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gdarknight

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Everything posted by gdarknight

  1. The spinning gears are simple. What I've lacked in the past is a clue on morphing. I found a 3ds tutorial I will check out. If it's easy to manage, I'll do the bow just so I can learn how. ---------- Ok, I know how to do a morph of static objects, but Oblivion is only allowing one morph controller per bow. Gears on the bow ends could be morphed to rotate with draw/release, but they would be vertices merged into the root mesh. I don't think I would get that done soon, with having to remap the texturing for the gears.
  2. Alonso...let me know if you need me to do anything for this. For the gears to be spinning at the ends of the bow, you need to morph nodes for the gears, not the gears themselves. Last time I tried to add in nodes to the morph I simply crashed the game.
  3. Note: If the gears are either going to always spin, or rotate a limited amount based on the morphing. One a weapon is equipped, you can't call animation controls on it. You can add permanent animation to nodes that run regardless of what's being done with the weapon. I can add spinning gears to a bow, retext, etc. w/o any problem. What I need to learn how to do is the morphing. If anyone has learned how to do the morphing per Nico's tutorial, I could do the rest.
  4. The core spells of the mod do bonus damage to Undead, Daedra, and Vampires. I consider that part of the "classic" Pally/Cleric spell set.
  5. Now that would be interesting, but a chance of turning into rat would be more fitting. :devil:
  6. Even though they are blocked, they are coming back (seriously)! I am busting my butt on JOTN right now. Many of the scripting functions I needed when designing the originals are now available (praise to the OBSE team). I will unblock DU, but keep in mind that the bugs are still there.
  7. A major overhaul of JOTN is being completed. The spells have been split into three "Paths" which will control the effectiveness of the spells, as well as when you get them. Expansions with OBSE have allowed me to actually visualize effects that were incomplete in the past. I am taking suggestions for unique spells/effects not found in other mods, that would fit in the realm of the "Holy / Good" character. So far I have the classic paladin/cleric type spells found in games like WoW, D&D, etc. If you have a spell in mind, please think of the type of character to use it: Paladin/Crusader (combat focused), Cleric (control of life/death), or Priest/Shaman (buff/weaken & curing/ailments).
  8. Post what kind of pet you would like to summon as a holy warrior. While I'm not good at actually making new creatures, I can do retex and add "holy" visuals/spells to an existing creature as a summon-able pet for cleric/pally characters.
  9. I tried searching and haven't found anything... I would love to add some custom icons to the HUD for stats and new spell effects, but I don't want to mess up any UI overhauls. Does anyone know if this is possible to script? I use OBSE, but didn't find anything specific in the docs.
  10. Another non-OBSE trick is to use tokens...you make a blank item of weight 1.0 and value 1.0 without any models or biped slots. Make sure the item is not playable. Next you make a spell script that starts by removing 9999 of the tokens from the target. Calculate the scale of the effect, and add that many tokens to the target. At the end of the spell, remove 9999 of the tokens again.
  11. Ok then...should I bother with anything? I wouldn't get to it until this weekend. One non-competition question...does the set that's almost finished need gloss effect?
  12. I don't want to say I can do it quickly, but I do have the software to work magic on any texture that is mapped cleanly. I'll know about a time-frame once I see the mapping.
  13. I've started working on the JOTN upgrade/rework, and I am curious if I should redo the visuals associated with the aura and mark spells. "Images" style: the images rotate around the player http://www.tesnexus.com/downloads/images/20652-1-1225255256.jpg http://www.tesnexus.com/downloads/images/20652-3-1225255256.jpg http://www.tesnexus.com/downloads/images/20652-1-1225258629.jpg "Shader" style: the rings pulse outward from the player http://www.tesnexus.com/downloads/images/22605-4-1237138773.jpg http://www.tesnexus.com/downloads/images/22605-1-1237138772.jpg
  14. Greets, I am making some epic-sized weapons for ROHJ, but don't have the time to build a good dungeon for them. If someone can make an Ayleid dungeon with a few levels of undead and a zone for me to add the bosses, that would be awesome. There will be three 1H weapons, each with an elemental attack, as bonus items for those who have completed the main ROHJ quest. Without any help, it will be a lot longer until I can release the add-on. Darknight
  15. Version 2 of Relics of Holy Justice is finally done. The new version has a gloss-effect and flaming versions of the weapons. There is also a cape version of the cuirass, and an auto-shield-on-back option. The scripting has been upgraded with the improved power of OBSE.
  16. I have revamped ROHJ with better meshes/textures, additional weapons, flame effects on the stronger weapons, and other improvements. Please message me if you would like to beta test the mod so I can send you the link.
  17. I have finished non-enchanted versions of armor and weapons inspired by the "Warhammer Chaos Chosen" items. These are not replicas, and I do not have a quest or special abilities at the moment. This version is for players who simply want the look and prefer to add their own enchantments and edit the stats in the CS. Stats are currently equal to Legion armor and Elven weapons. Shadow Legion Armor
  18. I am playing with realistic "knock-down" critical hits that don't throw the actor back too far.
  19. Over the next few weeks I will be doing a major overhaul of Raging Fists, adding in both heavy armor and cloth versions. I will also be working on clawed versions of some gauntlets. I would appreciate some ideas on pricing/stats, as well as if there should be "mage" versions that use magicka instead of fatigue.
  20. I would prefer that DU stay an actual entity, but I don't mind if spells make it into other mods (credit where due of course). The Bone Armor needs to stay in DU since it is not completely mine. Perhaps a debugging/update team could be assembled so there are more eyes on the visuals/scripting.
  21. I am looking for someone or a team to take over my magic mods...Darkness Unleashed...Judgement of the Nine I have some un-released updates for DU and will provide all files. While I love making mods for the Oblivion community... work, school, and family take up my time right now. I feel these mods have potential, and would like to see them supported, even if not by myself.
  22. The "red and blue" was never true 3D, and would make Oblivion look cheesy. Real 3D effects are done by dual polarized images that can be phase-shifted to trick your depth perception. Oblivion's engine (Gamebryo) wasn't designed to process phase-shifted duplicate textures. An awesome idea, but I don't think it's as simple as the modders making new textures. :(
  23. If you would like to beta test version 2.0 of the Darkness Unleashed Bone Magick module, here's the link. Please PM me directly with feedback, instead of posting to the forums. This is not an official release, so be prepared to look for bugs, and document compatibility issues. Thanks. :devil:
  24. My tutorial on "Scripted Summoned Creatures" should help with the summon part. You would just remove the scripting to 'end' the summoning.
  25. True...I was just hoping someone would have a good idea of another set to build off of.
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