Jump to content

emieri00

Members
  • Posts

    90
  • Joined

  • Last visited

Posts 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. 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.

  3. 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...

  4. 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.

  5. 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]
  6. 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!

  7. 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!

  8. 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.

     

    Skyrim.esm Active

    Update.esm Active

    * Contains dirty edits: 52 ITM, 1 UDR records. Needs TES5Edit cleaning. (Cleaning guide ("http://www.creationkit.com/index.php?title=TES5Edit_Cleaning_Guide_-_TES5Edit"))

    Dawnguard.esm Active

    * Contains dirty edits: 602 ITM, 82 UDR records. Needs TES5Edit cleaning. (Cleaning guide ("http://www.creationkit.com/index.php?title=TES5Edit_Cleaning_Guide_-_TES5Edit"))

    * Bash Tag suggestion(s): {{BASH: Delev, Relev}}

    HearthFires.esm Active

    * Contains dirty edits: 171 ITM, 11 UDR records. Needs TES5Edit cleaning. (Cleaning guide ("http://www.creationkit.com/index.php?title=TES5Edit_Cleaning_Guide_-_TES5Edit"))

    ClimatesOfTamriel.esm Active

    * Contains dirty edits: 4 ITM, 0 UDR records. Needs TES5Edit cleaning. (Cleaning guide ("http://www.creationkit.com/index.php?title=TES5Edit_Cleaning_Guide_-_TES5Edit"))

    MagicDuel.esm Active

    moonpath.esm Active

    ApachiiHair.esm Active

    RaceCompatibility.esm Active

    portal2mod.esp Active - I just might remove this one. Got it for a laugh, but it got old pretty quick.

    * Contains dirty edits: 5 ITM, 0 UDR records. Needs TES5Edit cleaning. (Cleaning guide ("http://www.creationkit.com/index.php?title=TES5Edit_Cleaning_Guide_-_TES5Edit"))

    Brawl Bugs CE.esp Active

    GM-KhajiitDSHFix.esp Active

    * Warning: File is corrupt and should not be used.

    Unofficial Skyrim Patch.esp Active

    * Bash Tag suggestion(s): {{BASH: Delev, Relev}}

    Unofficial Dawnguard Patch.esp Active

    Unofficial Hearthfire Patch.esp Active

    MoreRainWindy33percentLessView.esp - INACTIVE, part of the enhancing subject. Keep reading.

    EnhancedLightsandFX.esp Active

    ClimatesOfTamriel-VanillaNights-Lvl-1.esp Active

    AV1Dragon_Lords.esp Active

    BellyachesNewDragonSpecies.esp Active

    Chesko_WearableLantern.esp Active

    Chesko_WearableLantern_Caravaner.esp Active

    UnlimitedBookshelves.esp Active

    Populus.esp Active

    sanctuarycleanup.esp Active

    xgfPferdeKarren-en.esp - Interesting one, just not sure if I'll still use. Just keeping it around for now. AKA DragonKiller Cart

    * Note: If you have errors at creation Bashed Patch you can use the corrected version ("http://forums.nexusmods.com/index.php?/topic/765759-dragonkiller-cart-question/page__gopid__6397906").

    Convenient Horses.esp Active

    Convenient Horses - Unique Frost.esp Active

    Destructible_bottles.esp Active

    AetheriumSwordsnArmor.esp Active

    BloodWitchArmor.esp Active

    Cloaks.esp Active

    * Bash Tag suggestion(s): {{BASH: Relev}}

    * Note: Use only one cloaks*esp

    * Contains dirty edits: 4 ITM, 0 UDR records. Needs TES5Edit cleaning. (Cleaning guide ("http://www.creationkit.com/index.php?title=TES5Edit_Cleaning_Guide_-_TES5Edit"))

    AmbrosiaFashions.esp Active

    HotProperty.esp Active

    Crossbow_Basic_Collection_LListed_EN.esp Active

    DaedricCrossbow.esp Active

    * Contains dirty edits: 2 ITM, 2 UDR records. Needs TES5Edit cleaning. (Cleaning guide ("http://www.creationkit.com/index.php?title=TES5Edit_Cleaning_Guide_-_TES5Edit"))

