Jump to content

Urwy

Members
  • Posts

    556
  • Joined

  • Last visited

Everything posted by Urwy

  1. Well, if you're looking for lot's of colors, you might want to check Crafting 300. Altough it does a little more than just adding new colors, it probably is the most colorful weapon mod i know of.
  2. Interesting.... Considering Zar'roc was the first weapon i ever modded into skyrim i might give this a go as well. Can't promise anything though, as i got my hands pretty full atm... Still, will try and find some time tomorrow to get this going.. And thanks for posting that link Ghosu. That will definitely come in handy! Edit: Quicker than even i expected.. The first bits. Updates while the nexus seemd to be down:
  3. If i recall correctly Apocalypse just adds TONS of new spells, but doesnt touch the mechanics, whereas MO does change some mechanics. Do not that i use neither of those as i prefer Forgotten magic redone and Revenge of Colette. Both add new spells that use new mechanics, but dont touch the vanilla mechanics. Bot are really fun when playing a specialised character. (Forgotten magic for the mage, Colette for melee/archery builds)
  4. Here's the basic approach i usually take: (With ingame screenshot of the result.) Left: All the textures linked to the BSShaderProperty. Right: The BSShaderProperty's settings. It's a weapon from my weapons resource. (The Azura's moon, contianed in the "Historical pack") So feel free to download it and tear it apart to take a closer look at the nif. Hope that helps! Edit: Although i do believe that the Shader flags 1 shouldn't contain the SLSF1_Environment_Mapping flag..
  5. Quoting myself from another (similar) topic: Cheers!
  6. While i too would enjoy seeing an experienced armor modder realize this set, i think you could at least post some links, images and details on the set. But while im at it, i might as well do that myself. Amber Madness armor:
  7. Impressive! Ticking all the top marks! Props to your VA's, that was truly perfect! (couldve fooled me those were vanilla voices. Only these were better. :happy: ) Nothing else i can do but track this topic!
  8. Close enough? http://www.nexusmods.com/skyrim/mods/4819/? Ok, this might not be a seperate robot race, but it goes a long way on the visuals..
  9. I once tried to do something similar, but failed horribly. Still, if anyone else wants to give this a go, i do have a useful link handy: http://forums.nexusmods.com/index.php?/topic/981307-nifskope-transformcontrollers/&do=findComment&comment=7940126 Yes, i'm aware no one ever replied to that post. But the two mod's i link in there also use OnDraw animations, which might be a good starting point for anyone willing to try. (especially the magicka sabers seem to hold a crucial piece of the puzzle)
  10. Last time i checked, it was not possible to add new animations to the game. Just replace existing ones. But that would also mean replacing animations on every other weapon that uses the same animation as the quarterstaff/spear. Could be wrong though as it's been a while since i read up on the subject.
  11. Altough i do agree that some of those are very beautiful swords (particularly this one) and would be thrilled to see them ingame, i must admit that i hardly have the time to do this. Reason for this is the fact that i got my hands full with another (rather huge) project. Having said that, i might eventually model some of these for my modders resource if no one else has done so by then. (check the sig) Might take a while though.
  12. :laugh: Lol! This request just made my day! Anyone who knows his/her way around 3d software might be able to import a model from one of these sites: Trimble 3D Warehouse Blend Swap Import, Clean, UV unwrap, Photo texture and voila! (more or less. =3 ) Good luck to the good chap that'll take on this request. :thumbsup:
  13. Sounds about right. A modder could create a separate ESP that recreates the armors from any DLC without having to activate that DLC. But those DLC's will be required to run that separate ESP because to relies on the meshes, textures and whatnot to recreate them. Quite monotonous work though.
  14. Well, among others: (Warning! Huge images!) That's all im saying for now. :happy: Image site broke the images.. Oh well, the bigger the mystery.. :laugh:
  15. [shameless self-promotion] Well, i have made several scavenger hunts in the past that are still hosted on the nexus. =] http://www.nexusmods.com/skyrim/mods/21128/? http://www.nexusmods.com/skyrim/mods/21201/? http://www.nexusmods.com/skyrim/mods/21357/? Or check the "my mods" part of my sig. [/shameless self-promotion] Do note that those items were intended to be somwhat overpowered as some can be tricky to find. But obviously i'm not the only person who has done that sort of thing..=P http://www.nexusmods.com/skyrim/mods/5048/? http://www.nexusmods.com/skyrim/mods/44312/?
  16. And suddenly a wild modder appears!
  17. MIA, AFK, AWOL
