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Urwy

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Everything posted by Urwy

  1. Edit: I just notice i should've posted this in the Skyrim mod authors section. Would any moderator glancing this topic be so kind to move this topic to that section? =) Good day fellow forumites, mod authors, ladies and gents! For the last few days i've been trying to create some new weapons that combine both "magical" parts with physical parts. Much like bound sword that already has a physical grip that doesnt phase into existence. Now, there are several mods out there that seem to pull this off: Magicka sabers by Lord Haun, the arcane weapons that come with Forgotten magic by 3Jiou and in a sense Improved Psi blades by Gwyvern. All these mod have a (partial) weapon phasing into existence unsheathing it or casting a spell. What i am trying to accomplish with my weapons is that when the weapons are sheathed, all that is visible is the grip and crossguard. But when it is unsheathed the blade itself phases into view. This process should work in reverse when sheathing. All this without having to cast a spell to summon the weapon. While i have been fiddling around in nifskope and the files that come with those mods, i have been unable to figure out how this exactly works. I suppose i could ask the authors of the above mentioned mod for use of their files, i find this to be a lazy approach. Once that i can't learn that much from. So right now i'm hoping there's a nif expert amount here that would be kind enough to help me out, or give me some pointers. Thanks in advance. =) A little peek at the current models: (The pinkish parts are to ones that are supposed to vanish once sheathed.)
  2. Good day Nexus! As of recently i started working on some fancy weapons. I'm not sure what would describe them best, so i'll let the screenshots do the talking. For now, these are simply the models. No CK work has been done yet. Now, as you can see, i have based these weapons of the vanilla glass weapons. This has led me to the point to ask you, the community, to tell me what would be best. For this, i have come up with the following two options: 1) I'll give these weapons unique textures based on the vanilla texture and the HD pack texture. This would mean there will be no possibilities for customization other than editing the textures themselves. However, this would make them even more visually distinctive from the normal glass weapons. 2) I will not give these weapons unique textures to make these weapons compatible with all the glass retextures that are hosted on the nexus. This would mean a huge amount of customization is allowed. The downside to this would be that the "physical" parts of the weapons will share their same colour scene with normal glass weapons. Please let me know what you prefer in the poll at the top of the page. Suggestions, tips and feedback are welcome ofcourse. But there will be no guarantees they'll be implemented.
  3. Ah, and there i was starting to think my WiFi was letting me down. =) (yeah, the nexus forums is the first site i load. Always. XD)
  4. The way it's done right now is purely a mesh edit. So it would be fully compatible with any mod that does not alter the item's model.
  5. It is possible to do this by hand for individual weapons, as there are several mods out there that have unique weapons with flame effects on them.(including some of my own) But so far, no one has found a way to replace the enchantment shaders effects with these particle effects.
  6. Usually weapon enchants use a shader that is applied to the weapon. Not sure whether it's possible to replace such textures/shaders with an actual mesh, let alone a mesh that fits any kind of weapon. =/ Still, it might be possible for a crafty scripter to use the weapons reach, weapontype and such to auto-add a mesh on top of the equipped weapon. Just a wild quess though.. :/
  7. Heh, i actually like the idea of having to increase your skill to improve, instead of increasing your health. Remindes me very much of the S.T.A.L.K.E.R. games. =) As for standardising the weapons; maybe you can release an XML for Reproccer to blanace the weapons for you. That way even mod-added weapons will be compatible. Making this an even more viable. (and awesome!) Still leaves magic though.. :/ maybe release that as a separate plugin?
  8. I had no issues with the "medium" version of ATTK. (So not lite, not full version) Simple ini file that needed a few 1's or 0's to turn options on or off, and some process names to exclude them from being shut down. All that remained was launching the program. Easy peasy.
  9. Will add it to my sig to spread the word. =) (now isnt this a sorry excuse for a bump? ;D )
  10. Even though scripting is pure magic to me, that post actually makes sense. =) And feel free to quote/link to my post. =) Can't wait to see what other magic you'll concoct over time. =P
  11. Alright, first impressions: Installing: Not a single issue when using NMM. Just download and click activate mod. That all. =) Running first time: Got a nice little update in the upper left corner notifying me that i've updated Loadout from version 0.00 to version 0.08. So far so good. Quick test: Had my standard gear equipped and bound it to key one. Which went without a hitch. Next i removed some random items and bound it to number two. After using number one to revert to my standard gear i just switched spells and bound number 3. Then the button mashing began! =D The plugin just followed my lead and after a minute of random mashing everything still looked fine. Except for that one corner of my screen which was flooding with messages.. still, i suppose i should've expected that. Test number two: To see if this caused any conflict with Auto-equip shield/arrows i tried holstering my weapons (and thus auto-unequiping my shield) and switching set. When i drew my sword it seemed to have no trouble re-equipping the correct shield. While untested, i assume auto-equip Arrows will react exactly the same. Test number three: By starting a massive fight inside dragonsreach i was hoping to get myself killed, which i managed to achieve very quickly. That's when Essential Player kicked in, turning me into a ghost and leaving me with all my loot and gear on my corpse. After re-emerging some distance away from my corpse i tried to load set one. Now some mods seem to spawn the requested items if you dont have them. This mod doesnt, which is excellent! No duplicating items i dont posses. =) After gather my equipment from my corpse i tried again. Swoosh! all my gear just shot onto my *rather undressed* body. which seems to prove that it actually remembers what you wore, even after losing and reacquiring the items. All in all: Wonderfull little mod! Does all you can expect from it and doesnt dupe items after losing them. The only little grip i have with it is that when switching from one set to another, it unequips everything before re-equipping the new set. Even when the only difference between those sets is a single ring. This makes switching single items a rather noisy business as the equipping sounds will drive you mad. now this could be resoled by removing the equipping sound, but this would leave the split-second of nudeness between switching sets. Which might look weird from 3rd person view. Preferably it would only switch items that differ from one set to another, reducing the noise and removing weird views in 3rd person view. But beside that one little issue I have with it, it's an excellent mod!
