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emieri00

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Everything posted by emieri00

  1. The image went down, but from the posts, I'm thinking it's something between Zidane's swords put together [final fantasy 9], or Serge's two-sided spear with is called "swallow", I think... [Chrono Cross] Either way, I bet the movements would be similar in usage to a pole weapon - spins and changing between one or two hands wield. This is great, seriously. I hope it gets done eventually. I can't offer help because I really am a beginner, and have no experience in detailed non-organic shapes. [i'm trying to sketch something and model a clothing set myself on z-brush] Best of luck for you!
  2. Blood Witch armor by... zerofrost was it? That together with a red cape from Cloaks of Skyrim [morokei cape is a great one] is probably the best non-skimpy option you'll get.
  3. So, after finding out that Bretons were elf-hybrids and thanks to that had good habilities in magic [and mainly focused on the many schools instead of any kind of warrior-like skill] I thought "Well, they shouldn't be as strong-looking as the vanilla _1 body!!" I then began working on something that would fit this and my own interests: Two versions of male body. I'm not gonna enter in details now, but both versions are in the same race. THERE IS NO FEMALE HERE. YOU'VE BEEN WARNED. While I don't have anything against females, I'got tired of not having a really slim male option every time I played an Elder Scrolls game - which made me make a female character. Not anymore. Then today, I checked info on the Bretons, since I'm preparing a mage playthrough for Dragonborn, searching for valuable info for a roleplaying character. CAN YOU IMAGINE MY SURPRISE WHEN THE LORE AGREED WITH MY IDEA? So, this is supposedly lore-friendly, and rather different considering it's not a female mod. After working on the bodies and having working versions, the variation of the breton race is far from done. For that, I still need two things: A .tri file of the male head that doesn't let the neck grow [as in, stay in _0 size] A way to convert vanilla armor and clothes to the new bodies. Smoother male normal maps for less muscle [i can probably do that with a nice blur] This could also be done to the orcs, since there are bulked/muscular bodies for both male and female, but I didn't see yet any - I repeat, ANY - version of a slim male body. Anyone interested in this, or willing to share knoweledge on how to convert armors is welcome. I plan to release this when all or most vanilla armor and clothes are done. PS: I've been following Nightasy tutorials, but he's working on 3dsmax. I found working with shapekeys on Blender way easier to keep all sizes/models organized and compatible. [ie: they'll never explode in game] So, hints on THAT are specially welcome.
  4. Well, It looks like a nice addition, even if I won't be able to use it properly [if I have the right to download at 1mbps, then that means I'd be able to use my incredible 15kbps speed to its fullness, with or without speed boost. I certainly tend to rate my mods, but I admit I forget to rate some of them, because they seem to only be actually good over time. If the endorse/abstain option is changeable, like the "endorse/unendorse" is, then I think everything is going to be fine. Now, if only I had better bandwidth...
  5. This talk reminded me of the bike from .hack G.U. Also, why not use the crossbow handle [without trigger] to make a seat? Actually the trigger would make a nice Break for the handles.
  6. Hmm... Let's put things together, shall we? I like to plan how to do stuff, even if I won't do it. first, there is a "scouting/looking ahead" animation and pose. This could be adapted to "holding the spyglass" somehow. Second, it could be equiped in the shield slot, or both hands. With the left hand activator, it'd ready the spyglass, changing the camera to first person [some of us play in third person, you know?] with a round overlay on the screen, and with the right hand activator [i'm talking "activator" because it's L/R trigger for gamepad and inversed L/R buttons for mouse...] one would adjust angle [increase zoom] Seems... simple enough? I don't know my way around the CK, but most of this is done, it just needs to be pieced together.
