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scottmack

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Everything posted by scottmack

  1. Sure but it still requires modders to go in and splice what they need together which will take longer than just recording it, still doable just more hassle. Im more peeved about the way dialogue choices are presented than anything tbh.
  2. Graphics look fine to me, I like a lot of the new stuff that was teased, the only things really bothering me is that voice acting will make it more difficult when making quest mods. But most of all I don't like the bioware style they have chosen for selecting dialogue responses. They don't tell you exactly what your character is going to say only instead giving brief preview of the general response. I find when using dialogue choices like that I select one I think sounds the way I'd like my pc to respond only for it to come out totally different to what I was expecting.
  3. I have just finished witch hunt after power running it all but that CC will be useful for people who befall the same mistake as me. Thanks for all the help! :smile: Onto DA2 now!
  4. This was a big help! I tried the CC but it doesnt mention the grimoire, only killing flemeth which might include the whole quest but I didnt want to risk it. The Skip Fight has been so useful, just refinished the campaign doing some side quests I missed the first time, got a nice ending. Just gotta rush through Awakenings Main quest tomorrow, pretty sure the sidequests dont carry much over anyway in the expansion. Kudos Given!
  5. Well thats put a dampener on my weekend :tongue: Seems like my best course of action is just to rough it then, I'll probably just put on godmode and get a ridiculously op 1 hit kill weapon for my party to storm through it again. Hopefully it wont take long :wallbash: Appreciate the info tho! EDIT: Also would there exist a list somewhere of all quests that effect DA2 from Origins and Awakening. This way I can skip past some sides I did to save time?
  6. Hi all, im on my first runthrough of dragon age and have completed the main quest and awakenings it was only after i realized I still had flemeths grimoire in my inventory and i thought i had spoken to morrigan and given it to her. Apparently not, my origins save is 42 hours on the epilogue of origins and my last save outside of the final quest is only at 34 hours. I'd rather not speedrun the rest again, is there a toolset editor so I can check whether I did complete the quest or manually mark it as complete instead? :confused: Or is it possible to give her the grimoire in witch hunt?
  7. Bookmarking this, spears are the only thing that could get me back on skyrim :O
  8. Britain made a big sky shield over the isles out of crumpets and the nukes subsequently bounced off and rained down into France. The residents of the UK proceeded to enjoy carefree lives drinking tea with the queen while complaining about the weather.
  9. In response to post #10359806. Dont do it, the graphics suck.
  10. Couldnt get the bloody game to install myself. Disc 1 was always unreadable, got a replacement and same story. Ended up getting a refund instead.
  11. I can't recall 100% but Dragbody has explained this to me before, if I recall correctly it has something to do with the finger bones being rigged to the skeleton and something or other so they are equipped to the player when he puts the outfit on through the -Armor Addon window. So yeah separate the gloves from the body.
  12. These kind of remind me of a mix between Predators and Tusken Raiders lol.
  13. Its generally the legion for me, sometimes house.
  14. As far as im aware there is no book that exists that is for teaching you how to use the GECK sorry.
  15. Firestorm: Thunderhawk 2, Crash Bandicoot, Army Men and Medievil were my life for a long time lol.
  16. Why would you need to know where the road pieces are in a BSA? The only reason for that would be to extract them to modify the model or textures. Learning the GECK I.D's and what they look like would take forever. I doubt theres anyone that can picture in their mind what every piece looks like when they are shown the GECK I.D for it. As for fitting them together just click the snap to grid icons. Anything that was intended to fit together will then do so. Otherwise you can just freehand to hide clipping stuff with static clutter. You just need to get used to the GECK and how it works, its pretty easy once you know how to use it. You'd be very, very lucky indeed to get somebody to sit with you on skype or something and teach you everything, truth is most people are way to busy to devote that amount of time to somebody elses learning. A job and real life commitments take priority. You need to find your own motivation to teach yourself, thats how most of us all got into it. My motivation was my anger lol, I refused to accept that somebody could do something I couldnt. Which pushed me to where I've gotten thus far and im still learning new things all the time. Whenever you're truly stumped then you put a question onto the forums about it and then if you're lucky somebody who has also been through it will see your question and give you an answer.
  17. Erm, well there are absolutely loads of youtube tutorials and walkthroughs which is how some people learn, others just read a wall of text and trial and error it like I did. If text or video tutorials dont help you then there isn't much you can do. Most people are either busy with real life or their own projects to hold someones hand through a long winded process like modding.
  18. Home made PPSh-41. Still needs to be set up to work in Fallout first.
  19. Kaya hasnt been banned, still seen 'em around. Not sure why the mods gone though.
  20. Im not entirely sure what the max Poly count is you can use in a nif file for fallout is but safety is under 15k polys for me. You want to be roughly around the 3-6k mark though for a low poly model. At least that what I try to stick too with my level of detail. I use blender to UV map as well, and is daunting the first time you do it, but once you've done it once you realise its a very easy very boring task. I'd offer to help you through it on Skype but my headset broke a few days ago. Ideally what you want to do is start marking seams along your edges, (CTRL + E in blender) what this does is it lets blender know where to split the UV's when its unwrapping it, for lack of a better explanation. Google it for a better explanation of it. Easy parts that are flat-ish can be projected from view and scaled appropriately. Also looking at the model, you may want to consider adding some sights to the top if you havent already seen they're missing :P
  21. I know exactly what you mean, Unfortunately it doesnt work that way. You can copy blocks and animate it that way outside of blender for example lets say the revolver is made using mesh edits or a custom model in a 3d program and then taken to nifskope. The base gun is from the single shotgun along with the barrel the cylinder and its components are taken from obviously a revolver. You hae all your parts animated the way you want but the animations are tied to the animation types in GECK, so when you choose the 2 hand animation types your provided with a list of like A to Z of fire and reload selections, you choose the fire type that matches the hammers for the rifle to animate them, thats all fine. But when you choose the reload for the cylinder lets say it was Reload D for the pistol, when you select that for the 2 hand rifle it could be the reload for the hunting rifle or something. Like I said earlier, you cant mix and match animations from different animation types. :confused:
  22. Well seeing as you said other than keyframes I suppose I cant answer that question. If you mean copying the animations and renaming them to replace a 2 hand anim then Its been tried and doesnt work i think. If someone did get it working then the revolver rifle would need a pistol grip else your hand would go from holding the stock to holding thin air where a pistol grip should be. At least I believe that the animation also includes how you hold the weapon.
  23. I didnt see anything in your previous post about NiControllers :whistling: Well If you know how to create animations for vegas then you may as well just create custom anims for the whole thing which solves the speed loader issue. The only thing I can suggest otherwise is using the little meter thing that turns when you fire the railway rifle but that wont be perfect either and will stop the hammer animating.
  24. Only if you know how NiTransformControllers and NivisControllers are done properly. Since you'd have to separate the Speedloader and Bullets into separate NiNodes or the bullets will disappear too. Yes I know they are all from 2Hand rifle my point was that using the pistol anims wouldnt work :P You'd have to create a custom animation to make the cylinder revolve on a 2 hand rifle.
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