    DiamondWeaponsN.esp Active

    DragonboneCrossbow.esp Active

    * Contains dirty edits: 1 ITM, 0 UDR records. Needs TES5Edit cleaning. (Cleaning guide ("http://www.creationkit.com/index.php?title=TES5Edit_Cleaning_Guide_-_TES5Edit"))

    DragonBoneWeaponsComplete.esp Active

    Dwarven War Cross Bow.esp Active

    ExtendedVanillaWeapons.esp Active

    Falmer Crossbow.esp Active

    GizmodianOblivionWeaponsCraftable.esp Active

    Gri_Scarf_and_Gugel.esp Active

    hothtrooper44_ArmorCompilation.esp Active

    * Bash Tag suggestion(s): {{BASH: Delev, Relev}}

    imp_helm.esp Active

    * Contains dirty edits: 3 ITM, 0 UDR records. Needs TES5Edit cleaning. (Cleaning guide ("http://www.creationkit.com/index.php?title=TES5Edit_Cleaning_Guide_-_TES5Edit"))

    imp_helm_dawn.esp Active

    Knight Of Thorns Armor.esp Active

    MithrodinSword.esp Active

    TreasureCrafting.esp Active

    MorrowindArmor.esp Active

    MysticGloves.esp Active - This one is tricky, I couldn't see the gloves being sold at the descripted vendor anymore recently...

    DyeNamicSmithing.esp Active

    NightingaleCrossbow.esp Active

    Psiijic_Master_Outfits.esp Active

    TriRings of Powers v1.0.esp Active

    Tribunal Maskes by Zairaam.esp Active

    Tribunal Robes by Zairaam.esp Active

    TMasks-JudgmentDay.esp Active

    The Ring Of Kitsune.esp Active - I'm thinking of removing this one. Never reached the ring, and seems like it was bugged up during one of Skyrim's updates.

    UltraVision.esp Active

    Dr_Bandolier.esp Active

     

    ProjectFrenzy.esp Active - Also seriously thinking on removing Project Frenzy as a whole, since there are so many fixes, and arrow crafting and all that extra equipment already...

    PF_Magic.esp Active

    PF_Combat.esp Active

    PF_Crafting.esp Active

     

    DragonsDiversified.esp Active

    DeadlyDragonsArmory.esp Active

    Aethernautics.esp Active - Explored most of it, and there are other mods with dwarven guns... Probably going down too.

    DA_Skyship.esp Active

    moonpath_questdata.esp Active

    Run For Your Lives.esp Active

    Proper Aiming.esp Active

    Better Dynamic Snow.esp Active

    * Contains dirty edits: 6 ITM, 0 UDR records. Needs TES5Edit cleaning. (Cleaning guide ("http://www.creationkit.com/index.php?title=TES5Edit_Cleaning_Guide_-_TES5Edit"))

    Circlet with Helms.esp Active - Still wondering if I'll keep these. After a certain point, the circlet+helms/hoods mods stop being updated...

    Circlets with Helms (Immersion Patch).esp

    DFB - Dawnguard - Crossbow Expansion.esp Active

    * Bash Tag suggestion(s): {{BASH: Delev, Relev}}

    Headtracking.esp Active

    * Contains dirty edits: 3 ITM, 0 UDR records. Needs TES5Edit cleaning. (Cleaning guide ("http://www.creationkit.com/index.php?title=TES5Edit_Cleaning_Guide_-_TES5Edit"))

    Improved Cloaks.esp

    Improved Runes.esp

    LaFemmeLycana.esp Active

    Nightingale Maskless.esp Active

    MageBooks.esp Active

    dD-No Twitching Dragon Death Animation.esp Active

    Distant DetailHF.esp Active

    * Contains dirty edits: 328 ITM, 0 UDR records. Needs TES5Edit cleaning. (Cleaning guide ("http://www.creationkit.com/index.php?title=TES5Edit_Cleaning_Guide_-_TES5Edit"))

    Unique Region Names.esp - had to remove this one thanks to Hearthfire.

