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DavideMitra

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Everything posted by DavideMitra

  1. MOD-RELATED ARTS: Still no reply about the menu song license. I can't release the mod for now, in the meantime I had the time to create another video. If TES V Time Traveler Stories' loading screen style was like the GTA IV one, it would look like this: PS: Did you know Mason doesn't live alone? The meaning of the video is also to present you his new fiance and his dog. https://www.youtube.com/watch?v=f0kh4p-_eXI
  2. FINAL VIDEOS BEFORE RELEASE DATE (MAIN MENU REVAMPED & PRE-RELEASE FOOTAGE): I did change my mind and I will not create a teaser about the map marker & fast traveling system. There's not much to explain. The last two videos are about the new main menu (1 minute duration) and a pre-release footage (20 minutes of footage). The new main menu graphics and song are optional files...so, you aren't forced to install one of them/both of them if you prefer the Vanilla version. The footage is about clearing Lost Knives Hideout. It will show you the mod-related combat features. ---> Coming next: Release date The mod is ready, however I still have to obtain infos about the main menu custom music (I don't know if the license is a Creative Commons CC BY, but it should be)..so, I'm waiting for a reply from the composer. https://www.youtube.com/watch?v=DIgi3UDlcfA https://www.youtube.com/watch?v=BQtWkFajjCY
  3. Sure! It's too late to navmesh my mod, but I will create a mini dungeon for testing purposes and I will follow your instructions.
  4. I tried to fix some navmeshes years ago and I wasn't able to do that. Even if I manage to learn how to navmesh, it wouldn't be an high quality work... There's no time to train myself. It's like when you do a new thing...the first time it will be not bad, the 50th time it will be excellent. Thanks anyway!
  5. THERMAL DEVICE: Here's a video inspired by NightVisionGuys's night vision and thermal commercials. The older ones. Thanks to this video, you will understand how the mod's thermal camera works and in which situations it could be useful. However, I can tell you it works better in the outdoor during nighttime. It doesn't perform very good during snowstorms in snowy areas, but it still remains a viable and essential tool. PS: Of course, "Cattle Protection" does mean nothing in Skyrim. As I said, it's a video inspired by commercials, so, I had to give a name to the Whiterun farmhouse footage. PS 2: The device is called SWIR Recon M24 640. The name is a parody of the famous mil-spec pocket monocular manufactured by FLIR Systems ltd. https://www.youtube.com/watch?v=kuRWTDy9Tg4 ---> Coming next: New map markers & Fast traveling system
  6. I'm recruiting 1 experienced navmesher for my mod project: TES V Time Traveler Stories. You must have these requirements: - You must have a good or excellent knowledge about the Creation Kit navmeshing part - You must be able to navmesh interior cells and exterior cells, better if manually instead of relying on quick alternatives - You must pay attention to quality and do some beta testing in order to be sure about his work Amount of work: I guess not that much: a pretty small interior cell, some quick fixes in an exterior cell (just to make sure a new trapdoor can be accessed by NPCs) and a new small worldspace (a very little number of cells). Time: There are no rigid time limits. You are free to proceed as you wish. The key is quality. Rewards: I'm going to credit you as a key person and I can offer you a coffee via PayPal Donate. Here's a photo preview about my mod project and a link to the Mod Talk official topic - if you prefer beta video references: TEASER VIDEOS: https://forums.nexusmods.com/index.php?/topic/8495303-tes-v-time-traveler-stories-teaser-promo-videos/
  7. HAIRCUTS AVAILABLE IN TES V TTS: No mohawk, taliban beard or giant mustaches: Mason Lee is a modern enterpriser. That doesn't mean he can't be alternative: watch the video and admire a bonus alternative haircut that originally wasn't available to Skyrim's "white humans". PS: The rock music you can hear during the video is not part of the mod. PS 2: The mod and the video contain references about the GTA San Andreas barber shop feature. The GTA games inspired my choice to create an unique hero. Which hair+facial hair combo did you like? Reply to this topic and share your opinion! https://www.youtube.com/watch?v=hpnnYl-0_G4&feature=youtu.be ---> Coming next: Thermal Camera. Is it as powerful as a real thermal device?
