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Everything posted by Matth85
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- Have you any experience with character creation, anatomy and/or design? If yes: It's just a matter of using that with the "limitation" of the engine. Nothing fancy. If no: Another question - Do you got any experience making game art in general? If yes: Dependant on where you are, you need to start checking out a couple of concepts. 1) Believably. KoA is a different game, set in a different world. You might need to change a few things to make the design fit. 2) Anatomy. CHaracters in KoA are bulky. Characters in Skyrim are more realistic. 3) Clipping. Some shoulders might force clipping. This is a adjustement thing. 4) Rigging. It can be a pain, but isn't overly complicated. Watch some tutorials on youtube. I nothing else, copy existing bone structure from other armor sets. If no: Start small! As previously said, start with something usefull. What I did, back in Oblivion, was that I would play the vanilla game and constantly look out for things. A sign was low ress? I made a new one from scratch. A sword not fitting my liking? I made a new one. Also remember the polygon count. A unique set of armor cn easily pass 10k polygons. That said, optimize! The majority of players will never zoom in too much on your piece of work, so you don't need to sweat the surface, as long as the silhouette is fine. Other general tips I can give you: 1) When making a piece of armor, you should have a good base to use. One could use the in-game base and work from, but they are triangulated from the game engine. Personally I make myself a base mesh in 5 minute, very blocky, spend some minute in Zbrush to define bigger muscle groups, then I export back to 3ds max. From there you just build around the model. I also like using Zbrush, where I start with primitives and mask + extract shapes. 2) A set of armor takes time. Unless you are an experienced character artist, you can easily spend weeks on it. Trust me, my first armor ( you can see it in my imageshack. God that hing is hideous!) Took me 2 weeks. I encountered problems everywhere. 3) Remember deforming! Add extra loops where the armor will deform. If you miss this step, you get weird and unrealistic bending, which will kill the look of it. 4) Remember layers! A piece of armor is never a single layer. You got the under-layer, which is usully a kind of shirt. Check out real armors. From there it can be another set of light fabric and metal, or chanmail. Then on top is the big pieces of metal. 5) Defining materials is super important! In simple objects, you usually only got a few materials. Like metal + wood for a sword, or metal + leather. However, when you make a set of armor, you can end up with a 3-set-layered-armor containing multiple different materials. They must be clear enough, in form, shape and reflection, that it can't be mistaken. 6) With all of the above, aim for realistic! Non modeller doesn't know what is wrong, but they will spot when something is wrong. I something bends that shouldn't, like a plate of pure metal, they will go "huh". 7) Don't be afraid to ask :) Best of luck! Matth
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Nothing officially said about it but there is a few theories I can conjure up: 1) He has not had enough time to rebuild. 2) His sphere of influence is order. There is little order in tamriel at the moment, which weakens his influence. 3) The other daedric princes doesn't really fancy him, so they could potentionally make life busy for him. 4) Sheogorath got the Shivering Isles. It sure would take some time to find your own daedric realm. Busy building his own little corner of the cosmos maybe? 5) There is nothing in Skyrim that interest him. There is also no worshipper from him, seeing as the average Joe probably don't know about him. Hence there wouldn't be any shrines to tell of. 6) He doesn't see too fond of humans. The Daedric princes enjoy toying with humans from time to time, but Jyggalag.. he just want to be left alone.
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You can do it via Nifskope as well. It's not too hard, but it might seem a bit.. overwhelming. 1) Download Nifskope. 2) Open the ElvenArmor.nif, or whatever it is called. 3) Click the arrowhead to expand nodes. Expand: BSFaderNode--> NiTriSHape-->BSLightningShaderProperty then click on BSSHaderTextureSet 4) Expand "Textures", which is found at the bottom window(Block Details). 5) Click on the flower icon, and locate the textures you want to use under Data/Textures/TheModThatRetextures 6) Repeat this for all the different pieces in the armor. 7) Save the .nif you just made under Data/Meshes/YourMod 8 Open the CK and find the elven armor. Duplicate it. 9) Change the mesh to the one you just made. 10) Save as a new ID. 11) Add it to the crafting system to be able to craft it. Same goes for tempering it,
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Interesting stuff! Get a whole Coldharbour-vibe from it!
