Jump to content

AlphaWoIF

Members
  • Posts

    262
  • Joined

  • Last visited

Everything posted by AlphaWoIF

  1. The one thing has has always bugged me about modding skyrim is the way the face Animation setup works and i understand that they used to use a better method in the past Games but decided this time to use a propitiatory method. Lets be honest the face animations in skyrim are REALLY awful and the closed system they have chosen is all but Impossible to mod to 99.9% of skyrim modders hence why we have not see any new HD head types or better face animation mods. I have battled with this problem for months trying to use all the tools like comfurmulator ,blender tri import scrips even conforming the vanilla heads in Max to the custom heads i want animated so they take on there likeness ,ALL in vain! as i have never been happy with the results. So in a last ditch attempt i am no longer going to try to work with tri face morphs anymore , but i am going to try to bypass them like they dont even exist anymore. and maybe at the same time come up with somthing that all modders can use as a modders resourse to create a new face animation workaround. Here is what i have managed to do bu t i need advice to finish . Ive been working with a lot of witcher resources in my mods as the AWESOME! Cd projeckt allows us to, one of which is the heads of witcher characters, and i want them animated not just a stone faces. So i have been experimenting an managed to invent a skyrim witcher 2 Hybrid skeleton. which @ its core is basically a skyrim skeleton with all the wonderful facial Rigging bones of the witcher 2 skeleton. Only problem is they are dummys NOT bones and im not sure how to proceed as i dont know if skyrim or nilfskope can use them and i dont know how to convert them to bones either. Its all working very well with the skyrim skeleton animating perfectly in max and triss face still rigged to them dummy bones as i have the face skin data intact to. But my question is, if i can even get this in game can face animations made via this rig actually be used in skyrim once set up in the ck??? http://img5.imageshack.us/img5/1906/triss.jpg http://img4.imageshack.us/img4/7394/dummys.png
  2. The one thing has has always bugged me about modding skyrim is the way the face Animation setup works and i understand that they used to use a better method in the past Games but decided this time to use a propitiatory method. Lets be honest the face animations in skyrim are REALLY awful and the closed system they have chosen is all but Impossible to mod to 99.9% of skyrim modders hence why we have not see any new HD head types or better face animation mods. I have battled with this problem for months trying to use all the tools like comfurmulator ,blender tri import scrips even conforming the vanilla heads in Max to the custom heads i want animated so they take on there likeness ,ALL in vain! as i have never been happy with the results. So in a last ditch attempt i am no longer going to try to work with tri face morphs anymore , but i am going to try to bypass them like they dont even exist anymore. and maybe at the same time come up with somthing that all modders can use as a modders resourse to create a new face animation workaround. Here is what i have managed to do bu t i need advice to finish . Ive been working with a lot of witcher resources in my mods as the AWESOME! Cd projeckt allows us to, one of which is the heads of witcher characters, and i want them animated not just a stone faces. So i have been experimenting an managed to invent a skyrim witcher 2 Hybrid skeleton. which @ its core is basically a skyrim skeleton with all the wonderful facial Rigging bones of the witcher 2 skeleton. Only problem is they are dummys NOT bones and im not sure how to proceed as i dont know if skyrim or nilfskope can use them and i dont know how to convert them to bones either. Its all working very well with the skyrim skeleton animating perfectly in max and triss face still rigged to them dummy bones as i have the face skin data intact to. But my question is, if i can even get this in game can face animations made via this rig actually be used in skyrim once set up in the ck??? http://img5.imageshack.us/img5/1906/triss.jpg http://img4.imageshack.us/img4/7394/dummys.png
  3. JanusForbeare Quoted for truth :)))) And like others said file size!!!! . my current mod im building is a huge file 400mb easy. but the nexus give me the option to upload that as a bsa file in a zipped rar which means i can drastically reduce the size. No such luck on WS as it wont let you upload compressed files. Plus i think steam is a wolf in sheeps clothing i cant count the amount of times the have hindered my gaming experience. and there terms and conditions is/has been investigated as unfair against the consumer and illegal and rightly so
  4. scaling is easy and i can handle that in the ck what im trying to do is re-scale the dimensions of particular bones to fit the anatomy of the dwarf as the normal skeleton don't fit right. This problem could be why we have never seen any dwarf mods i wonder so far i changed the calve bones from 1 to 0.8. thighs the same reduced the npc root bone down to lower the skeleton back to the ground and stuff like that. but once you load an animation on to it in 3dsmax its played as a normal animation but ther bones all reset back to original proportions . starting to think that you prob have to create new animations for it ,but i think its possible to convert them via motionbuilder.