  8. OPTIONAL COMBAT MUSIC: In my opinion, since Mason Lee is a time traveler who comes from the present day, original Combat Music wasn't the best music for my mod. So, I did search for a modern action theme to play during Mason's battles. Then...I felt in love with this masterpiece! It feels so badass, tactical and a bit futuristic! It's not rock music (Mason likes rock) but it fits perfectly my modification! Also, the license is Creative Commons BY 3.0, so I can use the song without copyright infringements. PS: This music will be available as an optional file: you can still play the mod with Vanilla Combat Music! https://www.youtube.com/watch?v=Rvr2_f-ROmY ---> Coming next: Haircuts and facial hair collection video (part of the original haircuts/facial hair are not available in this mod: for instance, does a modern enterpriser look good with a taliban beard? I don't think so!)
  9. ONLINE MINIGAME FOOTAGE: Today I will show you a teaser footage about my basketball minigame. In order to play the game, I will have to visit its website...so, the video will show you the internet-related features too! ABOUT MortarballVR, THE MINIGAME: - It's a game inspired to real life basketball, but it works with Creation Engine physics. - It's about quickness, memory and precision. It is designed to stimulate your intelligence. - It takes place in a virtual modern arena with modern spectators - It perfectly fits Mason Lee, the protagonist: the ball will work just like a mortar projectile (it will fly very high in the sky), and Mason is a war veteran. ADDITIONAL INFOS: - The background music you can hear while wandering around the house is part of the modification! Mason likes rock music. - Near the end of the video (minute 6:10) you can notice that the spectators are actually animated in some way. https://www.youtube.com/watch?v=Zwf2iiBNFb8
  10. Next week, a new teaser video will be released. I will show you the haircuts and each hair + facial hair combination. I changed my mind: next teaser is about the mod's minigame.
  11. I might agree with your words, but I can't understand how each Country could agree to have a completely independent army. Empires and Tributary Countries did always exist, and they will continue to exist. There will always be a very powerful Country (Empire) and the nearest Countries will actually look for a strong bound with it (submission of Tributary Countries). Domination and Submission are part of the human behavior. They are still here, but now it's a silent war based on dominant and growing economies
  12. If I will ever be the only surviving human in the world (LOL), believe me that I will still be a slave. After all, you MUST hunt for food in order to survive. You can't say "now I can do anything I want". Because there will always be pleasures and rules to follow. Always. Freedom is a relative concept, not an absolute concept. I'm half free and half slave. This is life. Of course, if I can be even more free..why not?! But we have to think that sometimes rules can be better if compared to freedom. It's about your personality...
  13. If with "traveling" you mean do very long journeys, the answer is generally no. I do prefer online cultural exchanges because they allow me to acquire informations very quickly. Of course, you can't even compare a web experience with a travel. If we do have a look to the heart of the experience, then it will be a 80-20 win for the travel. My problem is that in order to travel you will waste a lot of time: hours of waiting at the local airports, an half day to prepare your heavy bags, etc... I like traveling by car, by train and sometimes by bycicle. I hate airports and even taxi drivers (50% of the time, taxi drivers will try to take from you lots of money when there was a faster route to follow).
  14. Here in Italy we do have lots of different landscapes/cultures/architecture styles etc.. and there's no way to reply to your question. Each tourist will tell you something that could be completely different from an other tourist's experience. Of course, most Italians do have things in common, just like the primary language, the football passion, "pizza-oriented" or the fact we do lots of mimic while pacifically argumenting with someone. Northern Italians are harsher and individualistic, while Southern Italians care so much about the group and the hospitality, but the North is the key area about wealth and economy. Of course...I'm speaking in general..
