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Ainulindale

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    http://www.youtube.com/user/Ain0nline
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    United Kingdom
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    Skyrim, Morrowind, Fallout New Vegas

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  1. Hi all, Bit random this, but I suddenly noticed that my HighResTexturePack01.esp is no longer appearing in my load order in NMM (or the normal skyrim launcher). I've got things using it as a master (e.g. the unofficial high res patch) and the game still runs fine, but I cannot run things like the reproccer as they detect it as missing. Packs 2 and 3 are still there, no issues. The weird thing is that HighResTexturePack01.esp is still present in my data folder, along with the bsa file, just like 2 and 3. I tried verifying the cache via steam, I tried removing the esp, then verifying the game cache to download a new version, still nothing shows up in NMM. As it stands I can't run the reproccer, meaning I can't use or update several mods unless I first uninstall the high res DLCs. Anyone have anything similar happen?
  2. Quick vid of the final(ish) exterior area complete with fully scheduled bandits working, patrolling, eating, drinking, sleeping etc. Plus a before+after style look at the exterior as a whole I've also updated the first post with current progress.
  3. Solved! With thanks to anamorfus at the ELFX mod page, the trick is when using any esp as a master file, you have to esmify it with wrye bash first before you can save any edits in the CK, then espify it back again.
  4. Hi all, Run into a vexing issue, i'm editing an exterior cell (valtheimkeepexterior03) and saving as my mod, all working perfectly. The issue crops up when it comes to running my mod alongside ELFX - specifically the exterior module, which makes some changes to the lighting of the cell. You may remember that Redguard bandit that stops you going along the road outside Valtheim Towers, next to a cooking pot. The exterior module of ELFX adds a light source to that pot. In my mod, i've removed that cooking pot (who cooks in the middle of the road? Honestly...), however with ELFX installed, obviously the light source added by that mod stays in place, resulting in a mysterious light outside the tower when in game. Now it took me a solid few weeks to even think that it was another mod, not my own, that had added this light, so I felt pretty triumphant when I found the cause, surely all I need to do now would be make a small compatibility patch! I loaded up the creation kit with ELFX (main mod plus exteriors) as well as my own mod as masters, deleted the light, saved as a new plugin, and placed at the bottom of my load order. Unfortunately, it didn't work, in game the light is still there. I used Wrye Bash to set ELFX, ELFX exteriors and my mod as masters to the patch, no difference. Loading up my patch in the creation kit, the light is still present, despite having deleted it. I noticed that moving it around, changing the size / intensity etc, the mod would never give the * symbol indicating an edit had been made. If the light is deleted, then I get the *, but seems to make no actual change in game, or when reloading it in the CK. Making any changes to anything else in the cell, including other light sources, gives me the * symbol, plus works fine in game, so it just seems this one light is being persistent no matter what I do, I cannot move it, delete it, increase it, anything at all! Anyone got any suggestions? Cheers! I can provide pics if necessary.
  5. Just got a new laptop (and can now record ultra graphics in 1080p at 60fps!) and moved all my mods, saves etc over, and been working on more of Valtheim. I've spent so long on the level design that i've forgotten some NPC editting stuff so will have to go back over a lot of tutorials! Anyway expect an update video this week :]
  6. Still plugging away at it, this first area became far bigger than I planned, plus i've had work and exams coming up. There's a couple modding videos on my youtube channel featuring progress for those interested, and i'm hoping to have enough to show a full Valtheim trailer in a month or so.
  7. Thanks a lot, that series was exactly what I needed, now got myself a nicely de-horned helmet working in game!
  8. Right, I had a bash at trying things myself, got as far as importing the nif into blender but actually editing the mesh is beyond me at the moment, so if anyone is willing i'd be very appreciative! Main things I need at the moment: The horns taken off of Yngol's helm (to make a Magneto style helm) The 4 lumps taken off of the banded iron shield (for a smoother circular Captain America style shield) Otherwise if anyone knows of a blender tutorial that might be useful in editing existing meshes? Thanks all
  9. Hi all, I'm making a series of armour sets based on marvel characters, mainly working from retexturing existing armours, but for some i'm going to need some mesh edits which I can't do myself. I've had a look at some tutorials and might give it a go but i'd rather get on with the texturing if someone is able to help me out! It's just things like removing horns from helmets, reshaping bits and pieces, adding capes etc, i'm not looking for any complete redesigns or scratch built stuff. Please reply here or message me if you can help out, cheers!
