappeared. I'll try my best but at least you might get some key words for searching. Either way let me know how you get on. As I said, you need to use the CS or CSE to get it in game. You need to open CS/E and on the Object Window familiarize yourself with Items -> Armors. You will need to look at body part mapping for existing armor/clothing to see what is what. Remember that HGEC already has upper and lower body mapped to neck, wrist and ankle vertices relative to CS requirements - the waist is different but it doesn't matter as long as your armor part(s) comply to HGEC waist - if your making Upper & Lower as one piece then waist does not matter. For each CS body section you have to provide ALL vertices with UV maps, weight painting of course. Fix up skin materials in NifSkope but texture has to be "textures\characters\imperial\female\footfemale.dds" - you probably know that. Open CS/E and Save as a new ESP - use Tattorack/whatever as part of the name to make it unique. Save frequently. On the Object Window go through the Items -> Armor list until you find something that uses similar body parts (right-click Edit). * Change the ID to whatever * Change the Name to whatever * Make sure Scripts == None * Select/Deselect body parts as applicable * Take a look at the Enchanting drop down (more below). * Use the Male/Female Biped Model buttons to navigate to your mesh(es). Click OK and Yes for Create New form. Going further down the Object Window's left panel look for World Objects -> Containers. Again, right-click Edit for whichever. * Change ID to whatever * Name to whatever * Script == None * Respawns - your call. * Right-click Delete whatever under Object ID. * Find your armor on object window and drag'n'drop to the container. * Click OK and Yes to Create New form. Find somewhere in Cyrodiil/SI to drag'n'drop your container. Save your ESP, use whatever to put it on the Data Files list You can now go test it. The enchantments that armor and weapons use can be found on the Object Window under Magic -> Enchantments. These only provide what can be found from the CS menubar Gameplay -> Magic Effects. Do not change any Magic Effects or you will simply create a dirty mod that nobody wants. -
Making armour w/t Blender 3D and other questions.
glowplug replied to Tattorack's topic in Oblivion's Classic Discussion
You can install multiple versions of blender, just install to different locations. I haven't updated since 2.68a but I assume the same for whatever <> 2.71 you have. Get all you need from http://niftools.sourceforge.net/wiki/Blender#Recommended_Downloads_-_Blender_2.49 When ready to export, save and tick Legacy Mesh Format under Save As Blender File. Open with 2.49 (ignore complaints). Delete any bones. Select all meshes. File -> Import -> NetImmerse/Gamebryo - navigate/select the skeleton required then click Import. Click Restore Default Settings then Import Skeleton Only + Parent Selected. Right click the skeleton to make sure it is only object selected. Press "a" twice - now have all selected with skeleton as "active" File -> Export -> NetImmerse/Gamebryo Navigate/name wherever and click Export NIF/KF (it will export as NIF). Click Oblivion Click Restore Default Settings For Selected Game. If I've missed any Export settings http://wiki.tesnexus.com/index.php/Blender_import_and_export_armor_for_Oblivion will tell you what to ignore. Other than that search "oblivion blender export" but you may end up having to borrow ideas from Bethesda game tutorials. As far as the Enchantments you asked for you will have to try and achieve those under Enchantments in the TESIV Construction Set (CS) or same Extender (CSE). -
I've just done an update to my Time Cairn mod... * a short quest * sanity points based on usage (only after the quest) * 3 redemption realms (can be manually accessed for up to 15 bonus sanity points) While I realize most people won't be interested in the Time Cairn's method of travel you may enjoy the quest and a few rounds of the realms for a change of things. http://www.nexusmods.com/oblivion/mods/45113/?
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Correct me if I'm wrong but I think I've hit the answer to this. Having removed the one and only BergamotSeeds dependancy I have a stand alone esm. Just before things in Cyrdiil were invisible and after all seems okay. I don't think there would be any other things contributing.
