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Posts
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Everything posted by McMutton
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Dirtied it up a bit: http://i93.photobucket.com/albums/l43/Marshal_banana/SlayerWIP5Grunge.png I've gotten the model in the old Blender just fine, and then I realize that NIFTools still doesn't support Skyrim stuff, so now I'm kind of stuck.
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I'm a bit confused here; If there aren't any NIFTools that support Skyrim, how on earth have people been finishing their custom armours? I've been looking everywhere and haven't found a single solution.
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Base textures complete: http://i93.photobucket.com/albums/l43/Marshal_banana/SlayerWIP5.png
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Forget something?
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In that case, it seems that my wont to forget to do stuff saved me from extra work; I had intended to get the new Blender when I heard about the Bmesh thing, since it sounded useful, but never actually got around to it and eventually forgot. Yusss. Finished the base textures on the torso armour: http://i93.photobucket.com/albums/l43/Marshal_banana/SlayerWIP3.png And I threw together specular and normal maps: http://i93.photobucket.com/albums/l43/Marshal_banana/SlayerWIP3Normal.png
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Here ye are: http://skyrim.nexusmods.com/mods/5624 In the future, you should probably use the Mod Detective thread.
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I friggin' love that armour, but somehow managed to forget about it. I may steal a bit of the right arm's design for the shield arm. Also, I lied. NOW the model is finished. Plus sword. http://i93.photobucket.com/albums/l43/Marshal_banana/SlayerWIP2.png Now for textures.
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Nah, no Collision block. The wireframe appears when I go into the Dismemberment branch. Anyone know if modeling and texturing in Blender 2.5+ and then porting it to an earlier version for rigging and exporting would work? Finished the model, too: http://i93.photobucket.com/albums/l43/Marshal_banana/SlayerWIP1-1.png
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Yo, guys. I've been putting together a custom race, and have ran into the issue of having the largest, most unsightly scar just... STUCK on their faces. I'd added all of the human scars into the Additional Head Parts box, and now there's seemingly no way to remove them. So how do you? This same question's been asked, like, five times with not a single solution.
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Ah, thank'eh Smeden. Photobucket's stopped throwing a fit, so here's what the screwed up mesh looks like: http://i93.photobucket.com/albums/l43/Marshal_banana/SkyrimDAMMIT.png I'd have just edited my previous post, but now the Nexus is throwing a fit and keeps giving me an error.
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Ye GODS this process isn't user friendly, though I suppose it's because NIFtools doesn't work with the new Blender versions yet. I got the headpiece finished and assigned all of the vertices to a vertex group called Head. Then I exported it as a 3DS, and replaced the default Iron Helmet's TriShapeData with it in NIFSkope, and went through all of the blocks correcting the vertex and triangle counts. The model itself looks just fine in NIFSkope, but the wireframe that shows up when I look at the Skin Partition Blocks under the Dismemberment bit is a huge mess, and when I edit the vertex and triangle counts in there, a part of the model disappears. I don't see what the hell is the issue; I'm taking all of the data from the default Iron Helmet, which works, and simply replacing its geometry/TriShapeData. And I know that the skinning I did works, since it's attached to the head during the animations.
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Fluttershy dragon replacer: http://skyrim.nexusmods.com/mods/6395 Pony mounts: http://skyrim.nexusmods.com/mods/6436 And there's a Pinkie Pie weapons mod somewhere.
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I was planning on holding off on Skyrim till at least the GoTY edition, but I just couldn't help myself after looking at all the mods and having some ideas of my own. One of said ideas is this light armour, Slayer Armour. I'm about to begin modeling, so I thought I'd post the concept for the armour and it's one-handed sword: http://i93.photobucket.com/albums/l43/Marshal_banana/SkyrimSlayerArmor.png I also wanted to give it a shield, but not the usual type. Therefore, huge gauntlet shield: http://i93.photobucket.com/albums/l43/Marshal_banana/SkyrimSlayerArmor_Shield.png So yeah. I'll be posting progress soon. (Please tell me animated shields are possible) (Also, "Swprd"? Dammit.)
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Nords, Imperials, and Redguard are technically monkeys.
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Wouldn't Skyrim's own broom model suffice?
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You know, that thought never crossed my mind... (Now I'm embarrassed)
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Yo guys. I was looking at stuff related to Sengoku Basara, and came across this: (Look at about 38 seconds in) http://www.youtube.com/watch?v=dMJZlQAMojE And I said to myself, "I wanna do that!" Do you think it'd be possible to have unarmed attacks usable with a one-handed weapon?
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I don't have the game yet, but I suspect you could dig around in the sound files in your directory and just replace the Nord clips with Elf ones.
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They had actually already told us about the effects of those three: Fire does the most damage, Shock drains the target's magicka, and Frost slows them down.
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I'm pretty sure that if a game requiring much lower specs (Morrowind) did it, then Skyrim would be able to do it with no performance hit at all. The only thing multiple armour pieces would add is a few more calculations that would use an incredulously minute amount of CPU.
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Equipping the same spell in both hands makes it more powerful, they said. I wonder if the little orange sphere ends up as that awesome fire wave spell.
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Or, they could just be, you know, reorganizing the magic spells to make room for OTHER skills. Like the awesome non-combat-related ones.
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What I've Heard About The Elder Scrolls V
McMutton replied to EyeOfArgonia's topic in Oblivion's Classic Discussion
Yus http://www.eurogamer.net/articles/2010-11-23-rumour-elder-scrolls-5-in-the-works -
The trolls are covered with fur and look fine, so an orangutan wouldn't have to be incredulously overdone.
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Quests! Lots and Lots of Quests!
McMutton replied to SwiftDeathSK's topic in Oblivion's Classic Discussion
Hoarfrost Castle is a player house (Castle) mod that has a questline associated with it. It's pretty cool.