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CounterPoint391

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  1. Wow, I'm impressed. I know of two mods that would be worth your time. I'll get you in contact with the dev's of 1257AD and Floris mod.
  2. Could you take a screenshot of the problem? Also, you are more likely to get mod support from the Taleworlds thread for Imperium Romanum
  3. Look fantastic. Only quibble is that the Altmeri seem more yellow than normal --- though that may be due to any lighting or ENB stuff you have going on. I love the work on the Wood Elves though -- really gives off a forest people type of vibe :D
  4. Nice -- I'll be keeping an eye on this one
  5. I'm making the mesh and texture from scratch, so feel free to request a unique appearance.
  6. Yeah I can make an alternative appearance for you Silver sunburst bolts. It's really too easy to make something like that. And, no I don't need anything in return. Just pass the favor forward to someone else. Tell me more about how your mod, specifically the Silver Sunburst Bolts, so I can visualize a unique appearance for it, something you won't find in any other mod. As in, what does it do? what is it intended to be used against? any lore you made up to go with the mod. Since it looks like Skyrim handles Bolts as a part of the Bolt Bag, what kinda bolt quiver would you like to go with it? Or just tell me more about the mod and I'll take some artistic license and make it look cool. I doodled this concept for the silver bolt heads, what do you think?
  7. Two things: How many polygons may I use, and how large am I allowed to make the texture sheet? I've done models for another game, M&B, so I have no experience with how Skyrim handles models. I can make you a mesh, and a diffuse, specular, and normalmap. For the Tranq darts, I was thinking something like this? EDIT: Just whipped up this model, something like this for the Silver Bolts? or more fancy? I'm going to read up on using nifscope to import models from the game so I can get something that fits the scale that the game uses
  8. Quick bump incase this comes in handy for someone
  9. Which mod was it? For some of the larger, texture heavy mods this may occur when the game has to load too many textures. Try enabling 'Load textures on demand' from the config menu from the splash screen.
  10. What exactly are you trying to modify with the health bar? If you simply want to change the look, then open up 'user_interface_b.dds' int the main warband textures folder, make your edits, then save the modified copy to whatever module you wish to use it in. Make sure your module.ini has scan_module_textures = 1 If you want to edit the size of the health bar, then you'll need to do some editing using the Module System. The specifics on how to do that are outside my modding expertise though
  11. Try looking for a filepath similar to the one below. I have M&B on Steam as well C:\Program Files\Steam\steamapps\common\mountblade warband\Modules
  12. Honestly, archery and throwing gets way easier the more weapon proficiency you get. Just stick with it, and every time you level up pour all ten WP points into archery/throwing. Or if you don't believe me, put cheats ON, and ctrl+W til you get archery to 160 and up, and then see what you think of the system
  13. No, you need to ask the creator of Clash of Kings for their source, specifically for 'module_game_menus.py' While it is possible to do some code splicing with just text, it's really a rather roundabout way of doing it. Using the Module System Python files, you'll be able to do such a task easier.
  14. You'll need a copy of the Source code for 'Clash of Kings'. Once you get that, come back here and I'll walk you through the rest.
  15. It can be done. It will be a bit of a hassle though. Step 1: Download OpenBRF. this allows you to view the meshes used by the specific module. Step 2: Once you identify the BRF file containing the stuff you want, make a copy of it, and paste it into whatever module's RESOURCE folder you wish to put it into. Then, find all the textures used by the stuff in the BRF, and copy them into the TEXTURE folder of the module you want to import the armors/stuff into. Step 3: open up module.ini, and add the line 'load_mod_resource = [whatevertheebrfisnamed]' under the load_resource lines somewhere. Step 4: Download Morgh's Warband/WFAS editor and edit the itemkinds text. add new armor entries that use the new mesh name. That's the basic gist of it. I probably left out a ton of details and stuff, so if you're really interested in making what you stated in the OP happen, shoot me a PM and I'll walk you through the proccess. Somebody should get around to making a guide for this for the Nexus Forums to help the newbies out.....maybe I'll do it if I find the time
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