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Welcome to the Fallout 76 forums on Nexus Mods. We keep all discussion for new games to a single forum to make early discussion on the game easy to browse through and find. If the game becomes particularly popular on these forums then we will manually add more forum categories to help split up the various discussion topics a little bit more. But for now, please chat about anything and everything related to Fallout 76 in these general discussion forums. Please remember our Terms of Service when you're talking on these forums as we very actively moderate and enforce our rules here!
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Welcome to the My Summer Car forums on Nexus Mods. We keep all discussion for new games to a single forum to make early discussion on the game easy to browse through and find. If the game becomes particularly popular on these forums then we will manually add more forum categories to help split up the various discussion topics a little bit more. But for now, please chat about anything and everything related to My Summer Car in these general discussion forums. Please remember our Terms of Service when you're talking on these forums as we very actively moderate and enforce our rules here!
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Welcome to the Monster Hunter: World forums on Nexus Mods. We keep all discussion for new games to a single forum to make early discussion on the game easy to browse through and find. If the game becomes particularly popular on these forums then we will manually add more forum categories to help split up the various discussion topics a little bit more. But for now, please chat about anything and everything related to Monster Hunter: World in these general discussion forums. Please remember our Terms of Service when you're talking on these forums as we very actively moderate and enforce our rules here!
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Welcome to the State of Decay 2 forums on Nexus Mods. We keep all discussion for new games to a single forum to make early discussion on the game easy to browse through and find. If the game becomes particularly popular on these forums then we will manually add more forum categories to help split up the various discussion topics a little bit more. But for now, please chat about anything and everything related to State of Decay 2 in these general discussion forums. Please remember our Terms of Service when you're talking on these forums as we very actively moderate and enforce our rules here!
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Welcome to the Final Fantasy XII The Zodiac Age forums on Nexus Mods. We keep all discussion for new games to a single forum to make early discussion on the game easy to browse through and find. If the game becomes particularly popular on these forums then we will manually add more forum categories to help split up the various discussion topics a little bit more. But for now, please chat about anything and everything related to Final Fantasy XII The Zodiac Age in these general discussion forums. Please remember our Terms of Service when you're talking on these forums as we very actively moderate and enforce our rules here!
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Welcome to the Kingdom Come: Deliverance forums on Nexus Mods. We keep all discussion for new games to a single forum to make early discussion on the game easy to browse through and find. If the game becomes particularly popular on these forums then we will manually add more forum categories to help split up the various discussion topics a little bit more. But for now, please chat about anything and everything related to Kingdom Come: Deliverance in these general discussion forums. Please remember our Terms of Service when you're talking on these forums as we very actively moderate and enforce our rules here!
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Welcome to the Star Wars: Battlefront II (2017) forums on Nexus Mods. We keep all discussion for new games to a single forum to make early discussion on the game easy to browse through and find. If the game becomes particularly popular on these forums then we will manually add more forum categories to help split up the various discussion topics a little bit more. But for now, please chat about anything and everything related to Star Wars: Battlefront II (2017) in these general discussion forums. Please remember our Terms of Service when you're talking on these forums as we very actively moderate and enforce our rules here!
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Welcome to the Mass Effect Andromeda forums on Nexus Mods. We keep all discussion for new games to a single forum to make early discussion on the game easy to browse through and find. If the game becomes particularly popular on these forums then we will manually add more forum categories to help split up the various discussion topics a little bit more. But for now, please chat about anything and everything related to Mass Effect Andromeda in these general discussion forums. Please remember our Terms of Service when you're talking on these forums as we very actively moderate and enforce our rules here!
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Welcome to the Skyrim Special Edition forums on Nexus Mods. We keep all discussion for new games to a single forum to make early discussion on the game easy to browse through and find. If the game becomes particularly popular on these forums then we will manually add more forum categories to help split up the various discussion topics a little bit more. But for now, please chat about anything and everything related to Skyrim Special Edition in these general discussion forums. Please remember our Terms of Service when you're talking on these forums as we very actively moderate and enforce our rules here!
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Welcome to the No Man's Sky forums on Nexus Mods. We keep all discussion for new games to a single forum to make early discussion on the game easy to browse through and find. If the game becomes particularly popular on these forums then we will manually add more forum categories to help split up the various discussion topics a little bit more. But for now, please chat about anything and everything related to No Man's Sky in these general discussion forums. Please remember our Terms of Service when you're talking on these forums as we very actively moderate and enforce our rules here!