  15. Gothic!!! It's the best game I've ever played. The only thing I never liked was the respawning system, which was based on chapters instead of days. A team of Germans did create a wonderful respawning mod, too bad it was for Gothic 2 NOTR sigh! Like DOVAHKI1N, I don't like the remake. Classic Gothic will always be the real legend. Also, it is the only game that allowed to me to manipulate animations as I wished and to create beautiful, unique screenshot with lots of NPCs. Gothic Fans can find this unique project by Google-searching "Gothic Evolution by Davide Miraglia"
  16. What is TES V Time Traveler Stories? It's the ultimate evolution of "Modern Safehouse - by DavideMitra", one of my most successful mods ever. But this time, it's not an house mod. It's much, much more! Time Traveler Stories lets you: - SURF THE WEB: for the first time in Skyrim Modding history, you can surf some web pages (for instance, an e-commerce arrow shop) I created for you. Yes, you understood: you can surf the web from a computer located inside of Skyrim, and I'll tell you that you will use it a lot!!! - Play as an unique modern character with an unique background story: GTA style...there's a single character, no more races, no more thousands of options about your physical appearance. You can only change your haircut and your facial hair. And your (modern) clothes too! - Play with an advanced version of my Californian manor: more clutter, bicycles in the parking area, etc - Play a cool basketball minigame in a modern arena! There are modern fans too, and they are animated! - New skills, new modern weapons (NO firearms and things like that), new gadgets like a thermal camera! - 1,30h +- mod quest - Much more! Mod status: [PROGRESS --> 98% <-- PROGRESS] Years of work...and it's almost ready... Enough talk!!! Here's the Official Video Trailer! After the first minute, you can see an internet preview too! https://www.youtube.com/watch?v=3LtrvVmUJIU ----> Subscribe to this topic: soon, another related video! <----
  17. Woops! Yes, there was a syntax error. My bad I did replace both "," with "." and I did recompile the script. ....unfortunately, nothing works: the problem is the same. The property section in the CK is blank. I also tried to delete the properties from the script and to insert them manually from the CK. They can be inserted, but the script in-game won't work. I also tried higher kill chances like 20.0 ... I tried with a blood dragon, legendary difficulty. When it dies, it's because I did shoot at that thing for 20 minutes and it did have 1% remaining HP. I don't really know what's wrong. Everything seems ok to me. Other things I did try before writing you: - I created the script from scratch (= without editing and recompiling it) - I tried my luck with the old script (the first one I posted here). Even there, there was a syntax error (, instead of . ). I fixed it. Properties didn't appear. Tried to remove properties and insert them manually from the CK. Same thing.
  18. Thank you for your patience and for your efforts! Ok...so...Since I'm a noob with scripts, I just wanted to make things easier. For now and only for now, I tried to create your script for a single version of the bow (the 0,5 one). After some CK crashes (= I did write the script in the wrong manner), I managed to create the script, and even to compile it successfully. However, I do always experience the same problem I had before: I add your script to one of my magic effects...but near the script name there's always that blue "X" symbol. It's like if the CK can't read the properties...it doesn't find them. That's really strange, because they have been written correctly...ok...the word "PROPERTY" is written with caps lock, but I don't think it really matters, because you did that too However, here's the script... I did remove