  5. http://img195.imageshack.us/img195/6520/52637015.png As you can see it the above picture i am planning to add zoltan the from the witcher 2 , and re-scaled the skyrim skeleton bones via nilfskope to fit his dimensions. The only problems is as soon as i load an animation the skeleton resets to the original scale. is there a way to lock these settings or is there no way around this.
  6. I will be honest here rigging a shark mesh to a fish skeleton is a heck of a lot easier to do that a human or monster . its only got around 3-4 bones and using skin wrap modifier would almost automatically do it for you, just leaving you some tweaking to do while you run it through some of the animes in Max , Ofc this is only relevant if you have Max and slight experience with it. I started from knowing nothing to having rigged over 35 armors and 15 new monsters so if i can do it anyone can ,just takes dedication.
  7. good info. the irony ofc is that i now learn this after iver already done the cleaning stuff to DG and my Mod.
  8. THE 3 VIDS I POINTED out are not the contwent currently in the mod they are just previews of stuff in the update . but they show custom monsters working with custom sounds. here is the guide i followed that was posted in the skyrim forum, I just want to note that where the guide says you set a link to your npc- set a condition to "getisID = yourNPCname,, you can also use the the custom CrVoice you created aswell , like gets voicetype, i think its better this way personnally because you can add it to multiple npc's then NOT just a single npc , which i what i needed to do. To get my companion to speak, I created a quest and under the combat tab it has pre-defined entries for attack, assault etc... - Create a new topic of attack in the quest combat tab - can leave the topicID as blank and it will just leave {attack} when u click OK - create an info and put a response text in there - Somewhere on that same window it should say something like soundfile name which is normally something like "myQuestName_00012181278317" - Copy that text and ok the window - In the root of your skyrim folder goto: \data\sound\voice\ - In there you need to create a folder with the name of your mod, ex: "mymod.esp" - Go into that new folder and create another folder with the name of your new voicetype, ex: "myVoiceType" - bung your wav file in there and rename it to the file name you copied before, ex: "myQuestName_00012181278317.wav" - Then you gotta convert that file into a xvm file using a tool like "MultiXwm" (on the nexus) and put the new xvm in in same folder alongside ur wav file - This xvm file, ex: "myQuestName_00012181278317.xvm" is what the game will actually play - Back in your quest info, set a condition to "getisID = yourNPCname" - Then doubleclick on the response text, in the window it should now only list your voicetype and none others so OK the window Something to note is that when I created my voicetype I left "use default speech" un ticked so only my dialogue would be spoken by the NPC and none of the generic stuff. The NPC should speak dialogue when it attacks you (not always but every 5-10 seconds or so)
  9. If your still in need of help with this i have recently cracked this problem wide open after banging my head against a wall for months without any advice until i just Plain gave up. But they i pulled apart a mod that had managed it and followed suite. The secret to getting custom combat sounds working is in the creature dialogues you can find them under quests in the Creation kit . Everything you did was identical to me before , and its right :) but this is the missing link. give em a look and see how they used them to point to the cr voice. Proof of my up-coming Update that not only adds authentic working witcher 2 monsters but adds the original sounds too. bottom 3 vids. http://skyrim.nexusmods.com/mods/9198
  10. Probelm solved thank you OakRain Here is how for anybody else Attempting to load Dawnguard or Hearthfire crashes the Creation Kit. Edit SkyrimEditor.ini in the main Skyrim folder and find the value SResourceArchiveList2. Add Dawnguard.bsa and/or HearthFires.bsa to the list of files (e.g., SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa). Viewing Dawnguard scripts is not possible. The sources are kept in a seperate folder Data\Scripts\Source\Dawnguard, because some of them override (have the same name) as the ones in Data\Scripts\Source. Viewing them in a text editor works. Another option is to set the value for sScriptSourceFolder in the SkyrimEditor.ini to the Dawnguard subdirectory. However this will make all the scripts not duplicated in Dawnguard unavailable. One can only load either Dawnguard or Hearthfire data into the CK, but not both at once. To get both working at once, just add in SkyrimEditor.ini under [General] bAllowMultipleMasterLoads=1.
  11. While not intrested in breaking the dependence of the update esm i am interested in breaking the DG one as any mod that may have used a DG asset or uses it a as master will not load in the CK and that includes my mod. http://forums.nexusmods.com/index.php?/topic/821467-last-update-killed-creation-kit-help/page__st__30
  12. Read my last post on potential DG problems http://forums.nexusmods.com/index.php?/topic/821467-last-update-killed-creation-kit-help/page__st__30
