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Urwy

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Everything posted by Urwy

  1. I think you mean Armed to the Teeth: http://skyrim.nexusmods.com/mods/9614 =)
  2. BOSS: http://skyrim.nexusmods.com/mods/6 Wrye Bash: http://skyrim.nexusmods.com/mods/1840/
  3. Well, you might want to combine this mod: http://skyrim.nexusmods.com/mods/6162 With this one: http://skyrim.nexusmods.com/mods/14890 And you've got a win =)
  4. BOSS, or "Better Oblivion Sorting Software" automaticly sorts the mods for you and rearranges them in the most correct order possible. Wrye Bash is a more sophisticated mod manager, which can also build a so called "Bashed patch" which aims to increase compatibility between mods by merging their leveled lists into a single leveled list without the conflicts of the original lists. For me, Wrye bash also warns me when it cant recognise a mod due to a corrupt file or similar. Boss is a piece of cake to use. Just start the program and it'll start sorting and rearranging. that's all you need to do. Wrye bash is a little more complex if you aim to use all its functions. But creating a bashed patch and sorting mods is just a few clicks away =)
  5. But isnt that exactly what NMM and Wrye bash allow you to do? manage mods and loadorders and launch skyrim? The only advantage the Skyrim launcher has atm is the ability to change your video settings. (though Wrye bash also allows this in a limited way.)
  6. you guys may be interested in this mod from KevSer: http://skyrim.nexusmods.com/mods/7153 It changes appearance (not sure wither thats mesh or textures) when tempered =)
  7. User has hidden file or won't permit downloads. User has hidden file or won't permit downloads. So I see...well maybe Tamira is working on an update? I dont know about you guys, but was able to download it just fine... about 5 secs ago =) Oh well, long live the mirrors tab! :turned:
  8. Easiest way of getting a Weapon into skyrim is by exporting it as an OBJ from blender, and importing it into nifskope in a vanilla nif that is very similar to the weapon you want to put ingame. So: Blender: Export OBJ Nifskope: Import obj (with the old vanilla mesh selected, since the new model will replace that. Remove the old "Material" node, and set the LightingShaderproperty node as a property to the NiTriShape node. Start attaching the correct textures under the LightingShaderproperty node. That's about it. You might have to scale/tweak the weapon in nifskope to be in the right place and have the right size.
  9. Afaik, 3ds max is the only 3d software that has a plugin to export nifs atm. The alternative option is to use an older version of Blender, which does have nif support. Downside to this is that i cant tell your for sure if this actually works. I´ve heard about people using this older setup succesfully, but i dont know how they do it :unsure: This page displays pretty much everything you need for the blender 2.49 setup, and you´ll probably also notice the "Skyrim unsupported" warning. Like i said, some people seem to use it for skyrim just fine... There's probably some things im missing here, but i help the things i did get can help you out :)
  10. just had a look at the files you mentioned.. The nif and it's dds. as far as i can tell those blue, green and purple squares arent used at all. Atleast not by the mesh for the jazabay grapes. I think those squares serve as a sort of palette colours... just like those large leaves next to it. Here's what i saw: Left to right: Florajazabay01.dds, the UV map for the Florajazabay01.nif, the nif itself. [warning] Huge image! [/warning] I think it pretty much speaks for itself :)
  11. Cubemaps are the texture files that are the actual reflection your seeing on a shiny sword/item. So if that reflection has a bronze tint to it, your weapon will have a bronze reflection. You could just remove the cubemap, but i dont think it'll have a positive effect on the look of the weapon ingame. However, you could use a different cubemap. If you have a BSA tool like BSA opt or BSA Browser, you could extract all cubemaps form the Textures.BSA file and have a look which one suits best. Another way to do this is by using the cubemap from the item that is closely related to your model in terms of material it is supposedly made from.
