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Matth85

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Everything posted by Matth85

  1. Interesting idea. If done right, and given enough care, this could be quite the awesome mod. As a "druid" theme is broad, and can contain everything people look for in a mod. It could contain dynamic gameplay, interesting areas, cool new effects and perhaps even shape shifting -- as in custom animations where you can see the shifts. Parts of the body could change, as in Protoype, with a catchy effect that does not hinder the gameplay -- such as Prototype. There could be quests, scripts, weapons and armor with a very natural theme, and all tailored to run smoothly. I'd love to see this go far! And it could go very far given the right modding team, and giving it time. And consider we still havn't heard about TES6 yet, time is something we got. I'm willing to help out! As a modeller, texturer, particle fx and maybe even animations. Sent a message to Arcane about it, with images of my previous work. Cheers, Matth
  2. Hey! I got a simple question, as I havn't been near Skyrim modding since.. well, since the Creation Kit was just released. As well as my skillset is in modelling and art, not in scripting :smile: Now, I am wondering if a certain mod exists, or if it is possible to make. I am generally thinking about proccs, on-hit chance and the kind of system MMO build on. This is aimed at a battlemage, or spellsword, kind of character. As it is quite clunky now, and you either become one off 2 kinds. 1) You are a warrior who uses spells at range. Pretty much overpowered. 2) You are a mage with heavy armor. Now, this does not fit the theme of a battlemage/Spellsword in my head. So I had this idea with proccs, and getting certain effects at certain times, with a certain chances. For instance: You got a 25% chance per melee hit to get 1 stack. At 10 stacks your restoration spells can: A) Become free of cost. B) Lose any kind of casting time ( master spell) C) Gain additional effects. D) Gain more effect. A few examples: Every melee hit have a 5% chance to give you a procc. The procc is called "Surge of Power". The effects: Your Destruction spells are free of cast, and gain certain new effects. * Flames: It sets the enemy on fire, dealing 100% spell damage over the next 8 seconds and the enemy explodes at death, dealing X damage. * Fire Rune: When the Fire Rune is set it summons a Fire Atronach/Fire Elemental which attack whatever enters the trap, in addition to the trap going off. * Fireball: Instead of 1 firebolt, it shoots out 4 fireballs at a 1s interval. * Flame Cloak: The AoE effects become bigger, and the effect is doubled. * Fire Storm: The cast time is gone As you see, just a few examples. But what this would do is make the destruction spells very usefull for a battlemage as you get "Surge of Power". It would make you be able to cast a master level spell instantly. Of course, this could only be gained at 100 destruction and perhaps after a quest. Powerfull, yet not overpowered towards the level 81. Effects like "Surge of Powers" For destruction spells, and perhaps effects like: - On-hit a chance to gain a movement speed of X%. - Near death all spells gain a X% improvement. - At low health you gain a shield, which is stronger if you are skilled in certain school. - When your spell hit you for a chance to gain X% magick back. - When your spell hits your weapon gets an enchancement, duplicating the spell damage to your weapon. What this would do: - It would make the game more fun, at least for the spellswords and battlemages out there. - It would make it unique and dynamic. Imagine you are charging in with your sword, you get low on health. You get a shield. The shield absorbs that fireball cast on you, since you got 100 destruction. It also heals you got a small ammount, since your restoration is at 100. And it absorbs the next few hits because your alteration is at a 100. Now, you gain "Surge of Power"! With a second you cast Fire Storm, removing all the lesser enemies. As the fight goes on, you gain a 10 stacks and get an instant, free, healing off, which also gives you a "Healing over Time" -- which is quite strong. You see? This could be fun. Instead of rushing in, 1-shotting everything, or running in and juggling melee - healing - melee - healing, you get a reason to change spells. So, is this possible to do? Cheers, Matth
  3. When searching for tutorials on 3d, don't search for skyrim specific. Making a 3d head model is the same thing no matter what game it is for, so don't limit the search. The only Skyrim specific thing you ever need to search for is exporting. Now, do a "head modelling" or "head sculpting" search on youtube, and behold a million results. Make said head, fit it on certain body, and then start searching for export/skinning tutoruals which is aimed specificly at Skyrim. Matth
  4. Hey Urwy! I am sorry, but it is not skinned or animated properly. Mostly because I am heading for the army tomorrow, and decided to put that kind of hold untill the worse part is over. I.E. 1-2 months. That's Nifskope in general! My only tip is to break apart the .NIFs used by the 2 in-game crossbows, and learn from that. If you make models for TES game, I suggest also learning what most of the nodes means -- good enough that you can turn a mesh useable without the copy/paste method. It really does help in the length. Especially animations are tricky within Nifskope. I spent some time with animations, and particles, in Oblivion, and damn ... it's all akward. I am sorry I can't help more! Matth
