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TwiggySkyrim

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Everything posted by TwiggySkyrim

  1. Anyone else think that the game would have been so much better if all of those dragons and parthanax try to gank you at the end? By the end of the game killing dragons was about the same difficulty as taking down a bunch of skeevers at level 1. I thought things were getting a bit too easy so I decided to switch to master difficulty... then I relised I already WAS on master :P Maybe if all 10 of them up there gave it a shot things would have got a bit more interesting.
  2. only if you give them armor better than they already own. I guess you could swap the nif files around and rename them so that begger clothes look like other clothes, you would need to know a little bit about modding though.
  3. Probably a passing dragon or something. Maybe you could use a reanimate spell and reinact the film corpse bride :P
  4. maybe it was built by bloody stupid johnson
  5. Just wondering if anyone has had any luck opening the nif files yet? Unpacking them works fine with fallout mod manager but everyone seems to be getting the same error messages in NifSkope. Post in this thread if you've found any shotgun hacks which can do at least something to the NIFs. Even if it's as simple as merely adding transparancy channels etc it'll still be useful to us modders.
  6. until the construction set is released there won't be any mods which show up in data files. only retextures and changes to .ini files will be available and you don't need to enable them on the startup screen
  7. one time i had a load of diffuse maps get replaced by normal maps... only happened once though and it was fixed by a restart
  8. Just wait til you meet a saber tooth tiger. It's like mountain lions from oblivion all over again, except this ones 4 times the size >.<
  9. I think the new character creation is awesome. The characters just looks so much more like what an adventurer really would look like instead of some kind of fashion model.
  10. 35% decryptyted. I haven't felt like this since I was 6 years old on christmas eve! :dance:
  11. A UI addition which allow you to mark objects as ''vendor trash'. Whenever you visit a merchant you can press one button to sell it all. Also maybe another one to mark objects as 'Junk' so you never pick it up when pressing take all.
  12. If it's done with havok it'll be done by having bones on the animation skeletons which have havoc physics applied to them. Modders will only be able to add havok to places where the bones already exist, until an updated skeleton is made. Hopefully theres enough bones added already for some pretty cool armors.
  13. I was thinking that now would be a good time to discuss with people about creating a standardised animation workflow early on so that all future animation mods can work from this system (with pre-made assets etc). I'm not claiming to be a master of game animation, but hopefully this thread might attract people with lots more experience than myself. I think the following things will be required: 1:A standardised skeleton with all the bells and whistles. Since none of us have seen the skeletons yet we don't know how many extra bones and stuff are already on there. It might be that beth has already included bones for breasts and for flapping material/cloaks on armor. Some hair bones would also be nice. We will have to find out if all of the current animations will break if we add bones to the skeleton, or if the file structure is robust enough to accomdate changes. Perhaps an extra bone, hidden normally inside the torso so it would be invisible could have wounds skinned to it (like a cut or gash), and during finishing blows or sneak attacks the bone could be moved to the correct location. I've always thought it looks a bit weird how the finishing blows have no actual effect. This is just an idea though, and it would mean the bodies would have to carry around a few extra polys which wouldn't be seen most of the time. 2: A Rig Set-up for the Standardised Skeleton Most animators probably know how bloody difficult it can be animating with just bones and no controllers to help along the way. Would it be possible to attach controllers to the skeleton to aid animating, and then bake he resulting movements straight onto the bones so it can be imported into the game? 3: A list of compatible software This should make it easier for everyone to make their own animation. Hopefully most of the old programs will work. That's pretty much all I can think of- I've probably missed out buckets of stuff though. That's where you lot come in! If you have any experience creating animations for Elder Scrolls then please do contribute!
  14. Unlucky! For once being unemployed doesn't seem so bad :biggrin:
  15. 1: Close steam, re-open 2: Games > View Games Library 3: Click Skyrim 4: Click Pre-Load (Grey button, in middle window, under Title) (Obviously you have to purchase the game from store first :P)
  16. Hands up if you're thinking of arranging your sleeping pattern so that you wake up about 20 mins before it unlocks (followed by 30 solid hours of playing).
  17. I think it's static. The examples you showed probably used hair and fur plugin for Max/Maya. For a decent looking hair simulation it takes about 20-30 seconds per frame just for the physics to be translated. The alternative would be for the hair to be rigged with a skeleton structure just like the body is. The bones could then have simple ragdoll physics applied to them. Hopefully something like this is included in the game.
  18. I guess being able to push enemies away with spells would be pretty fun for an archer build
  19. Maybe some kind of spell where you can spray a cloud of volatile toxic gas into the air then ignite it with fire using a different spell
  20. hmm... It could be done by moving the bone instead maybe? If you pulled the bone away it would drag some of the verts with it with no need for scaling, might deform a lot though. Scaling mixed with bones almost always seems to end badly :P I guess the same thing might happen as before unless the bone had a default state included in every animation already.
  21. Cool, that'll definietely make a lot of people happy. I wonder what else people will come up with using that functionality- other than the inevitable chest and ass melons bouncing all over the place (which im not neccesarily complaining about :thumbsup: ). Maybe overweight variations of races with bouncing stomachs could be a possibility. I guess if you really wanted to mess around with the rigs you could even make biceps and thighs jiggle slightly, might get a bit CPU/GPU/Hamster intensive though...
  22. It's a tough one choosing between ranged and close combat... Nothing beats the feeling of landing a sneak attack arrow on someones forehead but close combat is so much more engaging
  23. I've never really had too many problems updating mods... I just copy and replace over everything and hope for the best :ninja:
  24. So kind of like when you put a spring constraint onto a bone in 3DS max then? If the spring constraint still works in game thats awesome... I always thought it might just be baked.
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