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droscoe2

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Everything posted by droscoe2

  1. What a ride I just went on. I followed your advice. Spent hours doing this. (learned how to use SSEdit, etc etc) And I found no mods affecting Gunjar specifically....which seemed strange. I was so confused. For like 2 hours I thought about this. Then I thought....wait what about the mods that don't have ESPs and only affect NPCs by running scripts at runtime? I wouldn't see these effects outside of the game, right? Lo' and behold, after deactivating 300 mods, and hours of troubleshooting, it turns out that "Odin Spells for NPCs" was giving NPCs not only spells, but like....LITERALLY giving them spell books and scrolls. If I wanted to loot their armor or stuff, I had to scroll down a huge list of scrolls and tomes. It was kind of hilarious. Anyway, thanks for the tip. I actually learned how to use a new tool for the future. Thank you IsharaMeradin!
  2. I apologize in advance, I feel like I'm being annoying asking strangers to look at my long mod list, but I'm not sure what to do. I've deactivated most of my magic/spell mods, but something weird is still happening. After starting a new game, heavily modded, vanilla start, after the dragon attack on Helgen, going into the keep with Ralof, now every enemy has a RIDICULOUS amount of magical scrolls and tomes on them. In fact, it appears that they have a scroll for every Basic spell in the game. Every single one of them. Even Gunjar, the dead Stormcloak laying on the ground in the beginning (after Ralof cuts your binds) has an inventory FULL of scrolls. And every Imperial enemy has an inventory full of scrolls and tomes. What is happening here? What mod is adding scrolls and tomes to NPC inventories?
  3. Hello, I have just over 300 mods that seem to work ok so far, however I'm having a bit of an issue at the very beginning. Starting in the jail cell with Alternate Start mod I can see fire through the walls. The fire even moves around. I get multiple messages that say the following: "fired" "registered" Then BOOM, it crashes to desktop. My question - Is there any tool or utility I can use that can show me in real time what's going on, and give me a clue as to what's causing a crash? It's not necessarly crashing at the same time everytime I load up a game. Sometimes its sooner, sometimes a little later, but always in that dungeon. Video of my game crashing. Ignore the zoomed in view, my OBS settings were incorrect. Thanks, Dustin
  4. I've been poking around with Books in the CK for my dye mod....figured out some things. So far, from trial and error, I've discovered: If you have a [pagebreak] command, there must be a space between that and the 'insert image' command. It should look like [pagebreak] <img src='img://Textures/Interface/Books/grid.png' width='290' height='430'> As you can see, I have a custom image called 'grid.png' loaded into a book. I used it to help discover the maximum resolution for a custom book image, which is 290x430, as you can see in the text. The image itself, however, is actually 145x215. The image will be scaled, stretched, shrunk appropriately, as it doesn't matter what your image's resolution is. Whatever resolution you put in the command will be the output. In this case, my 'grid' is displayed at 290x430 on the page. This, I should note, is as big as it will go before it starts clipping off the edges of your image.Max resolution for a picture on the page is 290x430. You can see what I did below: http://img408.imageshack.us/img408/8355/enb201221464614.png Just thought It would help to share UPDATE* - I can confirm that DDS images work as well. I now doubt that PNG is a required format. Below is a test of putting individual images of my armor work for Skyrim Armor Dyes. DDS allows for transparency! Just a test run. Pretty cool stuff. http://img528.imageshack.us/img528/4677/enb201221472848.png
  5. I've gone through nearly 300 pages on the Nexus website. I am looking for a mod that makes both Light and Heavy armor versions of all the armor sets. Wasn't there one at one time? I want the Light Armor 'styles', but with the pros and cons of Heavy Armor. Thank you very much, droscoe
  6. No luck. Will wait for CK to see if there are any ways of doing this (recoloring sky)
  7. few images up, halfway down OP
  8. Ideas on Direction - If an experienced modder with scripting knowledge could find a way, I would allow you to dye enchanted armors. Otherwise, so far the direction is to allow players to craft colored armors, whether it be by dialog with an Artisan or via Forge ---- - Collect ingredients throughout Skyrim / Combine at an alchemy table to create a specific Dye OR - Magical color stones are distributed throughout Skyrim (via leveled lists) and can be used to craft colored armor at a Forge. (These Color Stones are fragments of Red Mountain that were thrown into surrounding provinces during the eruption) This would essentially take away a couple of steps, instead of Finding Ingredients, then finding an Alchemy table, then using the Dye, you'll be able to use these Color Stones at a Forge right away... ---- - Dye the armor through dialog options with an Artisan at a shop OR - Craft new colored armor via Forge w/ required ingredients Thoughts?