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Welcome to the Stardew Valley forums on Nexus Mods. We keep all discussion for new games to a single forum to make early discussion on the game easy to browse through and find. If the game becomes particularly popular on these forums then we will manually add more forum categories to help split up the various discussion topics a little bit more. But for now, please chat about anything and everything related to Stardew Valley in these general discussion forums. Please remember our Terms of Service when you're talking on these forums as we very actively moderate and enforce our rules here!
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Welcome to the Dragon's Dogma: Dark Arisen forums on Nexus Mods. We keep all discussion for new games to a single forum to make early discussion on the game easy to browse through and find. If the game becomes particularly popular on these forums then we will manually add more forum categories to help split up the various discussion topics a little bit more. But for now, please chat about anything and everything related to Dragon's Dogma: Dark Arisen in these general discussion forums. Please remember our Terms of Service when you're talking on these forums as we very actively moderate and enforce our rules here!
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Welcome to the Subnautica forums on Nexus Mods. We keep all discussion for new games to a single forum to make early discussion on the game easy to browse through and find. If the game becomes particularly popular on these forums then we will manually add more forum categories to help split up the various discussion topics a little bit more. But for now, please chat about anything and everything related to Subnautica in these general discussion forums. Please remember our Terms of Service when you're talking on these forums as we very actively moderate and enforce our rules here!
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Welcome to the Fallout 4 forums on Nexus Mods. We keep all discussion for new games to a single forum to make early discussion on the game easy to browse through and find. If the game becomes particularly popular on these forums then we will manually add more forum categories to help split up the various discussion topics a little bit more. But for now, please chat about anything and everything related to Fallout 4 in these general discussion forums. Please remember our Terms of Service when you're talking on these forums as we very actively moderate and enforce our rules here!
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Welcome to the Metal Gear Solid V: The Phantom Pain forums on Nexus Mods. We keep all discussion for new games to a single forum to make early discussion on the game easy to browse through and find. If the game becomes particularly popular on these forums then we will manually add more forum categories to help split up the various discussion topics a little bit more. But for now, please chat about anything and everything related to Metal Gear Solid V: The Phantom Pain in these general discussion forums. Please remember our Terms of Service when you're talking on these forums as we very actively moderate and enforce our rules here!
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Welcome to the 7 Days To Die forums on Nexus Mods. We keep all discussion for new games to a single forum to make early discussion on the game easy to browse through and find. If the game becomes particularly popular on these forums then we will manually add more forum categories to help split up the various discussion topics a little bit more. But for now, please chat about anything and everything related to 7 Days To Die in these general discussion forums. Please remember our Terms of Service when you're talking on these forums as we very actively moderate and enforce our rules here!
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Article link: A GECK Scripting Tutorial Part 1 Programming Fallout 3 is really easy. The language is very simple and is made up of about 900 functions (Which isn't very many compared to real programming languages like C++). I'm going to use an snippet of code that I've written for a mod that I'm making. This script was part of an achievement script in the mod. It counts the number of headshots that have been made with the Sniper Rifle. The Script: scn ExampleArticleScriptOne short NumberOfHeadshots ref PlayerTargetREF if Player.GetEquipped WeapSniperRifle == 1 if Player.GetCombatTarget != 0 set PlayerTargetREF to Player.GetCombatTarget if PlayerTargetREF.GetKillingBlowLimb == 1 if NumberOfHeadshots < 1 set NumberOfHeadshots to 1 else set NumberOfHeadshots to NumberOfHeadshots + 1 endif else if PlayerTargetREF.GetKillingBlowLimb == 2 if NumberOfHeadshots < 1 set NumberOfHeadshots to 1 else set NumberOfHeadshots to NumberOfHeadshots + 1 endif else if PlayerTargetREF.GetKillingBlowLimb == 13 if NumberOfHeadshots < 1 set NumberOfHeadshots to 1 else set NumberOfHeadshots to NumberOfHeadshots + 1 endif endif endif endif endif endif Now to explain what each part of this script is doing. The first part of the script "scn ExampleArticleScriptOne" defines what the script will be saved as. "scn" just means script name. The next part is "short NumberOfHeadshots" & "ref PlayerTargetREF", the first part "short NumberOfHeadshots", short basically means a number that can be positive or negative but cannot be a decimal or a fraction, if you want the number to be a decimal then you would use "float <variable" and replace the <variable> with the name of the variable you want. Now the "ref PlayerTargetREF", "ref" can be used to refer to an object (ObjectID), and character/npc (ActorID), or any other persistent reference. Now to the main script, the line "if Player.GetEquipped WeapSniperRifle == 1" is kinda self-explanatory, in English it means; if the player has the weapon WeapSniperRifle (Sniper Rifle) equipped then run the script inside the if statement. When a function returns 1 it means that is true, or in this case, if Player.GetEquipped WeapSniperRifle returns 1 or == 1 then the player is using a sniper rifle. Next is the if statement that checks to see if the player is targeting anybody, if the player is targeting somebody then the function Player.GetCombetTarget will not return 0 so the script inside this if statement will run. This part is a little bit more complex, first we have to find out who the player is targeting then when they die we have to find out where the shot that killed them landed. First off is finding out who the player is targeting. We take the "ref" variable that we made earlier and we assign it an actor reference. The script "set PlayerTargetREF to Player.GetCombatTarget" will set "PlayerTargetREF" to the ActorID of whatever actor is returned from the function "Player.GetCombatTarget". After "PlayerTargetREF" has been assigned an actor, we can use it in the function "PlayerTargetREF.GetKillingBlowLimb" (http://geck.bethsoft.com/index.php/GetKillingBlowLimb For more information). The next if statements just ask what limb killed the player's target, and if that limb is 1, 2, or 13 then the script will add 1 to the headshot count. Those three numbers represent all of the limbs that are considered a headshot; where 1 and 2 are both the head and 13 is the brain. Just A Note: An experienced "modder" might have noticed that you could instead use "begin OnCombatStart" instead of using the if statement to check if the player is targeting anybody. That's all for part 1, I hope that this has helped at least one person. Please comment and help me improve my articles. I will try to write part 2 at some point. Cheers,
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Article link: mbass Blender Tutorial Download Blender, Python, Skeleton.nif (this is an older version of Blender, however it matches this tutorial): The version of Blender I use can be downloaded here: http://www.4shared.com/file/hAbQ5FR4/Blender__Python.html *Install in the order as the text file indicates, this text file comes with the download* Download whatever body you prefer. In this tutorial, I used HGEC c-cup, m-lowerbody Table of Contents 1.0 || Blender Setup 1.1 || Setup Nude Mesh 1.2 || Creating a New Mesh 1.3 || Setting up a UV 1.4 || Setting up the texture reference 1.5 || Weighing an outfit 1.6 || Normals to a Mesh 1.7 || Final prep work 1.0 Blender Setup ================= *This part will be true only if you are using the factory settings* *The following are my preferences in using Blender* 1. Open Blender http://img411.imageshack.us/img411/7920/0001co.jpg 2. Press 'a' on the keyboard till all a objects are highlighted http://img517.imageshack.us/img517/6928/0002ss.jpg 3. Press delete, and press enter (or click 'Erase selected Object(s)') 4. Move the mouse to the lowest part of the top title bar, a double arrow will appear. Left click, and drag down the bar menu to reveal the view & controls menu. http://img519.imageshack.us/img519/6839/0003af.jpg 5. Click on 'turntable' and 'pan view' http://img28.imageshack.us/img28/7537/0004jp.jpg 6. Hide the view & controls bar http://img707.imageshack.us/img707/8628/0005sw.jpg 7. In between the lower window and middle window, move the courser in between, and right click once the courser turns to a double arrow. http://img164.imageshack.us/img164/7149/0006ll.jpg 8. Click on 'split area', and divide the main window into two. http://img690.imageshack.us/img690/9886/0007y.jpg 9. Change the right window to UV/Image Editor