Jump to content

calubri

Members
  • Posts

    27
  • Joined

  • Last visited

Everything posted by calubri

  1. I think both games are great. Found Origins slightly better, Dragon age II was a very fast paced action oriented game and I liked that too. I don't have problems with most of the arguments David Brasher listed, against saying that DA2 was a good game. I agree that it probably isn't to be liked by everyone of course. Oh heck, back to the topic. Are you requesting for it to be made from scratch? Otherwise the request shouldn't be supported actually.
  2. Sorry... allow me to clarify.. I recently made a request to have a hairstyle from Dragon Age: Origins adapted into Skyrim.. here. Rather than bellyache and carry on about it not being done, I decided I would try myself. Heh. :wallbash: Within the file of the hairstyle mod itself.. which in DA:O you simply have to drop into an override folder, there are several files with different extensions... re: .msh, .mao, and .dds. I assumed, which perhaps was my bad, that the .msh was the mesh file. After many searches on Google and reading some results in forums, I did finally find some python scripts that allowed import of ".msh" files for Blender, only to receive an error that it was not a valid mesh file. So either way, I think I'm screwed. :facepalm: I have been unable to open this .msh in anything.. I have 3dsmax 2011, Blender 2.49. If needed I could download gmax or maya.. son is a student and has free reign at Autodesk for d/l's. I'm very close to giving up though.. have been at this for about a week or more. simply get the 3ds max dragon age origins tools by eshme, they work fine with many max versions (I think 5 to 2011, not sure). http://social.bioware.com/project/2336/#files. shouldn't be a problem getting your models into 3ds max this way. If you dont have an .mmh for the hair I assume you could just use a normal human female skeleton .mmh supplied with any armor model.
  3. Disregard anything I said about how you made the mod. I just want to thank you. Yeah... I just was... err... excited... I guess.
  4. Edit: deleted
  5. edit: nevermind my opinion, people wont like it
  6. I haven't really found any very useful resource on this, I found a .tri file importer and exporter, but the tutorial is way too short and is missing some vital steps, because my custom mesh will have distorted facial expressions in Ck both when using vanilla tris or custom tri with its own manually applied shape keys. Can anyone give me directions on this? Another tutorial? I am bad at finding things using google, so I didn't come across anything useful yet, but I know it's possible, as I've seen some custom head examples, though mostly or only from authors in eastern countries.
  7. that's one way to get yourself banned Vampling... but err, sorry, I just noticed after I posted this, that mods would take care and wouldn't need anyone bumping this thread with a message that points out the obvious. So disregard that I posted this.
  8. Sorry for bumping this, but I need to bring this to your attention again, mainly I really don't know what to do, I just can't place them somewhere I believe would be good because the cell view is such a pain in the ar*e to navigate through, And I don't have this nice view like in skyrim when using nocollide, I'd have to manually search for a location in skyrim, get the nearest location's name, right-click-dragging about a hundred times to navigate to the wilderness cell in which the spot I intend the npc to spawn is, then finally place something there that makes the creatures spawn. It's a little bit tough for about 100 locations. Is there really not some easier way without modifying the vanilla files?
×
×
  • Create New...