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mazakala

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Everything posted by mazakala

  1. photoshop dds plugin uses DXT1 as the default option, DXT1 has no alpha. You need to use DXT5, but I bet you could have learned that by using google :rolleyes:
  2. You botched the alpha channel. You need to save the dds in DXT 5 format if it has an alpha channel. Copy the alpha channel from the original, paste and save in DXT 5.
  3. Good idea. With the CK we could also make places where you can create your own salt, like salt mines or salt factories along the coastline.
  4. I'd like a drunken bar crawl in the style of the "A Night to Remember" quest except you're in (limited) control of events :D Maybe distort the player's perception of things, use a beautiful woman and let the player find out later that it was an ugly hag, have a very difficult battle with a strong warrior only to find out later that it was some weak and sickly guy... :D
  5. 0. Wait for CK 1. Edit the meshes for houses and add a large box behind the door where the NPC's can walk in 2. Move the "real" door inside the box 3. Put a fake door in place of the real door and script it to activate the real door when player activates it and open when an NPC approaches/activates it. 4.Add a trigger box inside the box that opens and closes the fake door as NPC's enter and exit, link it to the fake door and make them talk for optimal effect. 5. Repeat over 9000 times
  6. Doesn't really cause that much "issues" with performance or otherwise, it's just a humongous, gigantic, enormous s**tload of work that is more boring that you can possibly imagine. Still, some people like doing boring stuff.
  7. FOMM bsa unpacker to extract the file. I use photoshop for texturing, but there's a dds plugin for GIMP as well.
  8. Companions with horses shouldn't be hard to implement, I think the devs just added horses in a hurry :D I'd also like the horse carriages you can use to fast travel to actually "slow travel", it would be nice to sit back and enjoy the scenery :) I'm quite experienced with modding, so this might be one of the first things I'll look into...
  9. TESsnip (the fallout version) is what people have been using to create the few .esp's that are floating around. It was never a tool intended for beginners, even less so now that it doesn't (afaik) even interpret all the data properly.
  10. "qasmoke" is an invalid cell name "QASmoke" would be the testing hall, Skyrim cell names apparently are case sensitive.
  11. I've come to love creating companion mods, mostly for myself since few have been published. But I'm gonna start something new as soon as the CK is out :)
  12. 1. Go to Documents/My Games/Skyrim/ and open SkyrimPrefs.ini 2. scroll down and add the line bEnableFileSelection=1 under the [Launcher] section 3. Save 4. Start Skyrim Launcher, Data files menu is now available
  13. Keep in mind that some items (like many clothes) use the same model with different textures, and in such a case replacing the model would require you to replace all the different textures as well. You could easily avoid all of this when the CS comes out...
  14. The CS won't help you with nif's. There's something called blender nif scripts for nif import/export and that's what you need to use, it's probably not up to date though, so there might not be any easy way to edit skyrim nifs yet.
  15. I'd say it's 90% likely possible, but won't really know until the CS is out
  16. Yes, but it is more practical to do it when the CS comes out
  17. No my mods are not listed in Data Files menu, because none of the mods comes with *.esm or *.esp file. I they were, then u would see them listed in Data Files menu. If Im not wrong, none of the so far released mods has the esp file. But this has nothing to do with this non-working mod situation. They should work, Its like my game just doesnt like armor and cloth texture folders, and thus refuses to load them. Its really weird. And it seems your game doesnt like even bigger spectrum of folders. Correct, since we don't have the Creation Kit yet we don't have .esp's or .esm's. The mods we have are generally REPLACERS, that means the game loads the modified file instead of the original stoged in a ,bsa archive. Because of this the path and filename has to be EXACTLY the same. In Oblivion and Fallout we also needed something called Archive Invalidation, but Skyrim seems to load replacements without it.
  18. You install by following the instructions provided by the creator of the mod in question, this involves extracting, copypasting and whatnot inside the Data folder. Most of the mods we have so far are REPLACERS, which means they replace content (textures, models, menus). The "data files" menu in the launcher is for enabling and disabling .esp and .esm files, mods and DLC which generally add new content and WHICH WE DON'T HAVE YET, it's not supposed to load. You just put the files where instructed and play the game.
  19. Markarth and Solitude... Winterhold also has an impressive atmosphere, but it's more of a village, or an ex-city :confused:
  20. It could work fine, you won't know until you've tried. At least Fallout was able to play both wav and mp3 sounds, and all the sound effects in Skyrim seem to be wav, so there's a small chance they'll work, I doubt the music system is completely separated from all the rest.
  21. mazakala

    Textures

    Use Fallout NV tools for extraction, FOMM comes with a BSA browser, Oblivion tools are waaay outdated and won't work. I haven't tried editing any textures yet. but my guess would be the settings are the same as for Fallout, google around for it.
  22. textures\actors\character\argonianmale\ textures\actors\character\argonianfemale\ textures\actors\character\khajiitmale\ textures\actors\character\khajiitfemale\
  23. I quite often fast travel between the major cities. I was disappointed by how the carriages can't be used to auto-travel in real time, like how you arrive in Helgen... But I'm guessing this might be moddable, at least the clairvoyance spell seems to know the right way, so it shouldn't be impossible to implement :confused:
  24. I'm making a list of small tweaks just for myself, stuff that I can fix in five secs once the creation kit is out. Just got annoyed by spider webs, being a werewolf I was unable to get through, a dagger apparently is infinitely more powerful than claws... adding it to the list.
  25. Every time I go online I check if it's out yet :D I'm also writing down all the small tweaks that I'm going to implement... Having used the previous construction sets for Fallout & Oblivion I'm guessing the learning curve isn't that steep. I'm also very curious to see what really makes the game tick, I was surprised by the clairvoyance spell, something like that would never have been possible in Fallout...
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