http://img97.imageshack.us/img97/9275/0008lx.jpg 10. Click on file, and save default setting http://img94.imageshack.us/img94/200/0009o.jpg *Setup complete, this new configuration will start-up each time you start up blender* 1.1 Setup Nude Mesh =================== *I prefer to make my outfits as one nif file, this is due to the fact that you can hide more body seams* 1. File > Import > NetImmerse/Gamebryo <== I will refer to this as "import nif" http://img159.imageshack.us/img159/2449/0101v.jpg 2. Locate the nif files which you downloaded. You might need to move one of the windows to make navigation easier. http://img411.imageshack.us/img411/8923/0102v.jpg 3. For each nif file imported in this section, highlight only "Realign Bone Tail + Roll" and "Send Bones To Blind Position". http://img138.imageshack.us/img138/7106/0103qy.jpg !!!very important!!! *anytime you have an existing mesh already imported into blender, you MUST have all meshes highlighted (by pressing 'a' on the keyboard) before importing the next mesh* 4. Import all hand, foot, upperbody, and lowerbody. http://img641.imageshack.us/img641/277/0104r.jpg *to change views, hold shift, then press in the mouse wheel...them move the mouse* http://img214.imageshack.us/img214/7766/0105m.jpg 5. Highlight, and delete all 'bones' (aka armature). Make sure to delete all 4 sets. *the armature looks like the black dots, some of which are connected by a line* http://img360.imageshack.us/img360/3372/0106.jpg http://img121.imageshack.us/img121/511/0107qg.jpg 6. Save your file *blender does NOT automatically save, even when the program is closed* *we want to eliminate some seams* 7. Highlight all meshes, by either holding shift and right clicking on each mesh, or press 'a' 8. Object > Join Objects http://img707.imageshack.us/img707/5544/0108p.jpg 9. Switch to Edit Mode, press 'a' to deselect the vertcies http://img697.imageshack.us/img697/203/0109s.jpg 10. Zoom in to the waist (rotate the mouse wheel) *we are going to eliminate that seam* http://img130.imageshack.us/img130/5167/0110b.jpg 11. We want to find a duplicate vertcie, to find it, right click once.....then right click a second time. If the same vertcie appears to reference two difference meshes, that is the one we need to join together. http://img96.imageshack.us/img96/3540/0111ua.jpg http://img709.imageshack.us/img709/2606/0112j.jpg 12. Once you have located it, hold shift, right click twice (to highlight both vertcies), then press 'w', then click on merge. *in this case, you can select either first, last, or center* http://img704.imageshack.us/img704/5140/0113o.jpg 13. Work your way around the whole body to eliminate the waist seem. http://img716.imageshack.us/img716/108/0114sz.jpg http://img695.imageshack.us/img695/8503/0115w.jpg 14. Do the same for the wrists and ankles. 15. Save your file. 1.2 Creating a New Mesh ======================= *In Object Mode* 1. Add > Mesh > Cube http://img705.imageshack.us/img705/2084/0201l.jpg 2. move the cube to approximately where you want the new mesh to be located http://img641.imageshack.us/img641/5522/0202d.jpg 3. Switch to Edit Mode, hold shift, right click on the top two vertcies, and move them back a bit http://img163.imageshack.us/img163/9814/0203c.jpg 4. press 's' on the keyboard to scale the vertcies in a bit http://img693.imageshack.us/img693/9405/0204sa.jpg http://img220.imageshack.us/img220/4589/0205u.jpg http://img716.imageshack.us/img716/981/0206.jpg 5. Press 'a' to highlight all vertcies, press 'w' and click Subdivide http://img709.imageshack.us/img709/7877/0207k.jpg 6. Move vertcies out to hide the nude mesh http://img638.imageshack.us/img638/1151/0208.jpg 7. Click on the top and bottom vertcie, then press delete. http://img52.imageshack.us/img52/3776/0209z.jpg http://img214.imageshack.us/img214/5063/0210z.jpg 8. Press 'a' to highlight all, press 'w' and Subdivide again http://img535.imageshack.us/img535/5504/0211q.jpg 9. Move vertcies out again to cover nude mesh http://img62.imageshack.us/img62/7426/0212z.jpg 10. Go to object mode. Notice how the mesh looks like segments of squares. To fix this, make sure you are in editing mode as shown in the bottom panel, and click set smooth. http://img521.imageshack.us/img521/1562/0213j.jpg http://img534.imageshack.us/img534/2744/0214l.jpg 11. fine tune the mesh so that the skirt does not let the nude mesh show. http://img101.imageshack.us/img101/5324/0215k.jpg 12. Save your file 1.3 Setting up a UV =================== *setting up a good uv takes practice, It is good to understand how texture files work for this section* 1. Highlight the top row of vertcies. I used the border select (locate the mouse to the bottom left of where you want to highlight vertcies, press 'b' , left click on the mouse, and make the dotted box enclose the vertcies