  7. If these dragons were added, they'd be the first real dragons in Skyrim, instead of the available wyverns...
  8. I'd recommend NOT using blender. As bad as it may be, switch to 3ds MAX. It's simpler than blender, and you don't need to keep fixing a bunch of things in the nif. Also, watch nightasy tutorials, they explain really a LOT of things. Exporting is also way easier in there, and since you'll be using the whole body as a base, it'll be half of the work done [no need to open uv and all that]
  9. So, this is probably simple for whoever is used to do the ck mumbo-jumbo, but for me or the other users working on this project, it is not - we cam work mostly on models and textures as of now. I'll even throw in the benefit of doubt and say it actually may be a lot of work, considering what we're aiming for. I'm looking for someone who can make a working custom race esp for us, (meaning, works with vampire, werewolf, has some face options... this should be discussed) use/explain/discuss the possibility of using "unique everything" (because of the new body meshes, so the rest of the world won't be changing shapes) and add dawnguard (and maybe dragonborn) compatibility patches later on. This is a project for a MALE-ONLY race, adding (possibly) two new body shapes. If anyone is interested, please contact me!
  10. So, this is probably simple for whoever is used to do the ck mumbo-jumbo, but for me or the other users working on this project, it is not - we cam work mostly on models and textures as of now. I'll even throw in the benefit of doubt and say it actually may be a lot of work, considering what we're aiming for. I'm looking for someone who can make a working custom race esp for us, (meaning, works with vampire, werewolf, has some face options... this should be discussed) use/explain/discuss the possibility of using "unique everything" (because of the new body meshes, so the rest of the world won't be changing shapes) and add dawnguard (and maybe dragonborn) compatibility patches later on. This is a project for a male-only race, adding (possibly) two new body shapes. If anyone is interested, please contact me!
  11. Woe is one who can't enjoy their own work somehow. Congrats, Axel. Enjoy the new year and let's hope of great things to come for the modding community, not only of Skyrim. :)
  12. I have to say, the notification system ON the program made me notice how I didn't endorse a bunch of older mods I had installed. Totally useful. And now, that sorting comment sounds interesting :3
  13. So! I've played Skyrim for a couple hundred hours already, have 3 main characters between levels 30~50... And there's still stuff to do! Specially with the upcoming DLC. That said, I want some help figuring things out in here, like what can I do to enhance the visuals just a little more, maybe some nice functions and the like. Here is my load order [with some unnecessary/inactive things removed, and some anotations of my own. Aside from the listed mods, I'm sure it's wise to say what ELSE is being used, right? Well, SKSE and Script Dragon, the Wilds ENB [not the climates of tamriel version, the normal version. Much more colorful.] hialgoBOOST, some texture, models and animations replacers [few ones, like CHSBHC body, different silver swords and greatswords, better clutter items, hd world textures - not the official one - that sort of thing.] Anyway, most of it will probably remain untouched, I believe. So, now comes what I want to do. There are some things I always wanted but never got around to installing - here's the list. Birds and Flocks [hearthfire edition] Birds of Skyrim Expanded Jewelry Crafting - or something that allows me to keep crafting circlets and other jewels Halls of Dovandor Home Construction and Decoration + Dawnguard addon Lanterns of skyrim / climates of Tamriel edition Rainbows Shooting Stars skyBirds Skyrim Flora Overhaul Supreme Storms - This is the reason I deactivated the 'more rain' esp [made by Zappoo]. Not sure if they work together. The Dark Brotherhood Ressurrection XP32 maximum skeleton [for having more options when creating my custom race, and have everyone in the game use it anyway. It worked well on Oblivion...] So, what are your recomendations, besides keeping the game and mods updated? Is there any sort of incompatibility I'm not aware of? Anything I shouldn't use? Remember that this is for a NEW playthrough, so I'm mostly dropping my older saves forever and starting new characters. This means, no whining about how "my save got broken" or the like. Fresh out from the start.
  14. Seems like this will help a LOT! At least, I hope so!! Where's the +Rep button?? :U
  15. I used the CK wiki to create a custom race, and it worked, I have a basic custom race. Good, now comes the compatibility issues. It's known that said tutorial is completely obsolete, and doesn't tell you how to make your custom race compatible with vampires, werewolves or the new vampire lord. Since I have a few installed custom races [like the Vaalsark, pretty good for an alpha/beta mod] I know there is a "race compatibility.esm" included in some race mods. I just have no idea where I can get it [updated version], or how to use it. I'm not sure either what ESM files I should use besides Skyrim.esm. Is the Update.esm obligatory as well? I'm just trying to assemble the resources I have into a working race, to edit what is necessary later [visually, at least]. I'm aiming to make use of a lot of custom files, like head, body [probably skeleton too], textures and voice, and let the race be affected by hair mods [instead of adding more stuff, keeping the project to being bloated with more files] - of course, all these in their own separated folder paths.