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LE Epic new land and quests! -looking for help-
Matth85 replied to ctrlaltdefeat777's topic in Skyrim's Mod Ideas
Source? As far as I know, no information has come out, nor will it come out any time soon. Morrowind 2001, Oblivion 2005, Skyrim 2011. We can expect another TES title to be out around 2016-2017. Before that we will most likely get a new Fallout title, given they keep to their trend. Also, FYI, ESO had no impact on the new TES game, which has, most likely, been in development since Skyrim was released. So if there was any talk before ESO, and it stopped thanks to it, it would not be reliable in any way. I could be wrong, of course, but I would love a source for that. -
Nothing wrong with it, just very ineffecient and.. well.. it's really not cool. There are people who want stuff just as much as you, and you are not allowed to bump -- so if a new request get blown down before it gets seen by anybody, it won't get up unless somebody decide to check page 2 and beyond. Most don't. I just wonder why you feel it was a good idea to do that, not giving a care for the rest of the community? I am aware. I am not telling you to learn to make 3 models, or learn to write fluent C. I am telling you it takes very little time to do most of your request. I also tell you they will most likely not be done without you doing it yourself.
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6 request, made all around the same time. Couldn't you made this into 1 thread? You are flooding the request page, forcing other threads to dissapear. also, considered learning to mod? most of the stuff you ask for is stuff you could do yourself without spending too much time learning.
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Skyrim scripting is pretty much like programming, only tailored to Skyrim. If you do not want to do what, you should either get help, or mod stuff that does not require scripting. And try google/youtube.
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There is most likely many ways to do what you want. However, you need to be able to script to solve anything. if you have no experience, it is going to take you some learning to be able to pull anything off. You need: A stamina check. Changing the animation. Making the hit have the effect that giants got. Making the hit have a small pushback. Make it do certain amount of damage. Return to normal Nothing there is impossible.
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- new weaponsnew powers
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Of course. Using scripts, you can activate any animations at any time. Though at this point you might need to think about using FNIS and SKSE. I am rather unsure how the vanilla scripting language tackles animations.
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Help getting custom 2 handed weapon/pick axe into game...
Matth85 replied to kharlor's topic in Skyrim's Skyrim LE
You need to tell the game to add your changes, so you need an .esp. Otherwise it will not know the changes you have done. You are adding files custom, not replacing the original .BSA. And no. If you change the .nif, you do not need to do anything in the CK. You don't even need to save your .esp when doing changes to the .nif.- 7 replies
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- custom weapon
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There is no difference between armor and the body. They are both simple art dressed over the rig/skeleton. When you got a piece of armor on, the "body" is deleted underneath. Simply do the changes you want, open the .nif of the original body, learn from it, delete the mesh, paste your in, save. If that made no sense to you, open the .nif of the body, and try to figure out what each node does. Use google. Ask around. If nothing else, I am sure you find what you want by googling some more.
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most likely. Find the effect, and call it via a script. What? is can when? the player does the over hand smash down warhammer animation? My head hurts. Sure. Just check out any of the "force push" spell mods out there. I take it they use the same effect as the shout, just tone it down. What? The over handed battle axe animations? What is that? I guess that is possible as well. Just make the push do damage. make a script that checks the players stamina. If the player is below that, it won't work. If it is exactly that, activates the rest. Where to start is relative to where you are now. Do you know how to script? Do you know how to use any of the functions needed? Have you checked other mods/spells that does somewhat what you want? If not, start by learning to script. Then you'll get there eventually.
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- new weaponsnew powers
- custom powers
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Help getting custom 2 handed weapon/pick axe into game...
