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BrabbelKP

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Everything posted by BrabbelKP

  1. This probably woulden't be necessary if people woulds take the time to add at least the language tags to their mods. In fact, I remember seeing mods where the correct language or translation tags were explicitely declined, so I coulden't even vote them up.
  2. In response to post #11086397. #11139420 is also a reply to the same post. You can use custom categories in NMM, that's what I do dince the whoile category-system was added. I think knowing how to install mods manually is something every modder should do, even (or maybe especially) when using NMM. There's so many users having problems they could have either avoided or at least foreseen if they had known how multiple mods interact with each other. I still prefer using NMM, but that's something everyone modding their games has to decide on his/her own.
  3. ' Drag the file in to the "mods" window in NMM. ' Doesen't seem to work for me, but draging files to a shortcut does for me, but only one file at a time. It would be nice if we could add more files at once. I also found a rather annoying thing when using custom categories and adding files manually (not sure if it would happen when downloading with NMM, I usually don't do that): NMM randomly assignes categories to files I add, so when I don't categorize them while adding them, I have to search for them using the classic view (forcing everything in unassigned would greatly help there, I think). I posted that on the Beta-feedback forums already, but with how many people post there things can go unnoticed easily.
  4. I'm with Drohung on this one, the problem with this armor is in the execution, not in the design. All detail I can see on it looks like it's only on the textures, especially the feathers in the front and the rope-like parts look like they are painted on the meshes, directly on the skin in case of the ropes at the arms. It almost looks like there isen't even a proper normal map for it, which makes it look even more like it's painted.
  5. Looks like it's from ESO to me. As far as I know, the main-goal of this mod is to replace the naked bodies and all vanilla clothing and armor, not to add new sets, so it seems unlikely that something new shows up until all conversions are finished.
  6. PCEA (You're talking about PC Exclusive Animation Path, right?) moves the vanilla races, not custom races. But that's about my idea I proposed some days ago: move the animations for beast races to a seperate folder like they did it for all vanilla races in PCEA.
  7. That's why I said, the game is structured like that and seems that either no one ever tried, or there's not an efficient way to achieve that. We'd have to ask someone experienced in animations like fore or someone. With the little experence as auser that I have, I'd say it isn't possible. Well, why not simply add the guys from PC Exclusive Animation Path to the list of people that could be asked (after all, they sort of are experienced with animations). I basicly have zero experience with creating mods (while having some ideas and an urge to change that), so all I can say that these people might have an answer to the animation-problem. If that'd be true we'd have that problem solved, if not, we simply have to ask someone else until the answer is found.
  8. That's what I mean, the mod creates a folder that ALL vanilla races will use the same way they're normally using the vanilla animations. Now the normal paths for the animations are only used by you, so everyone in the game will use animations in that folder as long as they're a vanilla race, while any race that is not vanilla such as any custom race you use will use the ones you provide. So the only thing it does it's help you have your own animations if you have a custom race. It doesn't let you use different animations for each race, aside from the folder it doesn't change anything in the vanilla system, so they (vanilla races) will still share animations. I think there's no way to fix that since Skyrim was built that way, unless you can do something with FNIS to make khajiits and argonians use another set of animations, but that no one was ever able to do it shows how unlikely that is. My idea wasen't to use PC Exclusive Animation Path to give only the player fitting animations, but to use it as a reference to give the beast-races their own animations (with a new path) the way they did it for all vanilla-races (basicly reducing what that mod does to beast-races only and maybe with seperate paths).
  9. From the description it reads as if it does exactly what we'd need for UBR to work:
  10. On the animation-problem: http://skyrim.nexusmods.com/mods/14871/? gives the player seperate animations (I think by making copies of each race for the player to not affekt NPCs). It might be a good reference to give the beast-races their own animation. Oh, and I'm glad to see this mod is still alive. Edit: Stupid Forum turns my whole sentence into a link.
  11. There's the Crossbows Basic Collection that has two Dragonbone-crossbows and Dragonbone Bolts, but there are no entchanted bolts for them. In case you don't like the other Crossbows, the Dragonbone one is available as stand-alone mod (not sure if the bolts are there too).
  12. I'd recommend: SkyTEST - Realistic Animals and Predators Birds of Skyrim skyBirds - Airborne Perching Birds More Village Animals Improved Fish 83Willows 101BugsHD Butterfly Dragonfly Luna-Moth Torchbug To spice it up, you could add Automatic Variants to make the individual animals look more diversed, if your system can handle it.
  13. It would be quite different from your idea, but wouldn't it be easyer to simply add a recipie to the smelter (or make a new crafting-station, could be a placable one, I think there was a mod that had placable crafting-stuff).
  14. http://skyrim.nexusmods.com/mods/19611 has pickaxes of most of the materials available, but you can't use them for mining.
  15. Sorry, posted in the wrong topic. But still it would be cool to have something in that style (weapons too).
  16. I don't know of any mods that only add that sneak-feeding-option, but I think Better Vampires will get it with one of the next updates (at least the Dawnguard-version) and I remember at least one other vampire-overhaul that had sneak-feeding (even before Dawnguard, can't remember the name). But as I said, as with most vampire-mods, both are compl,ete overhauls and therefore might change too much other things.
  17. http://www.darkcreations.org/forums/forum/119-beyond-skyrim/ Nothing more to say.
  18. Not sure about yopu second point, but Convenient Horses has a way to call your horse when you want to use it.
  19. When creating you body with bodyslide, you can choose a BBP-version for the nude body in the outfit/body-selection.
  20. You could use CBBE and create your body with bodyslide. There is also a BBP-option for it and a replacer for the vanilla clothing- and armour also working with bodyslide (still WIP).
  21. The first nude-mods were barbie-style (http://skyrim.nexusmods.com/mods/38 , vanilla-body without the underwear) and this should work with every body-texture that isn't designed for nude-mods (and because of that has no intimate parts on it). Compatibility with Female Muscle mod could be a problem, I'm not sure if there is a version without the intimate parts added to the normals or textures for the vanilla-body at all.
  22. "Armed to the Teeth" or "DSpSoB - Dual Sheath plus Shields on Back" could help.
  23. What you want is animation-mods, there are many of them on the nexus. You'll just have to go through them to decide what animations you want. If something still is not the way you like it, it would probably best to ask the authors directly. The staffs are covered by "armed to the teeth" and "DSpSoB - Dual Sheath plus Shields on Back ", but I'm not sure how much you'd like the other things they do.
  24. A good idea would be using the vanilla textures as much as possible (think "Expanded Vanilla Weapons" or "Heavy Armory"). That way they would stay the same as the other weapons, no matter what textures you use for them.
  25. Skeleton-Race would need a version with bones anyway, so wraps might actually fit. All the others need one without wraps, because they'd look strange. By the way, where is the picture from. Looks like something from the Tomb King army of Warhammer Fantasy, rather than pure egyptian style.
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