  16. So, I wanted to advance in the companions questline to be able to get the totems of hircine. I have a save BEFORE going to talk with Whitemane [that's his name, right?] and one right before entering the cave with the witches. After venturing the caves, geting 4 witch heads, see one of them bug up in a "T" stance without the head, and not being able to get the final one, I went back to whiterun and the bug was there. After looking into the wiki, there's something about the helm of winterhold. I didn't do that quest, so I went check it with my save "before talking to Whitemane". Seems like the helm is in a different place than the one pointed out by the wiki. I didn't do the civil war quest either. So, what are your recommendations to me? I really want the totems and to try out more werewolf gameplay.
  17. Hmm... anyone? I really need help advancing in the companions questline. :(
  18. So, I wanted to advance in the companions questline to be able to get the totems of hircine. I have a save BEFORE going to talk with Whitemane [that's his name, right?] and one right before entering the cave with the witches. After venturing the caves, geting 4 witch heads, see one of them bug up in a "T" stance without the head, and not being able to get the final one, I went back to whiterun and the bug was there. After looking into the wiki, there's something about the helm of winterhold. I didn't do that quest, so I went check it with my save "before talking to Whitemane". Seems like the helm is in a different place than the one pointed out by the wiki. So, what are your recommendations to me? I really want the totems and to try out more werewolf gameplay.
  19. So, first of all, I'm NOT using any companion mod, at least, not one that should modify their behaviour. I have Convenient Horses and Wisplicker. I can't think of anything else that could edit their behaviour. When I choose an option like checking their inventory, give an order, dismiss them and the like, nothing happens, and they just keep following me. The behaviour is still there, because Thuumic still issues the "wait here" and "follow me" commands, but the menu itself doesn't let me work with my companion. I'm using Skyrim 1.7, dawnguard, lastest SKSE and Script Dragon as of 7/aug/2012. [updated everything, including game and mods yesterday. Haven't been playing skyrim at all lately. time to get back to it.]
  20. That explains a lot of things, thank you all for that. This certainly is a dumb AND useful feature... It can be used to other's advantage, but also can mess with other's stuff. In the meantime, someone came around with an idea to partially fix my issue [aside from those two mods] but I'll check your suggestions to, XLCR.
  21. It's just strange. Things regrow in the wild, and in some cities too, but inside the Archmage's chamber and the dark brotherhood sanctuary, It's been forever since I basically looted everything in there [already finished both quests] but the plants never grew up again. I'm almost sure over an in-game month has passed already.
  22. I usually play as female characters if the game looks... Too realistic. I don't like to control manly and strong guys if I have the choice. Maybe I play too much "wapanese geemu"~
  23. It's just strange. Things regrow in the wild, and in some cities too, but inside the Archmage's chamber and the dark brotherhood sanctuary, It's been forever since I basically looted everything in there [already finished both quests] but the plants never grew up again. I'm almost sure over an in-game month has passed already.
  24. I know the mod was taken down because all sort of stuff happened around it, but models, textures and sounds not considered, I believe the esps were custom-made. I'm asking for someone to take over the editing and tweaking of the esps so they work with skyrim's updates. The esps include numerous small tweaks to maps, magic, combat, and specially crafting overhaul. Crafting of nearly all jewelry was possible, unequipable items were available [falmer for example] to craft and use, common items can also be crafted, like pickaxes... That sort of thing. It's a lot of stuff to just take out of a game once it's there. The mod still seems compatible as of version 1.6.x of skyrim, but who knows for how long? I couldn't test mounted combat yet, if it is available in that update.
  25. Alright, I hate bringing back this thread from the dead, but everyone who's been using the mod since it came out knows that the modder disappeared for over a month. Updates came and passed, and the question rises again: Is this mod still compatible with the current skyrim version?? Their forum is still pretty dead, and I don't believe they really stole something from other game - considering that there WERE custom songs and tweaked models and textures. - but I need some information on it. Too good of a mod to let go or restart characters if I can't just uninstall it...
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