Matth85 replied to kharlor's topic in Skyrim's Skyrim LE
You must add a 1st person model to the game. You do that in the construction kit, under world object, or world data. You could also just search for something like "1stpersonIronSword" and edit it. Edit it and find your mesh, save it. Now under your weapon in the CK. Go under art. Find your mesh. Look down to the right, and there should be something called 1stpersonSteelWarhammer, or something. Just delete it and click "new" and scroll down to the one you just added via WorldData/WorldObject. A vague explanation, but I am not on the correct computer right now, so I can't check it up. Another problem is that the texture path is wrong, or the model uses the UV group of 1, instead of 4097. The latter shouldn't render it invisible, but it does happen -- talking from experience. It's rather simple. Open Steel Warhammer.nif and your .nif Copy the BSShader node from the Warhammer.nif, paste it to your model. Fix textures. Under your mesh' nitrishape, find the Uv number, which is 1, or 0. Change it to 4097. Go to the menu on top called "spells", then click "Update tangent space" Copy your whole mesh. Paste it under the steelwarhammer.nif. delete the warhammer.nif. save. Go into the CK, add your mesh under World data/WorldObject. These are named 1stperson*weapon*. go into the weapons menu, find Steel Warhammer, open it. Click art, and change the mesh to your emsh, Find the 1stperson model window, delete the steel warhammer one, and add yours. Name it, and change the ID Save as a new ID, or save over original. The first makes a new object, the second changes all Steel warhammers to become your mesh. Add to game Save .esp- 7 replies
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- custom weapon
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Not quite correct. The reasons they will never search for your mod is: 1) it is a home mod. Making a home require very little skills, and is something anybody can do. 2) It's a house. The majority of people don't need a house. They got plenty allready. 3) A house is not going to be popular because there is little to it. A good magic-pack is popular because it gives houres of fun. A overhaul gives houres of fun and while you are having hours of fun, you want it to look better. You don't really care for that one house down the road, where you spend a few seconds. 4) You also themed it. People generally don't care about that sort of thing. They want either: A) A heavily scripted home, with lots of functions. Such as sorting, teleporting, etc, etc. B) A simple home. they put away the loot, they run out to fight monsters again. What you have neglected to do, before making a popular mod, is doing research. Your dream is to make a home mod that you dream others will dream about. In essence. You never checked if people wanted it, nor if people played it. Doesn't matter if the mod is good or not. You have targeted the minority of the minority. Warriors play as Orcs or Nords. Mages as Bretons and High leves. Assassins as Wood Elves or the beast races. Who plays redguards? Not many. After having pinpointed the smallest playerbase, you have then made a home. Something the minority cares about, requires the least amount of skill to do and does not solve a problem. Then you theme is specifically after Reguards, meaning you also pinpoint the RPers out there. the mod might be good, and you have probably spent a lot of time in it. Be proud! For the love of god, be proud of your work! But you have targeted the smallest group of people, without being a "famous" (for the lack of a better word) modder, making the easiest kind of mod and doing it when the game has all but died out compared to how it was just a year ago. You either do more research, or you get lucky. take the White Phial replacer earlier. A OK model at best, a rather bad texture, a single model, heavy polycount, using asset from Dawnguard DLC. It reached hot file, tripling any endorsement i ever got within a day. Simply because he/she "advertised" it by asking for help, showing progress then releasing it. It "teased" the community, making it known. Then under release it got enough endorsement to get hot files, making sure it doesn't dissapear any time soon. If he/she released the mod without having said anything, it would be long gone by now, with a couple of endorsement at best. Best of luck!
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Second time you complain about that in this thread. We get it, you don't like it. Yet you do not answer it? You had a better answer on your post above. Why post again? Popular is what the majority of people want/need. Top 100, files of the month are all very good secondary information of what people want. Good is a personal preference. I bet you will find people not liking the Beatles, and some liking Justing Bieber. This puzzle me. You post twice, the first being a decent reply, the other one being a waste. What gives?
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Not really. Unless the arrow pierce a vital organ, you are not going to die any time soon. SInce the arrow fills in the void it makes, it also stops you from bleeding to death "quickly". Then add the fact pulling a bow to the point you can pierce through bones, to destroy vital organs or veins, you need to have years upon years of training. You can easily take a quiver full of arrow, which are not that many, by an inexperienced archer, and survive. Though you'd need a serious medic to patch you up afterwards. A well times slash, or stab, kills you. An arrow to the gut hurts, but is not lethal. A sword to the gut, means you will bleed out in minutes. The arrow hangs in there, filling in the hole it made, whilst the sword you drag out, making the blood flow out in mere seconds. 1-shot arrows makes little sense. especially not i a game where you can get sniped from weird spots, thanks to the AI being weird. Not to mention how easily it is for a mere bandit, who most likely is starved in the cold environment of Skyrim, can snipe you from a mile away. He neither got the strength or training to pull it off, nor does the harsh wind or cold snow affect the arrow. The fact he would hit me is near-impossible, the fact the arrow is that strong, is even worse. How does he possess the strength to pull a bow? How is the bow not affected by the cold? The arrow would not kill me. Not unless that barbarian used to be a master archer, wielding a bow of incredible durability, and being a master at calculating the winds and distance. In other words, not unless this is a level 80 enemy wielding a ebony, or daedric, bow. Not a level 20 enemy wielding a mere wooden bow made himself. 1-hit kill arrows could work if the AI was realistic and the game was made to be a survival game. The game is not, and the AI is nothing but cheap.