    AdvancedWerewolf.esp Active

    Apocalypse - The Spell Package.esp Active

    * Contains dirty edits: 5 ITM, 0 UDR records. Needs TES5Edit cleaning. (Cleaning guide ("http://www.creationkit.com/index.php?title=TES5Edit_Cleaning_Guide_-_TES5Edit"))

    MidasSkyrim.esp Active - Hm, I didn't notice that message. So, I just need to replace the mod, or do I need to load it WITH the compatibility patch?

    * Warning: Original file was released before the CK (07 Feb. 2012) a compatibility patch fixed and cleaned with TES5Edit can be obtained here. (Compatibility Patch ("http://skyrim.nexusmods.com/mods/26230"))

    Portal.esp Active

    Elementalist.esp Active

    ELEMBallLightning.esp Active

    Nature of the beast.esp Active

    * Contains dirty edits: 3 ITM, 0 UDR records. Needs TES5Edit cleaning. (Cleaning guide ("http://www.creationkit.com/index.php?title=TES5Edit_Cleaning_Guide_-_TES5Edit"))

    SSAPBWK.esp Active - skyrim's spells and powers by warrior keke

    QuickShouts.esp Active - Thuumic. So want an update for dawnguard, and hopefully the next dlc...

    dovahkiinrelax.esp Active

    ELEMEarthPrison.esp Active

    ElemIceWall.esp Active

    ShowRaceMenuAlternative.esp Active

    JarrinRoot.esp Active

    Milk.esp Active

    Sneak Tools.esp Active

    Sneak Tools Vanilla Hoods.esp Active

    Sneak Tools Vanilla Masks.esp Active

    The Dance of Death.esp Active

    Dual Wield Parrying_ScriptDragon.esp Active

    * Note: Use only one Dual Wield Parrying*.esp

    * Requires: Dawnguard version. Remove and install 'Dual Wield Parrying_RandomAttacks_Dawnguard.esp'.

    Improved Casting.esp Active

    Improved Destruction Perks.esp Active

    Improved Expert Spells.esp Active

    Improved Master Spells.esp Active

    Improved Master Spells Except Firestorm.esp

    archmageSpellcrafting.esp Active

    SkyXP.esp Active

    Skyrim15SmithingFix.esp Active - With Project Frenzy gone, I think this goes too.

    dD-No Spinning Death Animation.esp Active

     

    FFRace.esp Active - Likely going too, with most other race mods. Never used them besides testing...

    OrientalRace.esp Active

    BretonTeenagerRace.esp

     

    femboy.esp Active - project, still in earlystages... :whistling:

    WotA-VaalsarkRace.esp Active

    3DNPC.esp Active

    Blaze Of Eventide.esp Active

    My_Little_kitty_non_replaced.esp Active

    KhajiitChildren.esp Active

    wisplicker.esp Active

    AmazingFollowerTweaks.esp Active

    Alternate Start - Live Another Life.esp Active

    Nicer-Looking Khajiit.esp Active

    Gri_BeastFeet.esp Active

    ethereal_elven_overhaul.esp Active

    shorter_respawns.esp Active

    WATER.esp Active

    WATER - Get Wet.esp Active

    Bashed Patch, 0.esp - INACTIVE, because I don't know how to properly use wrye bash.

     

    ======================================

    Unrecognised Plugins

    ======================================

     

    NewTrapRace.esp

    NewTrapRace - 2.esp Active - both also part of the project... :rolleyes:

     

    StatReset.esp - Doesn't work with alternate start... :c

     

    femboy redone.esp

     

    DragonsDiversified - Copy.esp - original DragonsDiversified.esp since I removed the oblivion dragon from the leveled lists

     

    UniqueEverything.esp - for testing purposes. Just got the files.

     

    Alchemic Tomes.esp Active - hint on where to place this?

     

    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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.]

  13. 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.

  14. 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.
  15. 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.
  16. 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.

  17. 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...

×
×
  • Create New...