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nonoodles

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Everything posted by nonoodles

  1. Here you go only one mesh though, variations might be included in a pack. http://www.mediafire.com/download/tu49sdzlotpkokg/smalldresser01.7z
  2. Here's the smith outfit, Bess http://www.mediafire.com/download/ab6ad08dm54pres/smith.7z Console 'player.placeatme xx000D63 1' without the quotes. Added to two vanilla levelled lists - TES5Edit will tell you which, run Bash to merge.
  3. Let me know how it goes. Failing all else, we could make one from scratch though using existing assets will be welcome, time-wise.
  4. ...or it may not be 'sooner'. I'm still in the middle of doing some jobs for another project and thought it was done, but no. All the same, will probably not be able to play Fallout 4 on release day so I can get back on this around then.
  5. I don't have time to walk you through this so here's the esp with Fanar and his related stuff extracted from the main mod http://www.mediafire.com/download/cfjgq229e0cmmmd/Fanar.7z No guarantees it will work without a little more work from you or work at all. You will have to place him somewhere in the game, preferably in an inn, and check that the scripts are working fine. You can move his voice files to a folder named 'Fanar.esp' although check that the fuz files' names correspond to their dialogue topics. Like I said, it's a good idea to move him into the vanilla follower system even if it means a little more work for you (will make him compatible with all follower overhauls out there, no need for a patch). Also, when did Tes5Edit get this feature It's totally handy. Thank you, TEdit team.
  6. Well hello again, Cyrange. I'll teach you the basics of extracting Fa'nar as a standalone follower in his very own esp. First, a little warm up. Stand perpendicularly at a 180 degree angle, click your heels three times and run very fast until your head comes in contact with a hard obstacle such as a wall. The excruciating pain you feel will have you prepared for the actual extraction process :cool: Now locate the FanarVoice folder inside the main Sound folder and keep it somewhere. Fa'nar is an npc who appears only during a certain quest, on certain days and in a certain custom location. So copy the base npc, not the one in Robber's Refuge. You can do this in more than one way. Check there is no script on his base id. If there is, clear it out. Since all 3dnpcs are under a custom follower system cloned from vanilla, copy the custom faction into your new esp as well. In order to find everything connected to him, right click on his base id and then click on Use Info. In the little window that opens, you will see every quest etc. that makes a reference to him. You'll need to find where all his lines are located. Most of them will be in DialogueFollower3dnpc or whatever it's called. You can copy the quest and remove every superfluous follower's dialogue. Do this for all instances of his dialogue. You may also have to recompile whatever follower scripts have been attached to him, for e.g., when you ask him to follow you. Place him in the Sleeping Giant inn. Generate the facegen file and SEQ. Run the game and check for papyrus errors. The simplest way would be to take out his base id and recreate his entire dialogue tree, as Boombro said. You can place him in the vanilla follower system this way. If you already know how to make a vanilla type follower, it should be fairly obvious what you have to do. There will be other things to look out for but you're on your own there.
  7. You'll need something like DynDoLod to regenerate the new terrain LOD.
  8. Sure, you can extract sound files from any mod. If you want to put them together in any meaningful way, you need more than TES5Edit to do it. Taking out any single npc from a mod that has them interact with a variety of things - quests. other npcs, the player and all that- means tracing connections that aren't immediately obvious in Tedit. In other words, why do it in TEdit when that takes you twice as long and is ten times more convoluted when you can quickly look up information in the Creation Kit??? Also, did you take a look at the permissions tab So yes, you can filter a single favourite npc out of the mod to make a standalone uploaded version as long as you credit the author. The process will be a pain in the butt because many of the npcs have very convoluted links back and forth and unless you are a devoted masochist or have some obscure point to prove, I don't recommend Tes5Edit for this kind of surgical extraction. edit: additionally, TES5Edit is not by any means a substitute for the Creation Kit. I think I mentioned in the 3dNPC forum (and no doubt everyone ignores the caution) - if you want to accomplish substantial work, you have to do it in CK, not TES5Edit. Look at the latter as an immensely helpful and practically indispensable supplement to the CK but don't view it as a complete replacment for the CK, which is the editing kit. It seems like some people think using TES5Edit solely is a valid way of bypassing the CK, in which case they are wrong. And the CK isn't as arcane as one might think so just learn it?
