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Iv121

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  1. The fact it is uploaded to youtube means you can download it to your comp as MP3 using one of the many youtube converters, so using that music in a mod is not a bigger crime than uploading it to youtube. I also believe reaching one of those popular artists or groups such as Two Steps From Hell in order to ask permission to use their tracks in your trailer will be quite hard so as long as you specify who made it I don't see real problem with it. It is OFC preferable to ask first if you can ...
  2. You mean navigation in render window ? Hold Shift and middle mouse button to rotate the camera, mouse wheel to zoom in and out and just middle mouse button to pan the camera. If you are stuck in this kind of trouble I believe you need to read some basic tutorials before moving on. http://www.creationkit.com/ is your source of tutorials, Bethesda also has some youtube tutorials and there are user made tutorial spread around the net.
  3. Yes, http://www.creationkit.com/ will give you all needed tutorials. Yes, in order to start modding you will need to read tutorials , and a lot of them. There are also video tutorials made by Bethesda in youtube. If you read the tutorials and still have a specific question come back here.
  4. I see shopping in RL is not enough for you :) . What shop do you want exactly ?
  5. In theory there are almost no limits to what you can make if you really want to. I don't see anything in the engine that limits such as thing (Besides the absence of the function OFC :P ). It is possible for example to cover the mountain with triggers that will force the player into a climbing anim and push him up as if he actually climbs. It will be glitchy in some cases but will work fine. Might even work on NPCs... Another way is to give the player a rope like in Thieves Arsenal just a bit more advanced (Cmon complicated physics are now possible :) ) . When the player activates the rope or triggers it it can force him into the climbing anim. Teaching the NPCs to use such stuff is much more complicated, we can assume they simply don't carry climbing equipment on a daily basis :). If I'm wrong correct me please , with my knowledge in animating and scripting I can just guess ...
  6. They just have to make those little things in awkward ways, THEY JUST CAN'T MAKE IT LIKE THE AVARGE HUMAN ! ... Bethesda :) , maybe that's why their games are good :P .
  7. Hey it's not wrong ! It's worse than your way though ...
  8. Your standard armor is located under items -> armor in your object browser. There should be "elven" tab. If you double click the armor a window will open. In that window enter a new ID for the item, click "ok" , it will ask you "create new ? " you press yes . Now in order to retexture the item you will need to open it's mesh in NifScope. Here pretty much my tutorial ends as my knowledge in modelling is rather noobish. You will also need BSA browser or a similar program to open up the BSA archive and extract the elven armor mesh in order to edit it. Oh and when you are done toying with the meshes you should end up with new meshes. In the same armor window in the CK you can select a path to the mesh, place it in "meshes" folder in some sort of a subfolder to ease up finding and then select it in the CK .
  9. I don't understand the question - do you want to retexture armor ? Then it's not the creation kit you need , but NifScope . I'm no pro at modelling so I cant help you here. If you just want thalmor soldiers to wear the armor from the top mod you don't need the second one. Open up your creation kit. You will see 3 windows - I will refer to the big window to the left as the object browser. Before we will continue we must first select an active mod. The changes you make in the CK will be saved into the active mod. Go to file -> Data (Or the folder picture on your toolbar). Click twice Skyrim.esm. find the thalmor armor thing .esp file in the list , click it and press "Set as Active" . Press ok. What I just did ? (it's a bit complicated so read it only if you really want to know how to mod) What it does is showing your skyrim game (you loaded skyrim.esm) and the armor mod. Note that any other mod you installed is not visible because their .esp is not activated. Note that in order to combine mods it's not enough to just select them and set one of them active as each one of the mods can't see the other. It means you cannot use things from one mod in another without transferring them. For this very reason we set your armor mod as active, so we won't have to import the armor. Now in your object browser go to Items -> Levelled item. Randomly click on an item in the list and start typing "SublistT" . It should bring you down to the thalmor sublists. Select the ones with the glass (with and without helmet). Now in your object browser go to Items -> armor. Find the armor you want in the list, if the creator of the mod is indeed giving meaningful names it will be easy to find this armor. If not you'll have a good example as to why you should use meaningful IDs. When you found this armor drag it from the object browser to your levelled item window. Drag all armor pieces you want and press ok. What I just did ? Levelled items are Bethesda's way to randomize loot and make it fit the player's level. This same mechanism is used in the character’s outfitting system. Those sublists you edited are parts of a bigger levelled list that controls Thalmor armor. It is later selected on each thalmor soldier as an outfit. Now in order to save your progress just go to File -> save or press the save button on the toolbar. Accepting Kudos :D , nah rate whatever you like :)
  10. When you update a mod what usually happens ? You download basically the same .ESP just with fixes. Obviously in order to "fix" your mod you need to replace the "bad" .ESP with the new, fixed one. In other words the answer is yes you should overwrite. As for the mod unchecking in the list it is fine and you should just check it again. I believe it happens because in order to overwrite you need to remove your .ESP first, and then when the fresh .ESP is placed it is considered new and so it is unchecked.
  11. Happy predictions you give me there :( .
  12. Yea just click on it and it installs the mod automatically, click again and it removes the mod. It also keeps track of the mod's version telling you if there is a newer version and you may want to redownload the mod.
  13. Eh too bad it may become my case. I didn't get a lot of support at all so I take the most out of everything I can get my hands on. I had one guy with a very bad CK knowledge so he read some guides, I gave him advice and even wrote my on guides (Bethesda's trading system FTW !) and as a result got some very decent results. The problem is that I couldn't keep people interested for long. My modding team is slowly going silent one by one and even my most reliable modders get to work less on the project and reply less frequently. Things seem grim but it is a shame to let such a well written mod to go down. If it really happens I plan to give the mod's story to some other modders as I got very positive replies from those who read it’s story.
  14. Things I wanted them to keep the same ... trading . They had to do it all the way around in a weird way.
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