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Shredator

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Everything posted by Shredator

  1. Sure, it's the least I can do. I'm slaving over my own project at the moment, but if you get as far as a recruitment thread, I may be able to pitch in a little work for you. If you have any questions, I may be able to help (modeling is my forte though, I haven't learned very much of the CS yet). Good luck!
  2. It seems like a good idea, so I'll pitch in a little advice for you. First, since you don't mod, you'll need to realize modding is a LOT of work. It's long, inefficient, and wouldn't happen at all if not for the passionate drive of the modders. Just so you're aware, know that you're asking people to dedicate days and weeks of their time to this project. A large mod is a huge undertaking, and is certainly not to be taken lightly whether you know what goes into it or not. You also should know the odds of your project being done- almost none. Imagining a graph, as the projects get bigger the odds of them being created drop exponentially. I haven't been around long, but I can't name a single big project which has been created here by request alone. With those two things in mind, here's my advice for you. Learn how to use Elder Scrolls Construction Set. It's really far more simple than you'd expect, and as you use it you'll improve. http://cs.elderscrolls.com/constwiki/index.php/Main_Page That site has really good tutorials for the set, and will get you capable with it easily without any prior modding experience. Once you're on your feet, begin creating your mod. You don't have to get a ton done, but do enough of it so you have something to show for it. With that accomplished, make a recruitment post here with your ideas and what you've finished. Showing finished work shows that you're serious about the project and helps define your ideas, making it far more likely others will volunteer to help you. Finally, a little constructive criticism. In this community, anyone can write, and many of us can write well. Being a writer doesn't make you special, able to do anything anyone else can't, nor even make you a leader. We have plenty of writers, so you'll have to prove yourself by your sweat. Back in the day moving was done in a handcart, which serves as an appropriate metaphor- everyone either pushed or pulled the cart. If one person sits inside the cart and rides, nobody wants to push. If everyone pushes, nobody thinks it's unfair that they have to push and are happy to contribute. If you really want this mod to happen, you will simply have to do more than just write- that's why I recommend you learn to use the CS. You'll need to either make the mod solo or work alongside your team, else I promise nothing will be accomplished. I know a lot of it sound like I'm insulting you, but trust me when I say I post this only to help you. Learn the basics of modding, try to form a team, and there's a chance your mod will become a reality.
  3. Actually, I'm already working on a steampunk project. I've always found it strange that there's so much demand for steampunk in the community, yet nothing has ever really been made... I'm planning on making a recruitment thread in a few days, once I get my first full steampunk outfit textured and in the game. If you're interested in working with me on a fair-sized steampunk mod (and city), or perhaps would be interested in merging your current steampunk project with mine, send me a pm. I'll be writing my thread with the things I'm planning pretty soon.
  4. The patch should come with all of the previous patches, whether they're needed or not. When it installs, it will check which patch is currently installed and install only what you don't have. It's possible, though not terribly likely, that you'll run into problems with your installed mods when you patch though. The mods were probably created for 1.2.0416, and if a file changes those mods use it can create a conflict. If it does, just reinstall the mod and you should be fine. It's definitely worth patching though, most mods these days will assume you have that patch already installed.
  5. Got it! Thanks for the response. The problem ended up being what looks like a glitch caused by Maya not being able to work very well with .nifs. The program has trouble editing weights painted as a .nif, so I had to convert and import a few files around. From there it was a simple process of copying and reapplying some of the game's weight data to the new meshes, and everything's right as rain! I'm happy that's finally figured out, time to start modding for real :thumbsup: .
  6. I can't make any recommendations from experience, I don't use blender myself. I do know, though, that you can find quite a few free tutorials and guides online with a google search. Lots of experienced modelers (animators, and such) have uploaded tutorial articles online for every 3d application. I personally learned to use Maya largely from random online guides I found through a google search, you just need to poke around a bit. Good luck!
  7. I've been on a little journey making and fixing bugs, trying to get a simple custom armor mesh into the game for a few days now. I've been able to get just about everything in correctly now, textures and mesh, but I haven't been able to get my armor to bind 100% correctly to the skeleton. Right now I'm going Maya > .nif exporter > nifskope > TES cs > Oblivion The clothing pieces were also created from the ground up. I've tried all three linking methods detailed here http://cs.elderscrolls.com/constwiki/index.php/Making_New_Armor_Using_NifSkope but none seem to have any effect. I was able to link easily with different ingame meshes, so I believe my trouble with that is simply from mine being entirely custom. Would going back and rebinding all of the skin as well as the clothing pieces work, or would that cause problems? What would be the best way to go about this? My attempts haven't gotten me anywhere. Edit: Tried rebinding all of the skin and armor, but the deformations were unacceptable. I'll definitely need to find a way to sync with the game's binding.
  8. Strange, I made sure to check Oblivion when I exported from Blender. I'm not familiar with Blender though, so odds are it was my error somewhere. I've just gone through some of the Maya settings and have found the problem though. I assumed the settings would be set automatically, but I guess I just needed to go in and set everything correctly. Thanks for the help! -Haha, great. Now instead of turning my character invisible, it just crashes my game. Well, it's progress, of a sort.
  9. Nif version differ! Current File Version: 20.0.0.5 Clipboard Data Version: 4.0.0.2 The results will be unpredictable... How in the world can my .nifs possibly be so old? I'm using Maya 2009, using the newest .nif plugin. I've also tried importing to blender as an .obj and exporting again using the blender .nif script, but I get the exact same error. The mesh doesn't appear in the game at all, it just turns my character's body invisible. Any ideas on how to fix this? I've been trying for days and haven't made an inch of progress. I can also send the mesh files and let you guys take a shot at it if you wish. They're a top and skirt mesh I've just started, but I wanted to ensure I could get them into Oblivion before I got serious about modeling them. Edit: This is the error I get when I press continue- ""invalid array size for array" "Extra Data List" ""array Extra Data List invalid""
  10. Ah, that's good to know. Much appreciated, I'll probably use that soon.
  11. Ah, I never thought of that. I originally installed my Hgec with the omod, which is probably why I wasn't able to find the files. Mgec does contain what I need though, thanks!
  12. I'm just starting to make mods, but I'm having trouble finding files I can use as a base to model clothing to. Specifically, I need an A or a B cup female model to work with for Hgec. Loading others' files to act as a base, all I can find are D+, which I simply can't work with.
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