  5. It seem a few modders allready got their WIP topic up and running, so I decided to give my own a go. For a few reasons: 1) To show off my work, and get any kind of feedback back. 2) To see if the right peope bump into me, and I get into a mod project that is actually interesting and efficient. Now, I only got a handfull of images I will show. Basically the stuff that is Skyrim related, or modding related. My practice stuff and my personal projects are not shown. Image 1: Crossbow. Simple crossbow, based of a decent concept art. A little test for me to get used to the different part of a crossbow, and how it works. I think it turned out OK, despite some flaws. It's a little long, yes. As of not it would ifre bolts at the size of arrows. Easily changed. http://img442.imageshack.us/img442/9431/renders.jpg Image 2: A set of armor made for the Moonstone mod. I never finished it, basically because armor sets, and character creation in general, is not my strong side. I am a more hard-surface modeller. Which is also why I am no good with Zbrush, and the likes. http://imageshack.us/photo/my-images/196/renderip.jpg/ Image 3: A sword. Simple as that. My first test using Zbrush with my hard surface workflow. Turned out decent I think. Perhaps at one point I will fix the weird specularity of it, and do it justice. http://imageshack.us/photo/my-images/805/simplesword.jpg/ Image 4: I also made the Scabbard to the sword, using the same method. It fits like a glove! http://imageshack.us/photo/my-images/805/simplesword.jpg/ Image 5: Another sword. This was just something I made after my final exams, since then I had been away from 3d for 2 months. Nothing special, and a "cartoony" kind of curved sword. Oh well. http://imageshack.us/photo/my-images/716/scimitarr.jpg/ I hope this wakes any kind of interest. Just note: 1) I do not take requests at the moment. Not for at least 1 month. 2) I do not do character design. So If you got a team and need a moddeller, don't ask me for characters, monster, armors or the likes. I do weapons and environment. 3) If you want a model from me, I want a concept from you. It's simple. I do not design my own concept art, as my drawing skills are horrible. I also do not spend time designing in my head. I need a clear idea of what I am making. Loose or not, I need something. Now, if you want one of the models, or got some feedback on what I got here, feel free to post here to PM me. I am online for the day at least :) P.S. Yes, only 1 of the picture is showing. It makes it all cleaner. Currently only my crossbow mode is showing as a image on this thread. I decided crossbows interest the most people now, and it will attract more people :) Cheers, Matth
  6. You use the word "rape" a lot. Try to not use it that much, as it makes the whole thing .. eh.. weird. That said, go to Falkreach, or however it is spelled, and a orc will talk to you as you enter. He will mention joining the Dawnguard. I believe there is a level requirement, but I am not sure what it is. I want to say 10, but I simply don't know. Matth
  7. If a mod don't update the same content as Dawnguard, it tends to be fine. I.E. Vampire overhauls, werewolf overhaul, stuff that edits certain dungeons specificly used for danwguard quests and so forth. Also, if you uinstall mods, do it properly. If you simply removee 30 mods, like some do, they get a corrupt game. This leads to crashes, and unnecessary rage against Bethesda. Matth
  8. It isn't overly complicated, but it does take some work. Basically you'd re-model a little to add a magazine of sort. Then you'd take the crossbow animation. Then you take the animation of the player putting the bolts in, and loop it X amount of times. You'd tweak it so he put the bolts in required spots, like in a magazine at the side, or beside each other in a custom model. Then you'd tweak some more to make it look smooth, and bingo. Then comes the scripting of 3 arrows actually going off at a short interval, which might be complex. I don't know. So, doable: yes. Super hard: no. Require some tedious tweaking, and a solid skillset of modeling, animating and scripting: yes. Matth
  9. Or because people have always wanted to change their apperance after a while, and using the console can give side effects on it. Also, xbox users can't use the console commands. I think it's a nice feature. A little weird, but nice.
  10. True, true. However, if one actually got the required scripter, modeller and animator to do this, there would be more than 1 variation. I know for my own part that if I had a team with a concept artist, a scripter, an animator and a quest maker, I'd make multiple variations of it. In the end it could cause some problems. It would require animation tweaking, which in turn could make it a problematic mod to work with others. Generally just a big mess. A possible mess -- but still a mess.
  11. Tell that to the Revered dragon who killed my vampire lord without a problem. Yeah, my spells doing about 25 damage is not helping at level 68... On the other hand, the dragon died within a minute of my warhammer. Even on my other save it died within 2 minutes with my Enchanced Dwemer Crossbow and some exploding bolts.
  12. My opinion? We just got a DLC dedicated to improving Vampire and Werewolf. We don't need more useless beast races. If anything, a new DLC should be on adding some kind of spell making, or more on the Falmer, or finish up the Thalmor-in-Skyrim problem.
  13. Yet, majority of the races in TES are Mer. I.E. Elves. Just as Dwemer. They are no different than the rest, exept less magic based, and more technology bases, and they lived underground. So the crossbow schematics were made for them to use, which means anybody could use it. As long as they could figure out the mechanism of it. And to the OP: This request comes up a lot, and by all means, the models are simple to make. However, they require new animations and some good scripting to run with. That is quite a lot of work and debugging. Scripting the crossbow itself will be rather easy, but tweaking the animation of the player, remove clipping and get it all to run with scripts, is a lot of work.