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I'm not sure where the border of esm isolation lies. If I have a worldspace in my esm but use assets such as rocks, trees and landtexture from Oblivion.esm am I asking for trouble? It is a large island where I'd like to "Copy objects from..." ColovianHighlandsnn and AnvilCoastline. While it did not take all that long to duplicate/rename the objects and their childs required for one region (to create a standalone esm) I'd rather avoid that amount of time/work for quite a number of other worldspace/regions if possible
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Modifying the encumbrance formula
glowplug replied to pulli23's topic in Oblivion's Classic Discussion
If somebody can give me advice on s/getNthEffectItemMagnitude I might be able to do this. From what I can tell encumbrance is not accessible through scripting. You would achieve the same result with a dynamic Fortify Strength enchantment if that's possible. Something like... create an enchantment with Fortify Attribute:Strength, create a ring/whatever and put the enchantment on it. Put the following code behind the ring... set lMagnitude to (player.getBaseAV Willpower * 3 + player.getBaseAV Agility * 4) * 0.2 set refSelf to getSelf setNthEffectItemMagnitude lMagnitude refSelf 0 ...but after playing around for quite a while I have not been able to get setNthEffectItemMagnitude to work. It compiles on the above as well as replacing refSelf with the name of the enchantment but the documentation does say Reference. When testing on getNthEffectItemMagnitude I got all zeros - I tried putting a number of effects on the enchantment and changing the last argument. I of course read that the get does not work until after it is equipped but a good delay still returned zeros. I'm wondering if the NthEffectItem functions fail on Fortify Attribute as they would have to reference it's child table. The next thing is processing overhead. It only needs to work onEquip and LevelUp whereas gameMode will fire as often as it can on apparel scripts. The documentation tells me that onEquip is too soon but that's easily fixed. You can test for LevelUp from menuMode but it will always be at least one menu opening too late. There is a compromise. I hope this can be done because it makes a lot of sense. The next step would be to replace the static multipliers (other than one fifth) with variables that a player can modify through an input box. -
Edit: I just noticed your last post. Installing the basic CS is fairly basic (if I remember correctly). I believe the steps below are far easier to work out than photoshop. Please feel free to message me on this. It's certainly not a dumb question but the word Race is actually the solution. I did Felen Relas of the Anvil Mages Guild using "data\characters\argonian\headargonian.dds" yet no effect on any other Dark Elves. It took about two minutes. I'm using Construction Set Extended (CSE) but it should work okay with the regular CS. * From the Character menu open Race. * Right click DarkElf and select Duplicate. * On the Body Data and Face Data apply your textures. * Double check General Data that Male/Female Voice are still HighElf, that Text Data still has Dark Elf for Name. * Repeat for the textures/variations you want. * Apply above as appropriate to the NPCs you want to change. Be warned, if any character has a quest/script usign GetIsRace on them you'll have to change that or simply leave that character alone. I can't think of any other issues but hey, finding these is part of the fun of modding.
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I am well under way with a rewrite of Nagasteim. How should I go about getting voice actors? I mostly need Nocturnal, Meridia, and an elven woman.
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I noticed that Google Chrome will show me my upload speed/duration to Nexus. This would be useful as I am planning on releasing a number of mods for Oblivion but I can not seem to get Chrome to log in. I've checked Firefox for my username/passwords but Chrome is failing on all of them.
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Thanks for that, it confirms what I thought. While I've done it before, redirecting the player via each associated worldspace is not a viable solution for this mod. Not to worry, they only have to look at their feet for the map but it does not have individual caves etc.
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Thank you for that, I should be able to get the mod out later today or tomorrow. I missed player.isInInterior which is why I had it as the else to all the elseif getInWorldSpace. I searched for getparentWorldspace but thought it didn't exist. I've only just started using CSE and only had to type it for the intellisense :blush:
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I need to give the player a link back to where they teleported in from. At the moment I have a lengthy "if elseif" block of world spaces which finishes off with player.getParentCell. Of course that will miss mod worldspaces. Surely there must be a way to dynamically get the player worldspace.
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If we go from one worldspace to another the menu map updates. If we go from an interior to a new worldspace the menu map updates. If we go from one interior to another with different worldspaces the menu map does not update - this is a significant problem for one of my mods. I've tried tricks with doors and code to no avail. Is there a solution to this?
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That's very good advice, I appreciate it.
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I hear what you are saying and thank you for the support. I've spent more time doing mods for myself than playing Oblivion. This one started as a fast training mod for me to test/trial others with a variety of characters, I had not planned to release it. I soon felt it needed a quest to 'earn' all of that which led to the story. I think the quest for that story needs developing and I've had to face it is better to restart. When I posted here I was really down about that, several brick walls and starting to lose my voice. Since then I've bounced back and I'm under way with fresh development of the Nagasteim saga.
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Since then I've had some feedback, found issues an removed the latest version. At this stage the description just reads that. As I make progress with the revision I'll update the description.
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Now that I posted that of course I wish I hadn't. I've got nobody to blame but myself. Now I think about it I can't expect much back if I don't put it into the community. It's time i took a break to rethink things anyway.
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I recently released a test version of my mod Nagasteim with warning as such. I specifically asked for testing and feedback. Considering the number of downloads and views I am very disappointed with the community. There has been absolutely no feedback other than teething issues which I fixed ASAP. Having spent hundreds of hours creating all sorts of new stuff I think it is lame. In a post since I offered a bastardized solution but still no response. How's a person supposed to get any motivation to complete a game sized mod???
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Thanks IkeCoast, I forgot about Base Scale on the Creature Dialogue :blush: I've portrayed the Nagastanni race as tall and slender so their zombies should be likewise. Of course, I can achieve this on Creature through slimming their zombie outfits. That makes things a lot simpler as they only need creature sounds.
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Blooddemon is perfect but I did it as non-playable race instead of creature for a number of reasons. Thanks once again Harvald for your creature tutorial, it is exactly what I need to do next. The problem I am finding is resizing the creature, is there a way to do this? I've tried various combinations (including skeleton) of both blender and nifskope edits.
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Thanks for the quick replies Lonewolf_kai and Harvald. That gives me plenty to go on with for now.