Jump to content

DoritoMan

Premium Member
  • Posts

    36
  • Joined

  • Last visited

Everything posted by DoritoMan

  1. Open the meshes in NifSkope Export to any location as an obj. (file>export>export.obj.) open Blender Import obj (file>import>Wavefront (obj)>wherever you exported the obj.)
  2. I am kind of unfamiliar with the comic book version of Witchblade (not a comic book guy), therefore I don't have any background knowledge of The Darkness. This mod is mainly based off the anime version of Witchblade, but if it becomes high in demand, I will consider adding The Darkness. Then again, adding this would affect the mod heavily, the way I have designed the lore and everything. Not only that, but it will also heavily affect the completion time, adding a whole new set of transformations (if it is a transformation type thing like the Witchblade). I will still consider it, but because those two negative effects are quite large, don't get your hopes up.
  3. While it is in production, just request a custom race and by either the beta or final release phase, this mod should be compatible with it. After its final release phase, I will still take requests on custom races, but not as much will go through because I will either be working on another mod (believe me, I have about 50 mods in line) or I will be taking a short break from modding.
  4. Papyrus is the scripting language built right into the CK, so anyone who's playing Skyrim can use mods that have Papyrus scripts without downloading anything extra. I'll admit I'm having difficulty using it effectively, but I think that's mostly just because I just simply don't have the time to devote to learning it effectively. I do like the idea of being able to level up each of the different Witchblade and Ghost Blade forms independently. I just worry that it's going to be problematic to actually implement it in a way that makes the mod compatible for and appealing to a good base (for example, a SkyUI requirement turns me off from it, and I'm otherwise very eager to see this!). All right, I will see what I can do with Papyrus. I think you might have mistaken what I said there. I mean it as in anyone of the transformed modes (Witchblade or Ghost Blade) you have a new level up screen separate from the vanilla level. A separate level up screen for each individual Ghost Blade and the two forms of the Witchblade would be really cool, unfortunately doing that would make the mod take much longer to be released. By the way, I updated the Features section with three things I forgot to put in there.
  5. Well, I don't plan to put this mod in the dumps. Right now, I am trying to get my scanner to work so I can upload my concept art to blender, would be much easier to mesh that way. Once I can get the concept art working, I will post those and every so often post how far I am on the meshes. Hopefully I can get people to help me with the meshes so it will get done faster, and I can move right on to the next step.
  6. tutorials This should have everything you are looking for. As for Blender, I had that issue to trying to get the Nif files to work correctly. Make sure you have extracted the Skyrim mesh file to any location (this can be done using FOMM- http://fallout3.nexusmods.com/downloads/file.php?id=640). Open up NifSkope (make sure its the correct version to open the Skyrim meshes- http://sourceforge.net/projects/niftools/files/nifskope/1.1.0/) and select whatever mesh you are editing. Go to File, export, export.OBJ. Export the OBJ file to any location in a folder, open blender, go to file, import, import OBJ, and voila. If you are looking to make a brand new mesh, follow one of the tutorials that are in the link I provided. Once you have your desired mesh, do what I said above in reverse. export the obj, import the obj in nifskope, and do what you need to do with the skeleton.
  7. It is for me. Are you sure you installed SKSE in the correct location SteamApps\common\skyrim? If so, did you put ALL the DDL's and the exe in that location?
  8. Thank you. I am currently using Blender for the meshes.
  9. Well, beast races would look kind of weird (IMO) with the Witchblade. I will try that I have never heard of Papyrus, but I will look into it. I don't want to make too many requirements, cause I think I can speak for everyone that its annoying to have to download several mods to get one. Well, the way I originally designed the new level up system is this. You can only access this new system while in any one of the transformed modes (Witchblade level 1, 2 (by one and two I am talking about the two different forms Masane was in in the anime) and any one of the Ghost Blades). It's planned to be like the vanilla level up screen except it has new perks, skills, and a new background (not sure what the background will be yet). That suggestion does sound pretty badass though, maybe I, or someone else, could do that in a future mod?
