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Gebreth

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Everything posted by Gebreth

  1. Heya! Did you try this tutorial? http://skyrim.nexusmods.com/mods/7069
  2. There's a project (linked to Beyond Skyrim I guess) by a german modding team to create High Rock, and another one for Hammerfell. The whole is set during the fourth era tho.
  3. Hi! I think it's this one: http://skyrim.nexusmods.com/mods/16455 The author recreate the quest from scratch to clean various bugs, the weapons/shield are the same.
  4. Very nice models, are they animated yet? Both animals are superb. And fit perfectly Skyrim. Do you plan to make an orca? I love orcas :)
  5. I recommend using Nexus Mod manager and/or Wrye Bash to deal with conflicts, but the mods I listed do not conflict with each others, except maybe some files in common (nothing of a big deal really), as they are mostly textures/mesh mods. It's another business with mods adding/modifying data within the game (those with an esp), as things can become a little "apocalyptic". And something to know: there are many many files out there, and not the nexus nor the workshop get the perfect system and some good mods can be underrated thus difficult to find :tongue:
  6. Quite a setup you got there :thumbsup: With your machine you should handle the heaviest graphical mods, such as http://skyrim.nexusmods.com/downloads/file.php?id=607 with some heavy .ini editing. My advice is to play first tho, if you see features you don't like then install other mods. I consider must have: http://skyrim.nexusmods.com/downloads/file.php?id=8655 (enhanced clutter), http://skyrim.nexusmods.com/downloads/file.php?id=14227 (enhanced ruins) http://skyrim.nexusmods.com/downloads/file.php?id=2356 (enhanced characters) http://skyrim.nexusmods.com/downloads/file.php?id=7654 (improve snow, rains and lights) http://skyrim.nexusmods.com/downloads/file.php?id=141 (improve flora) http://skyrim.nexusmods.com/downloads/file.php?id=3863 (improved ui) And those I can't live without (but depends of your preferences as usual) http://skyrim.nexusmods.com/downloads/file.php?id=3621 (retextured animals) http://skyrim.nexusmods.com/downloads/file.php?id=8429 (new npcs with some crazy dialogs) http://skyrim.nexusmods.com/downloads/file.php?id=3829 (new and deadlier dragons) [and much much more] Give the vanilla game a try for 5-6 hours and change what you don't like! :smile:
  7. Yeah in "lore-friendly" there's lore. So you should respect the lore. But, there's also "friendly", not "jyhadist" :tongue: I guess it's a matter of balance. Lore is important, but it should never prevent you from telling a good story or interesting gameplay. In fantasy universes, there are always consuming timelines running through thousand of years and you can always find an excuse like "historians didn't get it right", "the true story get lost or deformed beyond recognition after five centuries", etc. I've done that many times as a GM.
  8. Hi, I think Phitt is working on a full velothi & daedric tileset, which may give a great boost to your project. And Iwoulmd like to contact the OP of this thread on official forums: http://forums.bethsoft.com/topic/1287140-skyrim-redoran-settlement/page__hl__redoran as he's making a silt strider from scratch ;)
  9. Collision for custom meshes seems to be an issue for now (the 3rd party tools aren't ready), however on this topic http://forums.nexusmods.com/index.php?/topic/656052-collision-in-shyrim-finaly-work the OP states otherwise (he didn't seem to get attention :P)
  10. I had an idea about the legendary rokh (=giant bird of persian/mesopotamian mythology), using the dragon skeleton and modelling a giant bird instead :P
  11. Sorry bro, can't be of much help as I've never done modelling or texturing stuff I only know a bit pf theory. But I guess it has something to do with a parameter in either your nif (nifskope) or your esp (CK) file. Because this mod: http://skyrim.nexusmods.com/downloads/file.php?id=15927, doesn't alter any textures BUT the nordplate helmet is shinier than vanilla's. And I can't seem to find a parameter like this in the CK (searching right now), so it has to be the nif. And this tuto seems complete, jump to part 2 for all the nifskope stuff: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_2 Hope this can help
  12. Wow I thought you were talking about a new color, not a new model!!
  13. Definitively a good idea, it should add some variety (and Skyrim lacks of bacon hehe)
  14. It looks nice! Do you plan to add fur like those on goats and cows already in-game?
  15. Hi there, The glow map is an additional texture file with a "_g.dds" suffix. It adds a glow effect if you set it right in nifskope. Take a look there for a full tutorial: http://skyrim.nexusmods.com/downloads/file.php?id=7069 and look at the textures of meridia's blade and volendrung (two ingam items that use such map) to see how it should look like.
  16. If Skerf got a smith and Brynnvik a magician, let's say an alchemist and a general retailer. On an alpha, don't make it "open". Ask for a few volunteers to test extensively your stuff, this way the thread will not get polluted by noobs who will complain about how your mod is bugged and so on. And the phase should go much faster this way. IMO of course :smile:
  17. Jotunheim=>Ornheim? What's the name for totem? Orn<insert totem name>heim? On city stuff : based on what you already find in Skyrim, the capital should get at least a player home to purchase. For shopkeepers, at least one smith (maybe two), one alchemist, one retailer à la Belethor, and a wizard. And an inn, of course. Maybe a bunch of small shops like the ones in Solitude/Whirerun. The villages should have much less merchants (let's say: two, major and minor one), maybe depending on the orientation you give them. Sker=>smith, Brynnvik=magic/alchemy, etc. I see Brynnvik has a dock, so an inn seems plausible.
  18. This mod should do it quite well IMO. All it need is a gold retex, it should work with the proper custom race.
  19. I've begun to think about it, but Golden saints aren't the only daedra we can bring back in Skyrim: Xivilai (a tougher, blue-skinned and half-naked dremora) and dark seducers too. And we have already plenty of skimpy armor for that :biggrin:
  20. Look there: http://www.darkcreations.org/beyond-skyrim/wiki/index.php/High_Rock Unfortunately, it's a german-speaking team but I'm sure they'd accept any helpful hands (Germans are more fluent in english than we french people :P)
  21. Nope, it's not. Your base image have to be in greyscale, pure white will be rendered as plain color in-game while pure black is transparent. Done well you can make much more realistic warpaints. For example, this picture: http://img802.imageshack.us/img802/9876/gebfemaleheadwarpaint10.th.jpg Will be rendered like this: http://img98.imageshack.us/img98/5514/warpaintpreview10.th.png Each non-white zones render like tiny scratshes, imperfection, etc.
  22. Nice to read! As I made it specifically for dunmers, here's a preview with the right color: http://img15.imageshack.us/img15/1540/previewvivecwarpaint.th.png And one more for the arkay symbol, renders perfectly on imperial women: http://img803.imageshack.us/img803/6906/previewarkaywarpaint.th.png Does someone have an idea for a stylized symbol of Akatosh? I can't find one that doesn't turn horrible in-game...
  23. Here we go for a second round! http://img21.imageshack.us/img21/6185/warpaintpanorama02.th.jpg I'm beginning warpaints for other races than redguards: the second on the picture, I call it the "Vivec face" ;D and it's for dunmer, the seventh is an arkay symbol more suited to imperials (and it needed much tuning, that forehead is a bµ$+§!), etc
  24. Hi all, I'm working on new warpaints for PC and NPC customization. Here are the first ones: http://img819.imageshack.us/img819/3044/warpaintpanorama.th.jpg They need a little bit tuning to look OK (it's quite distorted on the forehead, on elves it's even worse) but I guess the ideas are pretty decent. I'd like to make paints for all races and both genders, if you have ideas/advicves just tell me. Oh and if someone knows how many new warpaints one can add in the CK :whistling:
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