  13. THE UPDATE IS LIVE PEOPLE . Now for the bad news i dont ever remenber making my mod depend on dawngaurd , in fact it was started way before that . But i am still unable to get my mod loaded in the creation kit without it crashing . after these 2 errorshttp://img855.imageshack.us/img855/8715/77529599.jpg I loaded up some other mods and they worked fine so im @ a loss as to why its just mine thats affected. As a test i renamed the dawngard esm and it was instantly asking for it so my guess is if your mod depends on DG your still up s*** creek. Edit http://img571.imageshack.us/img571/4066/55653546.png Ok after messing about a bit in tes5edit i noticed above there name that dawngaurd was not above them like it is in mine! so i take it that my mod is dependant on all the above including dawngaurd , The only thing i can think of that i did was create a new monster WIP called a bruxa from a vampire template race , and since DG all vamp stuff is connected to DG in some way???. so if that or anything else is the problem how do i fix my mod.
  14. You're joking. In additions, those images are useless for anything except painstaking hand-work. Which is an extremely large amount of work. Here's a somewhat cleaned-up version, but you'll still have a lot of work to do. http://www.4shared.c...pbq/uktopo.html I've done some gimp magic to make it look like this http://i49.tinypic.com/2v10zur.jpg 4-shared link contains a large-size TGA version. WOW nice job im going to grab that myself ,never know when it may home in handy here is a vanilla map to I grabbed from google earth. http://img4.imageshack.us/img4/3583/73657874.png as for the work involved there are lots of programs that can make decent heightmaps one of which is ( L3DT )
  15. Well modding is over until they fix it. For those of us that work it was the worse possible timing, sitting down of a friday evening where i would have all weekend to try some new ideas i had and finalize some major aspects ( what a slap in the face) Modding can be hard enough sometimes when your motivations go out the window without major roadblocks being thrown in the way. and we dont even have an update yet soo who knows what mods it going to break this time around because they are prob having to rush it out because it seems know body even thought about Ck issues. Modding is the biggest draw for me for skyrim ive not even finished the game and without it i would have never even picked it up :( Counting the hours
  16. comment pulled straight from the bethesda skyrim forums Update isn't far off. We're working with getting it up with the folks from Valve. Fingers crossed for Monday. once you get through all the hate, But tbh they kinda deserved t for being so short sighted hardly takes a genius to say lets release a ck update @ the same time so we dont break anything
  17. http://forums.nexusmods.com/index.php?/topic/821467-last-update-killed-creation-kit-help/
  18. well its a great idea but you should be able to find lots of height maps and such already via google as its actually a real place. or look up some tuts on making height maps from real ones http://blog.chop.com.au/category/3d/ YOU can even use google earth to cap what you want
  19. Stupid Bethesda! i mean really nearly 4 days without being able to launch the ck and work on my mod ,when i was getting so close to a major release. thats gonna blow certain fans away.
  20. Man this really sucks ass. thanks beth . for stopping my mod in its tracks because 2 days worth of lost time now , and possibly the weekend
  21. So its not just me after all then . EVERYBODY'S Currently affected?
  22. Seems My skyrim was just updated via steam and now because of it my creation kit will not load any files all im getting is this message http://img267.imageshack.us/img267/249/52278732.png ive re installed the ck to no avail ,and cant find any info on the matter what so ever using google.
  23. Real shame as i am after the same thing for some custom creature. i when as far as just adding the FlameAtronach script as they explode on death but didnt work:( either out right exploding or flammable poisons gas cloud being released would be ace my end.
  24. yes i have just ran a test . as you can see in the pic ,(the original stats from source) the stats of damage are 36 with 55 bleeding , so instead of me giving the blade 36 damage and adding the 55 bleeding enchantment on top this time i deducted 55% of the 36 damage which left me with 17 damage . i then added the bleeding enchantment of 19 to knock it back up to the originals 36 damage. im quite srue this was how its intended and i was just reading it wrong before but the damage of the sword is now 54 which is kind of inline with the dawn breaker and nightingale sword also in my inv. but i sure the price was still over the top so i will try to keep at it . tbh im not sure the sword stats would change if i started a new game on a fresh char . or if my current char is affecting them atm? (weapons scaling with player levels? thanks for advice so far guys ive got like 60 plus weapons to add and this is helping, as they need to balance with each other
  25. let me get this right so i understand, and forgive my dumbness. so what you are saying is that if i had a sword with 50 damage output per hit thats the base damage!, but if i wanted to add 55% bleeding effect, what i need to do is not directly add a 55 bleeding enchantment on it as thats making the whole total go up. what i should be doing is counting 55% of the 50 damage output and applying the enchantment that way until its has a total of 50 damage total and 55 %of the 50 damage is bleeding. and yes i do realize the irony of me answering my own question but it only dawned on me as i was typing . i never really looked @ it this way but i can see the logic.
×
×
  • Create New...