you want to highlight. Highlight all the vertcies as shown in the second figure. http://img294.imageshack.us/img294/3116/0301up.jpg http://img57.imageshack.us/img57/4083/0302v.jpg 2. Press ctrl+e, click mark seam http://img51.imageshack.us/img51/1621/0303o.jpg 3. Highlight all pressing 'a', type 'u' and click unwrap. On the right window, a UV will show. You will need to zoom in to get the view I have as shown http://img251.imageshack.us/img251/2744/0304hr.jpg *An alternate version to a UV is show with a single seam down the back side of the skirt* http://img709.imageshack.us/img709/5606/0305hp.jpg 1.4 Setting up the texture reference ==================================== 1. Select object mode, select the shading panel, and select the material buttons mode, click on add new http://img411.imageshack.us/img411/9963/0401s.jpg 2. In the texture menu, click 'add new' http://img31.imageshack.us/img31/7805/0402r.jpg 3. Map input to UV http://img717.imageshack.us/img717/7040/0403.jpg 4. Click on the texture Button http://img690.imageshack.us/img690/5416/0404b.jpg 5. Select texture type to image, and load image (this is a texture reference) http://img704.imageshack.us/img704/5474/0405xl.jpg *a preview of the texture will show once selected* http://img704.imageshack.us/img704/2710/0406f.jpg 1.5 Weighing an outfit ====================== *It is best to weigh an outfit to a separated body mesh (femalehand.nif, femalefoot.nif, femaleupperbody.nif, femalelowerbody.nif) rather than the combined mesh from before. 1. go into object mode 2. highlight the nude mesh, then go into edit mode, highlight all vertcies with 'a', go back into object mode http://img691.imageshack.us/img691/1489/0501l.jpg 3. Click on the un-weighted mesh. Switch to edit mode, press 'a' to select all vertcies. http://img690.imageshack.us/img690/8830/0502n.jpg *Next steps are very important in sequence* 4. highlight the un-weighted mesh 5. Hold shift, and Highlight the body mesh 6. object > Scripts > bone weight copy http://img104.imageshack.us/img104/2106/0503q.jpg 7. Quality 3, update selected http://img218.imageshack.us/img218/7154/0504.jpg *these are the typical settings, in some cases, quality 4 will crash Blender* 8. Save your file. 1.6 Normals to a Mesh ===================== I am not going too much in depth, to recalculate normals: 1) go into edit mode 2) highlight all the vertcies 'a' 3) press ctrl+n, then press enter for outside normals (ctrl+shift+n for inside normals) *the tricky part of this is to make sure that all surfaces are facing a particular direction, watch out for connected vertcies across a mesh* *for those who understand engineering terminology, let all normals to the surface face similar direction with respect to each-other.* 1.7 Final prep work =================== 1. Highlight all meshes 'a', press ctrl+a and click 'Scale and Rotation to ObData 2. Highlight all meshes 'a', File > Import > nif , select skeleton.nif from my uploaded folder. Highlight 'Realign Bone Tail + Roll' and 'Import Skeleton Only + Parent Selected' http://img690.imageshack.us/img690/2893/0601q.jpg *if done correctly, you should be able to drag the armature, and the other meshes will follow* 3. Export by file > export > nif http://img46.imageshack.us/img46/8499/0602c.jpg happy modding :)
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who can make clothes hijab http://www.newvegasnexus.com/imageshare/images/1955455-1300739806.jpg
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Article link: How to make a Pipboy screensaver hey, not a modder myself and dont yet know the ins and outs of dds files, but came across a dead easy way to make dds images for things like screensavers/wallpapers and some posters ingame. I wanted to know using the pipboy Readius (http://www.fallout3nexus.com/downloads/file.php?id=12144) where images show rotated 180degrees, so wanted to save them as rotated images, and found Paintnet (http://www.getpaint.net/) which can open dds files and convert them back to Fallout 3 compatible format, along with several other image formats like bmp, gif, jpg, png, tiff & tga by default (heard about it from the post by Mechine http://www.thenexusforums.com/index.php?