Jump to content

McMutton

Members
  • Posts

    204
  • Joined

  • Last visited

Posts posted by McMutton

  1. As far as I can tell, you can only alter a rigged model's position by doing it to the model, itself- changes made in Nifskope won't stick, unfortunately.

  2. Yo!

     

    So I got sucked back in to the game after quite some time, and thought I'd roll up a axe-wielding character. As you all know, there aren't really many battle axe mods, and even fewer animation mods for such weaponry (if any, that is).

     

    You know what they say: If you want it done right, do it yourself. I've been wanting to do some Skyrim animation for quite some time, but until recently the software issue was holding me back. That is, until I ran across Anton's Blender Tools. So now I can do stuff!

     

    The idea is that this'll go along with some slight remodeling of vanilla battle axes and warhammers in order to give them longer hafts; I'd always thought they were way too short. I'll probably have one or two new axes to go with it. Maybe even greatmaces?

     

    Here's progress, so far!

     

     

     

    Plenty of issues, of course:

     

    -Anybody have any tricks for aligning weapons in the 3D software?

     

    -Any insight on the odd angle of certain movement animations?

     

    -The attack animation looks WAY better in the software. I suppose it's related to the weapon being misaligned:

     

    CalculatingFamousCollie-size_restricted.

  3. Well that's awkward. Turns out I just needed to duplicate the walk animation as 2HW_WalkArmBlend- the vanilla blending must've appeared to override my new animations. Huzzah!

     

    Now some new stuff crops up, though:

     

    1: When moving forward, the character's legs are going at an odd angle. Could it be related to the IPO curve thing mentioned in Oblivion animation tutorials?

    2: The character's actual legs aren't using my own animation, as far as I can tell. Is it blending with the non-combat moving animations? If so, is there any way to get it to use my own leg animations, or would that require altering the normal walk?

  4. I'm also running into another issue: The movement animations aren't being replaced at all. They aren't even playing incorrectly, like in the base T-pose. It's just using the vanilla animations, instead.

     

    Do you think its because they lack some sort of hard-coded requirement for a movement animation? They actually play correctly as an idle- albeit lacking movement, so that seems likely.

  5. Yo guys!

     

    I've recently stumbled upon Anton's Blender tools, and was just giddy at the prospect of actually being able to make some animations for Skyrim!

     

    And I was quite successful. With a single idle animation.

     

    I moved on to a walking animation, only to discover that the process that was so easy for an idle isn't up to snuff for a movement animation. Annotations for audio events and stuff? Extracted motion for actual movement? What sorcery is this?

     

    Is Blender capable of doing that stuff? It IS something you'd have to do for movement animations, right?

  6. Hey, thanks! I go kinda backwards, as I do the texturing first and then create the normal map from that. I usually do some hand-painting on it to get certain areas to look right, which is what I did with the majority of the armor. There are still a few areas that require a bit more definition, but the normals are just about done:

     

    http://i.imgur.com/wzSSpre.png

     

    http://i.imgur.com/nzNHt98.png

     

    http://i.imgur.com/OtFKUiJ.png

  7. Been a while, yeah? I'm suddenly excited about Skyrim again, and was inspired to make a set of armor + sword/axe & board. I wanna give this new-fangled HDT thing a go, though I'm curious if it applies to the mesh, or the bones that they're rigged to. If it's within my reach, I'll probably do a normal and short-length cape and an alternate helm with a long tassel.

     

    http://i.imgur.com/FYOP0id.jpg

    http://i.imgur.com/jFKUKGf.png

     

    http://i.imgur.com/bLGEzPi.png

     

    http://i.imgur.com/D8lbNk3.png

     

    http://i.imgur.com/7UqeO1m.png

     

    http://i.imgur.com/qNuKAZ6.png

  8. Having a bit of trouble figuring this out. I've got armies of zombies called Mistwalkers (And a few Mist-something Dragons) stalking about and killing everything, but I can't figure out which mod they're from so I can get rid of the damn things. The thing is, Immersive Patrols is the only mod I've got that mentions anything about adding creatures, but I can't find any mention of them on its page or topic and removing the mod doesn't get rid of them.

     

    Any idea what it could be?

  9. I started running into this issue a while back. Mostly, it's the town guards making their equipment comments despite me not having the proper equipment; calling my iron greatsword unnatural, or a big hammer. Then, a bit ago, Adrianne told me she wanted to give me a 'token of her gratitude', but there was nothing of the sort when I actually spoke to her.

     

    Here's a list of my active mods, leaving out the ones that are just equipment, lighting, and such:

     


    •  
    Drained Blood Line
    ACE
    Challenge of the Daedra
    Descent Into Madness
    Dead Manor
    Cutthroat Merchants
    Dovahkiin Relaxes Too
    Economics of Skrim
    Interesting NPCs
    Into the Depths
    Niflheim
    And the Realms of Daedra
    No Mercy
    Run For Your Lives
    Scenic Carriages

     

    Any ideas?

  10. Easiest thing to do is use the Help command. In your case, you'd input, "Help Silver" and it'd bring up a list of objects with the word Silver in them. Then you'd just find the big string of numbers on your desired object and use it with the AddItem code.
  11. Greetings.

     

    ...and more importantly would change loots, so that glass, ebony, etc equipments doesn't appear around the game much or at all.

     

    Take a look at this one:

    http://skyrim.nexusmods.com/mods/19353/

     

    It revamps the loot and such to be more like Morrowind, as you could probably tell, by removing everything beyond Dwemer from the levelled lists, and then hand-places them in the proper areas, among other things.

×
×
  • Create New...