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oc3

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Everything posted by oc3

  1. Thanks for replying, I was beginning to think no one was going to. I don't want it unbalanced. that's why I mentioned taking into consideration the arrow and bow damage as well as the armor strength. Sounds like your idea is along the same lines. that a glass arrow should penetrate elven armor but not daedric. Keep in mind that it would also benefit/hurt the player in the same way as npcs, so I don't think it would unbalance the game. Also the crossbow, if used, would penetrate everything. If it is possible to make appropriate soft spots on the armor(anyplace not covered by a hard material) then it would still be possible to nail an opponant with an arrow regardless of their armor. that sounds pretty difficult to do though with all the armor mods out there unless they all share some similarity that could be exploited by the modder. Heashots would work unless there is a helmet, then only the neck or face would be able to be hit. One would have to tinker with it to get the balance right, but at a minimum ther needs to be some kind of arrow (maybe iron and steel) that just bounces off of the two highest armors. Maybe all other arrows could penetrate anything to make it easier to make. Thanks again for your input Merry Christmas
  2. I didn't mention it, but of course it would work the same way when the player is attacked. I think it would be quite satisfying to see an arrow speeding towards you and it just bounces off of your glass or some other heavy armour.
  3. Thanks for the info, but I really want it to work with full powered bow shots.
  4. I know there are a lot of archery mods, but I don't think any of them address the issue of arrows penetrating armor. Specifically glass and other heavy or substantial armors. there needs to be a way to balance it based on the bow and arrow damage and the armor strength. At some point though, arrows should simply bounce off and do no damage. This will force you to aim for soft spots in the armor or headshots. Crossbow bolts of course should penetrate anything except glass armor. Can someone please see if this possible. I also ask for feedback from anyone about what you think of this idea. And Please vote! Thanks
  5. Forgot to mention that the clock is from the clocks of cyrodiil mod. I'm sure most of you figured that out though. If anyone has any advice or info at all, I would be thankful. There has to be some kind of work around. Maybe I could actually use a water plane for the glass and turn off the animation for the ripples. But then how would someone not fall through the surface?
  6. I am attempting to get a mesh to reflect its surroundings the same way that the water does. I want everything reflected. The mesh is the glass floor for the clock at the arcane university if you are familiar with that. So far I have been able to set the material property to 'envmap' with hilight mode selected (Thanks to Silgrad Tower). This was successful at giving reflections of sky color, clouds, and trees, but nothing else that I can tell. http://niftools.sourceforge.net/forum/images/smilies/icon_confused.gif NPCs, player, buildings, light sources (torch, fireball,etc), and sun/moon/stars do not show up at all. http://niftools.sourceforge.net/forum/images/smilies/icon_sad.gif Is there any way to make this happen? I'm fairly new at using nifskope and what I have done so far is stretching the limits of my knowledge. Would using the water shader help any? If so, how do I go about doing that?
  7. Nevermind, I fixed it. Somehow moving it changed the script.
  8. Hi. I really need help here. I just moved the clock in the arboritum ( Clocks of Cyrodiil) from its default location near the trees to under the structure at the center in order to keep the tree shadows from streaking the face of the clock. All went well except that now the clock is 2.5 hours slow. I tried this twice. I reinstalled the original esp, moved it, and bingo, the same thing again. I didn't touch the hands. It's almost like the world time keeps going as I am editing in the CS and when I exit the clock is slow. However, I have tried changing the position of the hands and it accomplishes nothing. I tried playing around with the world time in the render settings of the CS but to no avail. Someone pleeease help. I am almost finished with a very nice retexture that everyone should enjoy. Many, many hours spent. I think the original author will be pleased and I plan to get their permission. Thanks!
  9. If this helps any, there are some models available on the internet. I don't know what format is needed to be able to animate them. If someone will let me know, then I can spend some time searching for something that is usable. Here is one set that I found that has swans and ducks both. It's a sketchup file, but those can be exported as collada. http://sketchup.google.com/3dwarehouse/details?mid=1cac9a0fd051c69267ff608a5fbe6aa8&prevstart=0 I can help with texturing if desired.
  10. I have the solution! For some reason, my Photoshop CS4 (and possibly others) will not save semitransparent textures properly no matter what I do. ( I am using the latest Nvidia dds plugin) The fix is as follows: 1. Get DDS converter (2.1 I think). 2. Edit your file in PS and save as a PSD file(native PS). 3. Convert it using DDS converter. Read the read me file closely to figure out how to use the program. In the options, I selected DTX 5 and 4 for the number of mip maps, and enabled alpha. There is a slider for image quality-move it all the way to the right. I also used the nvisia dds option. Once the convert button is highlighted, hit "convert". 4. Your dds file should now work perfectly! It's amazing how perfectly it works now. I hope this helps some people. I recommend making this a sticky if possible to whoever has that power.
  11. Update: When using the 2D preview in the Nvidia save dialog, the only time transparency works is with 1 bit alpha.
  12. I am trying to change the rainbow from Rainbows in Tamriel to be a little more realistic, but every time I save, it becomes opaque. The original dds works fine with the rainbow about 50% transparent. As part of troubleshooting, I simply opened the file, changed nothing,and then saved using the default DXT3 and also DXT5. Same results, !00% opaque. I tried changing the alpha flags on the mesh from 237 to 4845 with no effect. 237 should be fine since the original uses that and it works fine. I have searched high and low on the net to find a solution to no avail. The typical advice is to save as DXT5 and maybe change a flag. The problem appears to have to with the way I am saving the file. Or, perhaps Photoshop and NVidias dds plugin are not compatible with semi-transparency in oblivion. I would prefer to keep using PS but maybe I have to switch to GIMP? I am really stuck here and would really appreciate some help so that I can make something that hopefully everyone will enjoy. That is if I can get the author of the original to give permission to release it. Please help. Thanks
  13. Sounds promising, I'll give it a try. Thanks a bunch.
  14. I would like to have a spell that one could cast in order to duplicate objects instead of using the scroll dupe glitch. I believe that this would stay more true to the nature of the game while still allowing duplication of objects in a more convenient way. Perhaps it could even be influenced by ones magic skill level so that the more skillful one is, the higher the number of items that can be duped. I would like it to work with a menu that pops up when the spell is cast asking which item to duplicate and how many. It could be called the Spell of Genesis or Spell of Creation. Thanks for considering.
  15. My idea for this mod is to have a variety of water birds in the game. I have searched everywhere and cannot find such a mod. I would like to see swans floating in the lakes as well as ducks paddling around and maybe even diving for food. Egrets and Herons walking in the water close to the banks eating food would be awsome too. I think this would uber popular or am I wrong? If anyone could please help, I would really be thankful. Please vote!
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