most explanations and links to make it shorter and easier to read/edit...but I renamed it after your nickname because I think you deserved it...even if something doesn't still work Script name: aaaReDragon2013MehRazBowScript Extends: ActiveMagicEffect Faction PROPERTY pDA07MehrunesRazorImmuneFaction auto Weapon PROPERTY AAADavideMitraMetalCompoundBow01 auto Float PROPERTY 0,5 auto EVENT OnEffectStart(Actor akTarget, Actor akCaster) IF akTarget.IsInFaction(pDA07MehrunesRazorImmuneFaction) self.Dispel() RETURN ENDIF ;--------------------- myF_TryToKill(akTarget) ENDEVENT ;------------------------------------- FUNCTION myF_TryToKill(Actor akTarget) ;------------------------------------- float f = Utility.RandomInt(0, 100) as Float IF ((f + 0.5) > 0,5) ;;; self.Dispel() RETURN ENDIF ;--------------------- ;; debug.trace(self + "Instant Kill effect applied on" + akTarget) actor player = Game.GetPlayer() IF (player.GetEquippedWeapon(False) == AAADavideMitraCompoundBow01) akTarget.Kill(player) ELSE akTarget.Kill() ENDIF ENDFUNCTION
  19. Hi! I just wanted to use the Mehrunes Razor insta-kill script for a custom bow. There are 10 versions of the bow. Each version will have a different insta-kill chance 1) 0,5 2)1 3)1,5 etc 10) 5 What I did was to - create 10 copies of the Mehrunes Razor Effect (I think it's called DA07MehrunesRazorEffect), each one with a different magic effect description - create 10 copies of the Mehrunes Razor Enchantment (each of them will have its specific effect assigned, of course) - create 10 altered versions of the original script and add them to the Magic Effects. Here comes the problem: I didn't edit anything relevant, just the %chance and the weapon name... But when I compile the scripts and when I add them to each Magic Effect, the scripts act like if they didn't have properties (there's a blue "X" symbol, and if I click on it no properties are assigned). How is this possible? I will post the original script AND one of the altered scripts. I just don't understand what's wrong... ScriptName DA07MehrunesRazorMagicEffectScript extends ActiveMagicEffect Faction Property pDA07MehrunesRazorImmuneFaction auto Weapon Property DA07MehrunesRazor Auto Event OnEffectStart(Actor akTarget, Actor akCaster) ;Apply this effect if the target is not in the excluded faction If akTarget.IsInFaction(pDA07MehrunesRazorImmuneFaction) == 1 Return Else ;1 percent chance to kill target ; debug.trace(self + " hitting " + akTarget + " with Mehrunes' Razor") If (Utility.RandomInt() <= 1) ; debug.trace(self + "Instant Kill effect applied on" + akTarget) If Game.GetPlayer().GetItemCount(DA07MehrunesRazor) >= 1 akTarget.Kill(Game.GetPlayer()) Else akTarget.Kill() EndIf EndIf EndIf EndEventAnd here it is...my script, nearly the same one! Scriptname AAADavideMitraMehRazorScriptBow01 extends activemagiceffect {Faction Property pDA07MehrunesRazorImmuneFaction auto Weapon Property AAADavideMitraMetalCompoundBow01 Auto Event OnEffectStart(Actor akTarget, Actor akCaster) ;Apply this effect if the target is not in the excluded faction If akTarget.IsInFaction(pDA07MehrunesRazorImmuneFaction) == 1 Return Else ;0,5 percent chance to kill target ; debug.trace(self + " hitting " + akTarget + " with Mehrunes' Razor") If (Utility.RandomInt() <= 0,5) ; debug.trace(self + "Instant Kill effect applied on" + akTarget) If Game.GetPlayer().GetItemCount(AAADavideMitraMetalCompoundBow01) >= 1 akTarget.Kill(Game.GetPlayer()) Else akTarget.Kill() EndIf EndIf EndIf EndEvent } I don't know why the Ck did automatically create those brackets { } When I created the script, I just removed them, because they caused an error (as I understand, I can't use that symbol). However, judging by the colors, I think the Ck recognizes the weapon ID Da07MehrunesRazor, but it does NOT recognize my bow ID. But why? It's spelled correctly.....