  14. But when it is under 10 USD you are guaranteed you will enjoy it? What is it I don't even... That said, it might be vampire oriented, but there is so much more it gives. I'll give a rundown wihout spoiling the fun parts. Armored trolls to help you fight. Some more story on the Falmer. Using the sun as a weapon itself. Cool puzzles. A few new armor sets. Crossbows, which are awesome. New areas, including a new realm, where you see a familiar face from an older TES game, and get to do some fun stuff. New shouts. New random encounter with vampires in cities, to break up the boring city visit. More fun with Elder Scrolls. New spell effects. Frankly, I forgot it was a vampire mod halfway into the Dawnguard part. Matth
  15. The tuorials learn you the basic core of scripting, and the setup. You don't need anything else. There is a list of functions to use, and if you got some specific questions you as around here, or at the official forums. It's pretty much how you learn yourself anything. Tutorials for basic setup and/or understanding. Then you dig yourself through the meaty part of the learning.
  16. Great, getting trolled by the damn forum, forcing me to lose a wall of text -.- Now, what I was saying before I got so rudely intterupted by the forum. This request is rather simple. It got 2 hardships, however: 1) As said by the poster above me, the animations. It requires a set of animations -- custom animations. Not something a lot of people know how to do, and those who do, does not mod Skyrim. Perhaps if SaidenStorm is still active with his animation work... There is also the problem with the scripts. You'd have to script each animations to work flawlessly. 2) The logic of it. Diablo III gets away easy because you never get a close look on the crossbows. But if you did, you'd notice there is no mechanism to pull up the string. Now, to get a small mechanism to pull up the string, without using your hands, and without using today-level-technology, you'll have to be an expert dwemer engineer on NASA level. It could be cheated, but the human brain will notice the flaw quite quick, and any observant person will find it looks weird. Here is an example of what I mean. THese 2 crossbows are by Jeremy Gritton. I quote: "I worked on the modeling and texturing for 2 Current Gen crossbow assets for the Diablo III Demon Hunter Class Reveal. " http://www.jeremygritton.com/images/SC2/crossbow1H.jpg http://www.jeremygritton.com/images/SC2/Crossbow2H.jpg In general you will need: 1 decent modeller. 1 decent animator. 1 great scripter. There is less than 10 good modellers active on this forum, and I know of no good animators. Scripters I assume there is a few, since it requires less time to get into scripting than the rest. Not trying to be pessimistic here! Just realistic. Matth
  17. Why would a small-step-tutorial on basic use of cheat commands need a video? .... I am sorry, but this is allready known. With the console open you sit with all the power of the developers. Of course you can be both Vampire, Werewolf and whatever else you may feel like being. That said, there were multiple threads about this earlier. Mostly right after release of Skyrim when certain people went around cheating as much as possible.
  18. Oh, another one of these topics. There are equally many arguments for and against. The only reason to argue over it, is boredom. If that's the case, there are more productive things to do. Drop it. Just drop it.
  19. Do you got the specularity set up correct? If you don't know where to find it, look under the alpha channel of the normal map. If by chance it is all black, it's the problem.
  20. Most likely by using part of nifskope that has been untouched by most modders. Together with some cloth simulation in whatever 3d package in use.
  21. In the end you end up in the void. Easy as that. Which is true, however: Immortal =/= unkillable. Dadreic lords can be killed, and so can the divines. In the end of time there will only be the void, where you will end up in.
  22. The strongest entity you serve is where you will end up. As a dragonborn you most likely will end up with Akatosh, unless you serve some of the stronger daedras. And in the end you will end up in the void under Sithis. As he is timeless, the Daedra and Aedra are not. They can die, and will die. At which you'd move to the void.
  23. I meant no offense with what I said. I apologize if I came around as that. My point was simply that we got the idea the OP asked for, and we got enough to work with. And the fact is that there is very little concept that would match what is said. Mostly because steampunk is a fantasy genre, and most fantasy genre don't got too much concept on it -- not when dealing with detailed technical stuff. Matth
  24. It's not that people don't "bother", it's that they can't create them. Which is not weird, there is as many concept artist as there are animators. We modellers outnumber any concept artist here 5:1, and modellers outnumber the other modders by 150:1. So, you can draw your own concept art of it, or patch it together with lots of other reference -- like the rest of us do daily. Google "Crossbow concept" for some concepts on basic crossbow shapes. Google some general "Steampunk" for an idea of what Bethesda based Dwemer art on. Look up on previous dwemer made stuff, which you will find in every TES game. The differences in steampunk and dwemer engineering. Draw out an idea on how the mechanics will work. Make it. Albeit I am all for calling the majority of requestors lazy, I am also not fond of modellers not being able to understand why it is so. If it is something technical, a concept art is not enough. And frankly, this idea is both heavy in the technical, and artistic, field. A challenge, to name it differently. Matth
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