  9. SAD Skyrim Armor Dyes Section 1 - PLEASE only pick up to five. Section 2 - PLEASE only pick up to six. Section 3 - Pick one, a few, or all of the available color choices. If you don't like any of them, choose None of These. Although having options help make everyone happy, it would be in your interest (if you don't like them) to choose 'None of These' because it would take that much less time to finish the mod. I won't be able to control whether or not people really follow this, but if you have checked my mod post before and you want to help me get this done, please follow the guidelines. I suspect you will wonder why a 'dye system' would only incorporate certain colors, and not all of them. I intend on using 'most or all' of the color combinations, but after the community votes on their favorites I'll be able to see any obvious unpopular color combinations. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ - For the options that have Black or White, I kept their secondary colors generic. Each armor set is different (when coloring) and there are endless possibilities of colors to choose from when you consider all the different tones, hues, and saturation values. Yes, a lot of people will want Black and Blood Red on their armor, but not EVERY armor set looks good with that Blood Red on it. Please consider those as 'loose approximations' of what the final product will be. For example, White/Blue would most likely be White/Navy etc.(maybe even White/Teal-Blue to represent arctic gear...?) - The color choices do not represent (in stone) what the exact value, saturation, tone, or hue the final product will be. Coloring armor comes out different depending on what set you're working on. I suppose this is a just a generic disclaimer. - Saturation of colors will be done tastefully. Skyrim armors, for the most part, are not that saturated with color. Each color will be designed to compliment the rest of the armor texture. - Some colors schemes will look better on certain types of armor. For example, Forest Green/Brown may not look appealing on metal armors, but would look great on lighter ones (studded, hide, etc). It would be perfect a 'ranger' class or something. Anyway, consider the fact that I realize certain color schemes only fit certain armors. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ New Info and Update This mod idea has changed drastically in several ways. The previous paradigms of S.A.D. can be viewed here, but is not necessary. I will preface this update with an apology for the lack of updates, I am in college, have a job, girlfriend, and my computer has been down for quite some time. Just popped in a new Corsair PSU! :) Several members of the community have given their advice and opinions on both the demand and feasibility of this project. I've taken their thoughts into great consideration along with my own concerns about time, efficiency, and commitment. I've also learn a couple new techniques in GIMP that really improve my efficiency and accuracy. Besides the poll, I'd like to hear from you with regards to how the dye system will be carried out. Please give some feedback about the ideas below! Dyes - Crafted at a Dye Table (alchemy table recolored) from ingredients found throughout Skyrim. - Some are purchased from an artisan at a shop. The artisan also sells various alchemy items/ingredients - Dyes are applied to armor by the Artisan, who is specially trained in the craft. Unknowns (Feedback!!!) - In which town should the artisan reside? - Should dyes be included in leveled lists to be found in chests etc? - How hard will the script be? Give the Artisan a dye, select what armor piece (or apply to all armor pieces), retrieve from Artisan after an hour in a special chest? Via menu? - How will the dyeing take place? Take care, droscoe2
  10. and there's no texture for the blue sky, just moons, stars, galaxies, clouds. I'm trying the 'Alpha' file right now, see if that's anything. So far, I haven't been able to locate the right file. Thanks though
  11. I want to put Dye color examples in a brochure that a player can use as reference in-game, for my armor dye mod (S.A.D.-Skyrim Armor Dyes) Thanks for the input! I will check that out
  12. Can you put pictures in a book? I can't even think of what that would require...skse, CK, right? Thank you, droscoe
  13. Anyone know where the sky texture is? I've been searching, but haven't had any luck. Was wanting to mod the color of the sky, to a more saturated blue sky color. Thanks for the help guys! droscoe
  14. TigerWoods '09, I believe, on PS3, allowed you to use your WebCam and 'take a picture of your face' and it would generate your face for you to use on a custom golfer. I want my face in Skyrim. :P I have no idea how this is accomplished, but it would be awesome.
  15. Yea, premade recolored armors are the path I think I'll have to take. I've messaged the OBSE author about it. Maybe he has some advice. Skyrim Armor Dyes Its not hard. Just takes A LOT OF TIME
  16. THank you for your advice. I'll try that.
  17. Well when you're working on a mod with over 3,000 textures, then adding those 3,000 new models to the CK, I think my questions are reasonable. For my armor dye mod: As it seems now, a script is needed that removes a selected piece of armor and then replaces it with a recolored version of the same type. If it could just replace the texture of the armor, but not actually swap out items (*behind the scenes) then it would save some steps in creating the mod. A LOT of steps over the 3k-texture-process
  18. After putting Mr.House to eternal zombie sleep, or outright killing him, you venture back out to the Penthouse, but before you do, Doc Brown flashes in through the sky in some silver flying vehicle. "Great scott!" he says. "It's your ancestors! Killing Mr.House inadvertently changes the course of time requiring extensive damage-control. We've got to go back to the past and save the Arl!" So you jump in his time machine and when you appear you land in someone's barn. They catch you at bow-point and have you arrested, charged with conspiracy of theft or something, which warrants execution. So then you go to the chopping block and the game starts there. Or something like that.
  19. I believe I have done my homework, research-wise. I have two questions about scripting/modding 1. Is there any instance in any ES game where a mod (most likely through a script) changes the texture of an item IN-GAME? Not replace the item with another identical mesh that has a different texture, but literally changes the texture file path of that original item? 2. Can that even be accomplished? I've read through OBSE, OBGE, INI settings, Commands etc and found nothing that indicates the ability to replace the texture of an item in-game, on-the-fly. I could really use the ability to change texture file path in-game, but didn't know if that was even possible. To me it seems like it would crash the game or something. It would make my Armor Dye mod, and other mod ideas seem more feasible. Thanks for replies, droscoe
  20. I've been directed all over the place, with regards to my mod in progress. Someone advised me to 'write a shader' for my Armor Dye mod. The deal is, I plan on doing over 3,000 textures. Is there a way to recolor all the mesh texture files instead of doing all 3,000 in GIMP? Make sense? I'm lost myself. Still doing research on the topic. HELP! :P EDIT: More specifically, is there some type of script that can recolor armor, for instance, in real time, in-game? Or am I going to have to do ALL 3,000 textures in advance for the game to 'call up'? I can mess with Ambient, diffuse, color etc in NifSkope, I just don't know how to 'write a shader' or have it done efficiently in-game. If it were possible to write a script for NifSkope or something...I'll keep researching
  21. Well now I'm very happy. Thanks for that info.
  22. Yes, definitely. My goal is to make everything available in-game, if possible. - Route planning (roads and the practicality of off-road traveling based on terrain/height maps) - Annotations - Search/Filter options Making something out-of-game won't be too difficult I imagine, and I will start there, but getting it in game (either Flash or menu map mod) is above me.
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