  20. Indeed...that was the problem and now the retexture works correctly. Finally, I can continue to develop my Gothic armor! To be honest, I'm not an expert about most Nifskope tweaks...and I didn't know I had to add this "NiAlphaProperty" to the Hide Armor piece. I did learn something new...and I'm sure it will be useful in the future! But now let's talk about you...as promised, when my Gothic partial conversion will be finished, you will be credited. Even if it is almost ready, it will take some months to perform last edits and to do a lot of quality beta testing. The major issue will be balance, and I'm sure I will have to tweak lots of things. I don't know if I will open a Nexus thread about the mod (I guess I will)...but, if you want, I will send you a message when everything it's ready...so you can check that your name will really be in the credits section However, the massive project is called "2001: a Gothic conversion pack for Skyrim" or simply "Gothic 2001 mod"
  21. During the last month, I did a lot of armor/object retexturing (GIMP 2). With vanilla original meshes and vanilla "melted" meshes. It always worked! Never had a single problem! Now, here's the unique, weird problem I'm continuing to experience since some hours... I melted the prisoner clothes (I think they're called Roughspun Tunic...however they are the "Helgen clothes") with the Hide Armor. I did retexture the prisoner clothes and I did link the dds to the new armor (changes DID apply in Nifskope and in-game). I did retexture the Hide Armor and I did link the dds to the new piece of armor (changes DIDN'T apply in Nifskope and in-game). If you want more details: - I did use alpha trasparency to remove the "kilt part" of the Hide Armor, but the kilt still appears like if the texture was unaltered. I also tried to delete the other kilt too (even if it is linked to a better quality hide armor), but...nothing! Result is the same one. - Of course, there actually is an alpha channel!! - As always (= I did retexture several armors this way, and it always worked), I did export the texture as a dds file, uncompressed, default format. I also tried to compress it with BC2 DXT3 or BC3 DXT5...but nothing did change. - The texture path is correct, the edited texture too (it links to the correct armor). - I rebooted my personal computer xD I was desperate and I did think GIMP was acting buggy xD Can you help me please? I will post a Google Drive link with two pics and a downloadable zip file with the nif and dds files (should you need them) Of course, you will be credited. I've almost finished to create this large Gothic total conversion for Skyrim and in some months it will be ready for Nexus users. https://drive.google.com/open?id=1cEzawpQr0VLnZfNxhR6CFkmXU-RT03ke
  22. So...your question is: if I mod the perks properly, will a battleaxe be able to ignore armor (warhammer original perk) and to cause bleeding damage (battleaxe original perk)? WIll it be able to do BOTH things? The answer is "Yes, it should work". I never did something like that, but I'm creating a modification that includes a perk overhaul. So, I did learn how to tweak perks. As you said, keyword editing is absolutely essential. In any case, you also have the Conditions tab and you can use your creativity as you wish! But, in this case, I guess keywords will be enough. Happy modding!
  23. @FrankFamily Thank you...yes you were right: the UV map did link to the legs section. After a few edits, I managed to understand how to edit the UV map properly (that's the first UV map I edit in my life). You will be credited and I will get in touch with you Does this armor look similar to the Gothic counterpart? I'm just curious... Of course, it's only inspired. I did not intend to create a perfect clone!
  24. Hi! I did successfully retexture the short sleeved version of the Stormcloak Cuirass. I did set the chainmal sleeves to be transparent, because I didn't need them... However, if you look at your character from a bottom perspective, you can see a 2d texture near the end of the invisible chainmal. It is slightly larger than the arm. It is dark brown and there is nothing like that painted in the dds file, except for the legs part. So, I'm wondering where the heck that texture comes from... I did discover you can find that texture in the original armor too...but it is hidden by the chainmal. The only way to notice it is with the tfc console command. You have to enter inside of the arm. As you can see from the uploaded pics below, I did partially alter the color of the texture...buy I can't really figure out the location of the altered pixels. They might come from the leg texture part...but it seems really strange to me a leg texture applies to an arm part too! Can someone help please? I'm creating a Gothic 1 expansion pack for Skyrim. The mod is almost finished (80%). When it will be out, you will be credited. Yeah...this armor is inspired to the Light Rogue's Dress (Lares gang)! Google drive link https://drive.google.com/drive/folders/1SFCz9ymXgLyMhVTitT4EZ6dUB9otNk0k?usp=sharing
  25. Guys, sometimes Nifskope acts a little buggy. In these days, I did successfully edit the scale and the position of a bow and an axe. Sometimes changes didn't apply in game, even if I clicked on "Apply" and on "Save" to overwrite the mesh. If you are still having problems, just create a backup copy of your nif file, do your edits and check if they do really apply in game. Otherwise, reboot Nifskope and do the whole thing again. It will take a minute! PS: I do have Nifskope v. 2.0 dev 7 Please check your version too: I guess if it's a "dev" version like mine (I guess dev means experimental), it will be more vulnerable to bugs
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