  9. http://forums.bethsoft.com/topic/1445803-relzwipz-unofficial-dragonborn-patch-thread-3/?p=22389796 ^Worm's post, only one I know that might prove useful. Wish I had read it before going through what felt like millions of btr files for New Vegas. Mah poor eyes.
  10. I had a feeling those would be on the list and started on the chef outfit last night. Here's a peek of the WIP, prepping it for a new UV map so it's all blank right now - If all goes well, I might be able to finish the entire set earlier than expected. The chef and barkeep are identical, just different textures on them. I'll see if there's a way to make the barkeep look distinct from the chef, maybe by keeping the off-shoulder style. And yes, the finished mod will be uploaded to the nexus, Bess : )
  11. No prob, Boombro, didn't know you were interested in it too. Here's my 'menswear' version of the blacksmith outfit, for one keeps the curves, adds practicality of movement, eliminates the unlovely hulkiness of the male smith clothes. The vanilla one is nice but it always felt like I'd trip on the skirt hem right into the forge fire any moment :pinch:
  12. There's actually no difficulty in converting menswear for women. I did a few quite a long time back and didn't release them because they didn't look aesthetically good (too masculine) - it will need some shaping. Anyway, Hexxagone, if you don't mind a bit of a wait (no access to my usual desktop 5 days a week) I'd like to take this up and do it properly. Are there any particular outfits you had in mind?
  13. Thread necro :dry: That said, I have very little experience or info about animating new creatures so I'll point you to modders like Fore (FNIS) and Anton0028 (Animated Dragon Wings and a whole bunch of useful hkx-related tools). As I recall, there was some big problem about decoding Skyrim's behaviour files which is why we still don't have completely original new races for this game - might be wrong there and someone's already made one, my admittedly sparse info goes back a year or more. Good luck.
  14. The tutorials you were following may have been made in the early days of the CK's release, before people realised duplicating a vanilla cell also marks that vanilla cell as edited (a dirty edit). Anyway, like everyone's pointed out, you can give it a scrub with TES5Edit.
  15. Well met, Casey! If you still need this remodelled and have permission to do so, just send me the meshes and textures and I'll do it.
  16. I don't mean rig in the way you would the body. If you examine the Skyrim human head nif, you'll see it doesn't actually store the morph/phoneme data in it. Those are elsewhere, in the .tri files and that's what you need to do, generate a .tri file. This should be helpful.
  17. If you just duplicate the nord race, yes. If you use an original head mesh, you'll need to rig it for the morphs. And yes, child skeletons are the same as adult skeletons.
  18. The atronach skeleton doesn't support it. What you need to do is get face morphs somehow rigged onto the atronach's head. It's definitely not one of the simplest things around :D As far as I know, only two people have ever made mods with new heads + facial morphs, tktk's children and Citrus head....at least here on the nexus. You could maybe contact one of those authors? There's also a fairy mod around, think it's based off a custom skeleton melded to the flame atronach skeleton. Apart from a somewhat awkward idle posture, it appears to work just fine.
  19. I don't think the CK is more difficult than the GECK. In fact, a lot of things that are functionally the same between the two has been, imo, improved in CK. There have been major features added - right now, going back to GECK feels like you're missing a lot of stuff that you take for granted and made life somewhat easier. Anyway, if you get around the crashing problem, maybe you could simply turn one of the existing bandit camps into a player-owned space once the occupants are defeated? Knifepoint Ridge is a good place.
  20. Interesting NPCs has one, and others where your companion may die. It's nice :devil:
  21. There's Thunderchild, only thing I know that comes close to what you want. You get to hang around High Hrothgar and learn new shouts.
  22. You could start with the Creation Kit wiki, Papyrus scripting section. Or open up a vanilla script with similar function to see how it works, though that presupposes some knowledge of scripting. I don't know if there's a specific tutorial, sorry.
  23. Have you checked the Nexus wiki? Loads of tutorials: http://wiki.tesnexus.com/index.php/Category:Modelling You'll probably have to export the W3 outfit as an obj file and convert it into Skyrim's nif format for starters. After that, rig it the same way you would a Skyrim outfit. edit: though maybe you could export it to nif straightaway if you have the niftools plugin installed for your modelling software of choice. If possible, pose the outfit as close to the default Skyrim outfit 'pose' before exporting, it will make life easier. :)
  24. Well, you could put an activator on an empty stand and a bunch of stands with armour on them that are set to 'disabled' and then enable them according to the filter you set. Bit of a hassle but it would work for both ideas.
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