  12. Added the mod to my tracking list when i saw it in the latest files. I'm definitely gonna try it, as my current mod for this is not much older than skyrim itself. So i'm in dire need of an upgrade. =) How would you prefer the feedback? By PM or simply on these forums? I'll be testing it on my Shield-mage. Lots of righthanded spell switching, backup weapons and armor-providing items in slots other than the vanilla ones. (So no jewelry, hand, foot, chest and head) Also using auto-unequip mods for arrows and shield. Will see if any conflicts occur. Same for my "Essential player" mod. (It unequips everything when you die and turns you into a ghost. it requires you re re-equip everything after resurrection.)
  13. What about casting time? Instead of making spells cost more, make them take longer to cast. I can imagine a simple fire bolt to take just about as long as the vanilla rune. Something as devastating as chain lightning, however, should take quite a bit longer as it'll be able to take out several foes at once.
  14. well, there's project parallax. I know it's nothing near DX10/11, but at least it gives the texture department a significant upgrade. All parts so far: http://skyrim.nexusmods.com/mods/16919 http://skyrim.nexusmods.com/mods/17243 http://skyrim.nexusmods.com/mods/17275 http://skyrim.nexusmods.com/mods/17754 http://skyrim.nexusmods.com/mods/18544 http://skyrim.nexusmods.com/mods/18814
  15. You also might want to try and contact the author of forgotten magic as he's been able to pull off some very interesting spells as well. Maybe he'll be able to provide some in depth advice. http://skyrim.nexusmods.com/mods/23625
  16. There's actually a mod out there that already does something like this. "Immersive creatures" has Human-dragon hybrid skeletons called Draman. they actually resurrect themselves after theyve been slain once, sometimes even twice. Not sure if silver weapons have any extra effect as i havent killed one that way yet.
  17. You could try the ATTK o7 (v5.0.7). It works slightly different from the LT version. Run ATTK, then the razer booster. Should work, not sure though as they both seem to do the same thing..
  18. It wasn't necessarily a virus. I recall reading that one of the commenters barely prevented his GPU from melting down when running the file. (the thing hit 90 degrees Celsius.)So while it might've been a "save" file to use, the side-effects it caused were anything but save. please do take note that i'm saying this based on what i read among the comments of the file, not from personal experience. So i might very well be wrong. If you're looking for a similar file that does the same, search for "ATTK" on the nexus. If you decide to use that file, do make sure you add exceptions to it's ini file for your GPU drivers. else it might shut down those very drivers.
  19. That's insane! I'm so tracking this mod! Might be time to update my sig with some awesome wips. ;)
  20. Immersive monsters is the one i'm using. So far, i haven't seen alot of monsters that strike me as "lore-breaking". Sure, the draman (human skeletons with dragon heads and wings) seem a bit odd. http://static.skyrim.nexusmods.com/mods/images/24913-2-1358715644.png Then again, i'm not exactly high level. So it very likely i haven't seen much of the mod yet. Used the Monster mod a while back. The one thing that struck me was the abundant use of monsters from other games. (Drowners and such from The witcher) Those clearly did not fit, which might've been the result of not using the "immersive" patch that's available for it.. But, if you like that sort of thing, i'd recommend that instead of the immersive monsters.
  21. Allow me to make this request a bit more accessible for anyone willing to give it a go... As i'm the original author of the meshes and textures used, i'll upload the source files to the person fulfilling this request. =) And by source files i mean the original Xcf. (Native Gimp file format) Though other formats shouldn't be much of an issue. Edit: I just remember another Crescent mod. One that is, imho, much better than the one i did; http://skyrim.nexusmods.com/mods/29356
  22. Take your time. =) I'm a few time-zones ahead of you. So you still have a whole night to release it. =) Can't wait to see what the morning will bring!
  23. Oh stop teasing us! =O The agony! Oh, alright... Looking forward to it! =D
  24. I believe you're right. Although i remember something similar by a different name as well. Oh well. :sweat:
  25. The game renders weapons separately from the gameworld when viewed though the 1st person camera. (that's why vanilla weapons use a "high" poly model for 1st person views, and a low poly model for 3rd person) So the same thing that helps prevent your sword from sticking into walls is stopping us from deliberately clipping the weapon model into an npc. You might want to search for a mod called "Real first person camera" or similar. That mod forces the 1st person view through a "3rd person" camera, placed right behind the PC's eyes. This >might< make it look like the weapons pierce the NPC's as well. Only thing is that i can't seem to find it on the nexus anymore.. So it'll require a bit of detailed searching...
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