  10. Initially, I was going to make a male version for the Witchblade and Ghost Blades, but seeing how in the anime the only male version was some badass with guns, I would have to come up with a new type of blade. In the lore of Witchblade, these only work for females, the male version was engineered (as were the Ghost Blades) but I am trying to keep both lore's the same, without interfering with one another. I am actually transforming, similar to the vanilla werewolves. One of my fears is that I will have to get rid of werewolves, replace its mesh, animation ext. The problem with the beast races is not really a mesh interference or anything like that, its just that the beast races are, well beasts. As I said, I am trying to keep both the lore's the same without interfering with each other. Seeing that this mod will most likely have a lot of scripting, I will most likely have to use SKSE. As for SkyUI, I need to work with interface but I will look into not having it as a requirement.
  11. http://www.mcfarlanes-figures.com/image-files/witchblade-logo.jpg PROGRESS WILL RESUME SOON sorry for the wait! Contents Description Features Possible Features Unlikely Features Modders Suggestions Questions Description Witchblade is based off an anime, called Witchblade. Though the anime, Witchblade, is based in modern day Tokyo, I have come up with a way for this mod to be as lore friendly as I can possibly make it. The main feature of this mod is a new transformation ability, like the werewolf in vanilla Skyrim (see Features for full list of definite features). This mod will not only be large, but may take quite a while to finish. When the mod has progressed enough, I plan on making an alpha release then a beta release, but that, once again, will be far from now. I am definitely looking for modders to help me with this mod so not only can it get done faster, but it can also get done with better results (see Modders if you are interested in participating in this mod). Features This is a full list of the definite features for this mod: -New "main" transformation ability called the Witchblade -New various "secondary" transformation abilities called Ghost Blades -New meshes/textures -New spells (Unique to the transformation) -New weapons -New armor -New large quest (might not be voiced, lost contact with the voicers :/ ) -New foes -New level-up system (only for the transformation, will not affect your regular character. This new level-up system is literally just a brand new level up screen with a new look. It gets rid of all the default perks and skills, and adds new ones. Your character will still be affected by the majority of your vanilla perks and skills while in one of the transformed modes.) -New face models (Unique to the transformation) -New hair models (Unique to the transformation) -New eye textures (Unique to the transformation) -New areas (Interior cells) -New sounds If you have any questions on these, ask in the comment section, or by email. (email in the Question section) Possible Features This is a list of the possible features added by this mod: -New walking/running animations (Unique to the transformation. I don't like to make animations, they're annoying) -New fighting/death scene animations (Unique to the transformation. see above. ) -New faction(s) (I'm not sure if a new faction/guild would be best for this mod, but it still might be added) If you have any questions on these, ask in the comment section, or by email. (email in the Question section) Unlikely Features This is a list of the features that are very unlikely to be added into the mod: -Making the abilities available to ALL races (I say this because, if you look at pictures of Witchblade, it's all human. Therefore, the only races who are really compatible with this mod would be Nord, Imperial, High Elf, Wood Elf, Redguard, Dark Elf, and Breton. Most likely, using the transformation with an Argonian, Orc, or Khajiit would end up with a game crash, or just a default Witchblade/Ghost Blade mesh) If you have any questions on these, ask in the comment section, or by email. (email in the Question section) Modders For any modders interested in participating in this mod, here are the skills I am looking for: -Meshing (mod will be using CBBE) -Texturing -Programming (The mod will definitely require SKSE and most likely require SkyUI. Need to know the CK's language as well.) -Experience with any previous Bethesda Creation Kit. -Sound/WAV editing -Good with making cells and quests with the CK (This is not as needed as the rest, as it is the most simple of the skills. Not a bad thing to have an extra hand though.) If you posses any of these skills, or posses all of them, contact me through IM, or my email [email protected] There will probably be a limit on the amount of modders, but I'm unsure yet. Suggestions Have any suggestions for the mod? Tell me through the comment section below, IM, or my email, [email protected] Questions Have any questions about the mod? Ask me in the comment section below, IM, or my email, [email protected] Once enough questions have been asked, I will post a FAQ section on this thread.
×
×
  • Create New...