/topic/149059-dds-converter-2-help/ for explaining how it works) if you wanto to try it, just save an image format as dds and in the save configuration menu, change DXT1 (Opaque/1-bit Alpha) to DXT3 (Explicit/Alpha) and tick the box to Generate Mip Maps; For screensavers it needs to called screenglare and goes in the textures/pipboy3000 or textures/scorptec/readius folder. also standard size is 512x512 which can be increased by fractions like 640/768/896/1024 but its distorted in game roughly 30% vertically so need to use a stretched image: for the standard size 160 pixels works allright, and can also use other methods like squashing horizontally or a combination so might use images that are say 512x512 (resized 160) stretched vertically from 312 or squashed horizontally from 672 or stretched from 432 + squashed from 592 or 640x640 (resized 200) stretched vertically from 440 or squashed horizontally from 840 or stretched from 540 + squashed from 740 etc, so depends how large the image your using is. and there doesnt appear to be any lag using upto 1024x1024 that ive checked. at least on the Readius things also appear a lot brighter (which might be duller on the 3000) and can lose some color; sharpness also takes a hit but get better results sharpening after its stretched/squashed the general rule with visibility ive found is image that have alotof detail over the entire surface are hard to use, just too busy, but alotof detail itself isnt bad if not blocking certain parts like inventory and would say its just common sense not to use anything too detailed/bright/colorful at the very center, just really distracting Heres an example from a low contrast photo found here http://media.photobucket.com/image/black%20and%20white/MMark_photos/Black%20And%20White/sexy-woman-sexy_large-1.jpg where ive added sepia to one and reduced brightness on the other with similar results. http://img62.imageshack.us/img62/6684/sexywoman22.jpg and of the map screen http://img18.imageshack.us/img18/783/sexywoman11.jpg
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Article link: Danke ! Ich Möchte mich bei allen Moddern für ihre Arbeit bedanken.Ich bin ein alter Mann mit kaputter Wirbelsäule und mein hobby ist Rollenspiele.Aus euren mods kann ich mir die Spielewelt basteln wie ich möchte.Tolle Einfälle die Ihr da habt.Was mir fehlt ist ein endlosgame für Fallout 3,das von Venom verabschiedet sich nach der normalen Endsequenz. Vielleicht hat jemand eine Idee,würde mich freuen.Noch einmal meine Hochachtung vor jedem der solche Mods erstellen kann und erstellt.Er verkürzt Menschen wie mir die Zeit auf tolle Art und Weise.
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Article link: How-to add new animations to Pose Compendium How-to add new animations to Pose Compendium Before we start here some basic information about how mod structured and how it works Structure of mod (3 parts) ========================== 1. BSA is only for convenience of resource distribution (animations, textures, meshes). Since I am not the author of resources I provide all original resources (from multiple pose mods) with no modification whatsoever. Nothing stops you from using resources from original mod without BSA (just drop original textures, meshes, animation files to appropriate folders under data) 2. ESM (master) is to deliver original object definitions (clutter objects, furniture, etc) used within animations. Again I ported all original object definitions "as is" without modifications. 3. ESP contains all the stuff created by me (animation definitions, spells, quests, scripts, etc) Logic of mod ============ Animations implemented as idles. In order for idle to be active certain conditions should be met. Thus there are definition for each idle with UNIQUE condition specific to this mod only. Creating that UNIQUE condition achieved via running couple of quests, casting spell on self and changing some quest variables. Just to point out that innovation of this mod is around CONFIGURATION and FLEXEBILITY. Whole approach is possible only because of Pluggy arrays (low maintenance overhead, simple code that can handle unlimited number of poses). Idle conditions (spell) and switch mechanism was designed after popular CTAddPose mod framework. Numpad use is mostly modelled after WHOOSH How to add new poses 1. Make sure you have your resource handy (animation files located in appropriate folder under data) For sake of this demonstration let grab animation poses by Cold=shot= and extract "CT Add Pose (enfant) ver 0.2" You will see that there are plenty of animation files under DatameshesCharacters\_maleidleanimsCTAddPoseenfant bed_stirinsleep01.kf bed_stirinsleep02.kf dynamicidle_sit.kf dynamicidle_sit2.kf dynamicidle_sleep.kf efgaic101a.kf efgaic102a.kf efgaic103a.kf efgaic105a.kf ponder03.kf ramyaic_703.kf ramyaic_704.kf ramyaic_706.kf ramyaic_707.kf ramyaic_708.kf ramyaic_710.kf ramyaic_711.kf ramyaic_715.kf ramyaic_716.kf ramyaic_717.kf ramyaic_718.kf ramyaic_722.kf ramyaic_723.kf ramyaic_724.kf ramyaic_725.kf ramyaic_726.kf ramyaic_727.kf ramyaic_728.kf ramyaic_729.kf ramyaic_730.kf seductiveidlea.kf seductiveidleb.kf If mod packages resources in BSA use Oblivion BSA Commander or BSA browser utility from OBMM 2. Load Pose Compendium in Construction Set 2.1 Start construction set with with OBSE C:Oblivionobse_loader -editor 2.2 Select "Pose Compendium.esp" as Active File (esp NOT esm) 3. Define idle animation under "Pose Compendium" for each of the animation files you are interested in. 3.1 Open Pose Compendium Idles "Gameplay"->"Idle Animations"->"Pose Compendium" 3.2 Define high level idle (following pattern). Create new High Level idle CTAddPoseEnfant 3.3 Define condition for high level idle. This is rather optional step and I believe usually done for performance considerations. Copy all conditions from another high level idle. Last is GSStorm so we copy all condition from there to CTAddPoseEnfant. Tweak coditions to reflect new values (increase both variable by 1000) Conditions: GetQuestVariable Quest:'A2PCPoseQuest', Pose >= 15000 AND GetQuestVariable Quest:'A2PCPoseQuest', Pose < 16000 3.4 Define idle animation for each animation file for example: CTAddPose0000Enfant01 DatameshesCharacters\_maleidleanimsCTAddPoseenfanted_stirinsleep01.kf Condition: GetQuestVariable Quest:'A2PCPoseQuest', Pose == 15000 (number shoudl be within boundaries defined by high level idle, in our case 15000 - 16000) 4. Test animations 4.1 Select any NPC "Actors"->"NPC" and double cick on it Switch to Animation tab in NPC window Enable Preview Full 7. Save mod 8. Modify INI config file 9. start game and reset "Pose Compendium" 10. Start posing Note: all animation files are NOT included in BSA file
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Article link: Spawn_help and how to This is for people who have installed some spawn and NPC mods, that need help. 1)Spawn_list, its just a list... once you have installed it,run the extracted DOC. on microsoft_word_processor. It will bring up a list of creature names, and codes. The codes next to the names are what you need to type into the console command, in the game. 2)Sandbox_spawn_creatures, once you have installed it, you must have FOSE, once you have checked it in DATA, run FOSE. When you're in game, press F12 and F10 a few times, then hit the console command button and a list of creatures will show up. what ever is below the one in the command area, is what will spawn, (click F11 to spawn things) 3) Enclave commander is pretty simple... (contact if you need help, i will respond) Any other spawn mods you need help with, contact me and I will personally help you, Thanks.
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Article link: Spawn gods There are a few mods that allow you to spawn, or call in NPC's or creatures. In my case I have downloaded most NPC mods available. I combined a few mods that make fallout 3 seem to be a completly diffrent game. 1) I downloaded Sandbox_spawn_creatures mod. 2) I downloaded NPC_spawn list. 3) I downloaded mkll_champions of war. (or something similar) 4) Enclave commander is just as good as mkll_champions of war. 5) Megaton_wars is somewhat of a spawning mod. Once you find those and there authors, you can spawn anything, anytime, anywhere.
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Article link: How To Height Map Images To RAW Format First of all, let me be clear and concise, I have tried many image editing software and so far I have only been successful with Photoshop CS5. You can download the trial of Adobe Photoshop CS5 at www.adobe.com. This article will guide you through the process of converting an images such as a jpg or png file format to the raw file format. The raw file format is used in height map editing in the construction set for TES IV: Oblivion. If you do not understand how to use the height map editor I recommend you put this guide on hold and learn how to use it, otherwise this guide is not for you. Each quadrant in a world space, take Tamriel for example, is exactly 1024 pixels by 1024 pixels. The height map image you are converting must have this precise width. To begin, open Adobe Photoshop CS5. Once loaded, click file > open and select the height map image you wish to convert. Once the image has loaded click image > mode and select Grayscale as the color type and 16 Bits/Channel. You are now finished editing your image and may click file > save as. On the next menu change the format to Photoshop RAW (*.RAW), then click save. In the following menu change header to 0 if it isn't 0 already. Next change Byte Order to IBM PC and click ok. A warning may pop up saying "Some image data (for example, printer settings) cannot be saved with this file format. Save anyway?" Click OK. Your file has been successfully converted to the raw image file format and is now compatible for use with the construction set. To open the file in photoshop, be sure the dimensions are both 1024, your channels count is set to 1, the depth to 16 bits, the byte order is IBM PC and the header is set to 0. I hope this tutorial has been useful to you. Thanks for reading. Will create more articles after the release of TES V: Skyrim.