  10. A long awaited update! Time has been short so haven't gotten as far as I'd liked but majority of the work on the underground of Valtheim is done.
  11. Right, might have a clue now, I extracted all of the dbarmor textures and meshes into their respective places within the skyrim Data folder, meaning the game will load from there, and these would be the vanilla sets. Suddenly when I load the game, the armour is lacking both the cowl and the belt, shown on the left of this picture: http://i.imgur.com/GLD1Gjl.jpg Renaming the dbarmor folders (so the game won't load them, and will load whatever it's set to load as usual), and the belt and cowl is back, as in the right side of the picture. Now I did some searching and found hints (http://forums.nexusmods.com/index.php?/topic/880142-male-shrouded-armor-from-loading-screens/) that the armour was originally meant to have those elements (shown in the dunmer assassin loading screen) and weren't included in the final cut for some reason. My question then would be, how do I find out which mod adds them back in? Like I said the only dbarmor textures and meshes in my data folder are the ones I extracted from the vanilla skyrim BSAs, and these load the belt-less version. None of my armour mods list any changes to the shrouded armour either. Is it perhaps included in an unofficial patch? EDIT: SOLVED! - It was added back in the unofficial skyrim patch! Had to manually search through every likely BSA on my mod list... but there it is!
  12. I used to be in charge of a modding section for a medium sized forum. People would argue that because someone made good mods and contributed, this give's them a free pass when it comes to behavior on the forums, including using other peoples work without permission. People tend to forget the "behind the scenes" effort that greatly improves modding - running the servers and forums, providing a massive service, for free. Someone exploits that, breaks the terms that they agreed to when using the nexus, why are they owed anything?
  13. Hi all, I've been playing with retexturing to see what I can manage, and have been enjoying it a lot more than I expected, but i've hit something i'm not sure about. At the risk of being oddly specific, i'm retexturing the dark brotherhood male shrouded armour, however the belt that goes over one shoulder is missing in game, though it's present in the texture (extracted from Skyrim-textures - dbarmour_male_torso.dds). http://static2.wikia.nocookie.net/__cb20121011014022/elderscrolls/images/b/b1/TESV_Shrouded_Armor.png is an image of the armour showing the belt (diagonal over chest and over left shoulder). Now i've loaded dbarmortorso_1 and _0.nif in nifskope, and the model displayed doesn't have this belt either. I've hunted for some random nif file that might have it but no luck, can anyone shed any light? EDIT: Well i've opened all of the dbarmor 'nif files in nifskope - the belt is present on the female armour and I can't find it anywhere else. Also in-game the male armour loads with the cowl over the shoulders from the shrouded cowl model - even when the cowl isn't worn (which adds the hood of the cowl). Does the male armour model know to "borrow" these elements from other .nifs? At the moment i've purely edited the dbarmor_male_torse.dds and applied it to dbarmortorso_1 and _0.nif, in game it loads the bare armour, no cowl or belt.
  14. You can make your own outfits and classes, and then select those from the drop down menus on the NPC window, have a look under the character menu
  15. Right, made progress! I think NPCs have an inbuilt inability to use illusion magic, since mainly spells are designed for use by the player, or by enemies, aimed at the player, thus illusion is useless - they never trigger anything saying "this would be a good thing to use" With that in mind, I played around with adding my frenzy effect to a destruction style effect in the voice power. This took many, many tweaks, fiddles and erroneous trials to get working (I'd get results ranging from no shout used, to crashing the game when spawning him - and using the shout with the player character would either work, not work, or crash also). I decided to simplify it, make a tag-on frenzy effect for unrelenting force, rather than tagging something onto my custom effect. basically I made my frenzy spell into an aimed, rather than on self, power. Combined with unrelenting force worked in game, again after many failed tests. basically I think it requires at least a projectile for the NPCs + physics to realise they're involved in the effects, not entirely sure, but without the projectile, it crashed, with, it worked, and I could turn all other FX off. So in game i've got a guy that will shout silently, with a slightly subtler unrelenting force air-blast effect, that causes everyone within a large radius of where the shout was aimed, to become frenzied. I'd like to get the effect completely invisible, so more fiddling required, does anyone know of a suitable "dummy" FX? Many citizens of Whiterun died to bring us this information.
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