  12. Oh really? O.o My bad :ohdear: I never really noticed that. Sorry guys :facepalm: Yup. If you have a mod uploaded with over 1000 unique downloads you get access to a 'private' author section so like 95% of the people here can't get in and you can get right down to business. I kind of wish it was 1000 on any site... I don't have access to it yet in the Skyrim area, but my Fallout mod have way more than enough downloads. xD Then how come i can access the Mod authors topic for dragon age? I've never ever made a single mod for that game... :unsure:
  13. i think the Mod authors topic is the one you're looking for ;) It's more modder to modder than the mod talk topic. Which is, like you mentioned, more modder to player.
  14. I'm gonna keep an eye on this one :) Maybe ill finally learn how to add light sources to weapons and shields :)
  15. Sounds like you found yourself an awesome project :biggrin: I suppose i'll have to add some new stuff to my resource real quick then, so it'll also make it into your little project ;) But i've also got a serious question: you mention not making any stat changes to the weapons. How does this fit together with my resource? as those are simply models and textures, not a plugin with stats...
  16. well, there's always this one: http://elderscrolls.wikia.com/wiki/Helm_of_Yngol
  17. Sounds interesting, I'd love to see it once it's finished! So is it possible for the directional attacks to do different things like firing bolts? I've seen it in vanilla that backwards attacks can have an added effect but i know how if its possible to edit this the way im after It is possible with some scripting. But since i have zero experience with scripting i based it off enchantments and perks. Conditions that have separate effects are normal attacks, power attacks, blocks, stagger and sprinting. These things work whenever your using a weapon, or use the "unarmed" weapon SkyRe adds. I could create an invisible weapon myself, so it is still as if your fighting with your fists, but you can still channel the effects through them. Reason i chose rings is because they seem most similar to a shield in the way they operate. Never did any kind of armor, so that wouldve been a shot in the dark.
  18. Thanks for letting me know about this topic. :) -snip- Glad to be of service :thumbsup:
  19. Images usually attract more people ;)
  20. But they arent that different in size compared to the other "Mer". Warning! Dwemer size rant! tl;dr: Skip the armor scaling ;) Might have to add some massive beards though :P Edit¹: Got a link for that control rod if anyone is interested. http://skyrim.nexusmods.com/mods/21201 its also available from the modders resource in my sig. And for the ones who would like a shield to go with that rod: Spellward http://i.imgur.com/TYDaX.png http://skyrim.nexusmods.com/mods/21357
  21. Still had no luck on that latest script.... Its probably just me doing something wrong, so i've resorted to enchantments to trigger the effects. The mod itself is already released, but i'll keep fiddling with the script for future mods :) http://skyrim.nexusmods.com/mods/21357
  22. There's another topic related to this request =) http://forums.nexusmods.com/index.php?/topic/695052-white-walkers-of-skyrim/ There's some talk on that topic someone's actually looking into this. I think you guys could help each other out, since your idea isnt that bad at all.
  23. came across this topic today.. thought it might interest you guys ;) http://forums.nexusmods.com/index.php?/topic/742972-white-walkers-and-wight-minions/
  24. Lol, im just putting together some thought do something similar to this, only with rings :turned: So far i've got the rough outline of the Fire and ice rings written down, lightning ring is proving more difficult. I'll probably start making some custom meshes and textures tomorrow. From there we'll see what to do next.
  25. There's several mods out there that make them more powerful. So much more powerful that they'll be the best weapon you'll ever find. Link: http://skyrim.nexusmods.com/mods/searchresults/?name=artifact&order=DESC&orderby=date&page=1 There's also several mods that add artifact from morrowind to skyrim. Like InsanitySorrow's mods: http://skyrim.nexusmods.com/users/258945# Highly recommended! :thumbsup: And PrivateEye also ahs some cool new artifacts: http://skyrim.nexusmods.com/users/887024# Hope these links help you out a bit further :) Edit¹: Lol, forgot to mention i've got some artifact mods myself :laugh: Just check my sig =)
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