  18. Alrighty then! After following this topic for too long... Here's my suggestion. =D Name (options): Boomstick (XD), Sprigganbane, Rootstaff, Elder branch. Weapontype: 2-handed fighting staff Enchantment: Has the ability to send out a circular shockwave from the point of impact. It is said that staff sends out this blast in a wave of anger when its wielder puts all his force into a strike, but fails to hit his foe and slams it to the ground. Although some say it seems the weapon needs some time to regain its power before unleashing another wave. Also, this shockwave seems to cause terror among spriggans and forces them to flee, attack one another and in extremely rare cases, outright causes them to disintegrate into ash. These effects seem to increase in strength when its wielder imbibes regular doses of hist sap, mixed with taproot. Backstory: The origins of this staff are rather unclear. Some say it was the walking stick of an ancient mage that created using the soul of a raging barbarian and the shaft of his axe, imbueing it with a powerful whirlwind spell. Others claim it was once the staff stolen from the all-maker by the spriggans in the early days of life. Either way, none can say for sure. The only thing that seems certain is that it seems to be made from some sort of living wood. But whether that's the soul of a barbarian, or the remains of the all-makers breath that was caught by the spriggans remains unknown. No specifics on the abilities and its appearance. Wouldnt want to leave nothing to your imagination, now would we? =)
  19. Good day Nexus! A few days agon, i stumbled across a pretty old mod: Dwarven Mechanical Equipment (DME) and decided i'd want to do something similar, based on the files from that mod. For a while, everything went just fine. But, because my weapons are based of the ones included in DME, they suffer the same bugs as the original ones; Double draw animations and script dependence for switching a sheathed / unsheathed nif for the current state it's in. This had me looking for other ways to accomplish my goal. Now, i believe i have found a way to resolve these bugs, but it requires me to have a lot more knowledge about nifskope. As some of you might know, the mod Magicka Sabers has similar Draw/sheathe animations. But it seems to include all needed animations into a single nif. Something else those two mods share are the contents of their nifs; where one uses a single animation with a single NiTransformController per NiNode/Weapon part, the other uses Multiple animations controlled by a single NicontrollerManager / NiMultiTargetTransformController for all NiNodes/Weapon parts. Is there some way to integrate all those separate NiTransformControllers into a single NiMultiTargetTransformController, and thus have one nif that contains all animations instead of needing a script to switch out sheathed and unsheathed versions of the weapon? Any reply is welcome and might help me get closer to my goal. =) Thanks in advance. ~Urwy
  20. Well, there is "more hotkeys please". It allowes the player to assign spells to left, right or both hands. Combine that with the auto-cast option it provides and you're golden. =) http://skyrim.nexusmods.com/mods/23416
  21. Well, i'm no expert on the Reproccer that comes with SkyRe, but T3ndo does explain how to tweak the stats Reproccer assigns on the description page. So, in theory, you can tweak every stat to your hearts content. But my guess is that it'll be -very- time consuming.
  22. I'd love to see some improvements to the combat in future releases. =) I'll shamelessly redirect you to my topic about this. It´s a game called Chivalry: Medieval warfare. It has some interesting combat mechanics. (seperate attacks: overhead slash, sideways swing, a low stab. Combined with directional dodging, feinting strikes and timed blocking among others) http://forums.nexusmods.com/index.php?/topic/979842-handling-swordfighting-an-example/&do=findComment&comment=7927452 While that game has (imho) awesome mechanics, they're impleented quite harshly in that game. But i definitely think Bethesda could use it as a good example.
  23. Everything that he said. Can't argue with that as i partially share those thoughts. I have tried Requiem, and must admit it makes the game that much more challenging. However, it also contained some other tweaks i found less entertaining. Such as those horrendous imagespace modifiers used by poisons, which wouldnt be turned off by the console commands that were supposed to. (i know, it's the mods purpose to challenge, not entertain) and while the block duration is somewhat short with half a second, i believe they did get the blocking mechanic just right. It prevents a fight from becoming a spamfest of blocking until your opponent makes a mistake. Also, the fact that you're able to decide what kind of attack your going to use just adds to the feeling that you can actually control or influence the fight you're in, instead of just swinging left and right on normal attack, making combat alot more tactical while still allowing for the "chopstick swinging" of Tes4/Tes5. Chivalry did lack the concept of power attacks, which is definitely a plus for the TES games. tl;dr: i'm just hoping we'll see some semblance of these mechanics in future TES games, not necessarily Skyrim. I've already given up hope on mods for the sword fighting mechanics themselves and am taking the game for what it is now. Luckily there's still magic to avoid using a sword. =)
  24. While stumbling around the interwebz i came across this glorious game: Chivalry - Medieval Warfare. This made me wonder, anyone thinks Bethesda could take some ques from these guys? Because this is how i'd imagine swordfighting should be handled in any game. Anyway, i thought i'd show this to the rest of you to share a smile about the fact that Bethesda got outdone at their own game; first person swordfighting. =) Anyone else know any other games that show how Bethesda should handle combat in future TES titles?
  25. A massive health buff to followers, thats what it is. Or, if you're feeling lucky, make that that blasted legendary dragon near invulnerable. XD On the other side, it could be darned powerfull when you're near death. Use it on your foe, heal up and finish him off. High risk, high reward tactic. Should be interesting on npc influenced by fury or raised undead. =)
×
×
  • Create New...