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That was your problem, and everbody who is raging -- for a lack of better word. You expected something which we knew would not happen. We allready knew it would not be made by the same group of people who made any TES games, nor would it share any of its content. We knew from the start it was a mere cash-grabber. If that somehow eluded you, you should have done a better job researching. From the get-go we knew it would be nothing like any TES game, and it would be another MMO trying to overthrow WoW. We also know from experience that they all die out, and they are all terrible at launch. Every.Single.MMO. Are you high? No, seriously? Zenimax got the idea for an MMO based off the money Blizzard earns anually from WoW. They figured they could push the TES title even further, which is one of the only title that gets stronger each title, not weaker. The TES universe also got all the requirement for an MMO. however MMOs in general are a waste of time. First, MMOs are about money, not quality. Secondly they are huge. Lastly, it's a big hit and miss thing. You either take over WoW, or you go F2P -- barely holding up. The idea to make a MMO was a marketing stunt to get as much attention to the game as possible, and hoping the playerbase was enough to sustain it, giving them a profit. Of course, that is not happening, since the average TES fan knew it was a failure from the day it was announced. The one of us having played MMOs know how it all works. Even Todd mention not being interested in it, which is one huge neon-sign-alert that this will not cater to any TES fan. The problem, however, is that the one complaining are people not knowing anything about marketing, economy, the game industry or how MMOs work. "So full of bugs!" "Cost too much!" "This is not TESVI!" are all so clear. ESO is not a TES game. It is marketed as one, but from the start all the hints were screaming at you -- it was another MMO which goes through the same as all new MMOs. Buggy start, playerbase goes away then it goes F2P, making the community toxic. Eso cost a LOT to make and maintain. It cost monthly for a reason, not just "'cuz reasons". Deal with it. It will eventually go F2P, where you need to pay to get past level XX and to access X stuff. That's what MMOs cost -- Not just to sustain, but to pay for the game itself, and the marketing done. We talk a lot of money, and they are NOT in pluss yet. At best they are at a big loss for quite some time. ESO does not have any effect on any TES title, nor was it inspired by anything regarding it. ESO was made because Zenimax figured the playerbase was enough. It used the name The Elder Scrolls to atract people, and it used some of tis lore. Other than that, it got nothing to do with anything, and it has had no impact on any future TES, or Fallout, title. ESO is a MMO, TES games are sandbox games. I am painfuly aware so many of you figures ESO would be a MMO skyrim-like game! But no. They are 2 wastly different genres. ESO is an MMO. Made for you to follow a linear path, gain gear, kill monsters. You are not rewarded for exploring, and the gameplay is stiff. TES games, on the other hand, are sandbox games. The combat is Okay, the animations decent. The game world is huge, and you got houres of houres of exploration. The biggest problem people have with ESO is the fact it was not a sandbox game. They did not read up on how MMOs work, and just figured it would be a smooth-ride where you could play millions of hour, like in Skyrim, but with an active game! Whilst that is so far from the truth.
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A popular mod is something you get by either being lucky, or by being smart. Just making a good mod does not work. You need to: A) Find out what people download. B) Find out what kind of mods are popular. C) Make your mod better than the rest. You made a redguard home? that's nice. You have tailored your mod to a very specific group of people -- those who wants a home mod, and also like Redguards. Without having any numbers, I can take a good guess that there are not a lot of people in that group. There is nothing you can do about it. The people who does not want a home, or wants one and does not like Redguards, will never download your mod. No matter how good it is. The whole "I want my mods to be popular!" works kind of like a painters work does. you first need to get quality work that the masses of people enjoy, then you can start smacking color on a canvas. Famous painters can pretty much throw paint on a canvas and sell it -- simply because their previous work were enough to make their name good. So, in short: You want to make a popular mod? Well, you have to make what the people want, not what you want. You need to cater to what the masses want. Marketing 101, to put it short.
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[3ds max modding] shader setup for texturing?
Matth85 replied to cheapley2's topic in Skyrim's Skyrim LE
is it necessary? Yes and no. It is not necessary to use one, as 3ds max comes with a decent one from the get-go. However, Xoulis shader is really good, and is the most accurate you will get. there is nothing to configurate. You download it. You put in your textures. it works. if it doesn't look what you want in-game, it is not because of the xouli shader, it is because you have not set up the .nif correctly, or your maps are not made correctly. For instance, shaders needs a gloss map to decide the gloss, whilst .nifs uses a built in value that you can change. It is a terrible way to do it, but that's how it is. Though if you want help, you need to actually give some information. I have no idea what the problem is, or what doesn't look like it should look like. -
Please help with modelling a custom item >.<
Matth85 replied to bestemann's topic in Skyrim's Skyrim LE
Too many curves? Color differences? What? -
Your point? Not at all. The fact people have no idea how much it cost to make and sustain a MMO, or a game in general, but they seem to have a perfectly clear idea how much it should cost. Funny, isn't it? Now, if a person got a problem with paying the initiate cost, they can't afford it. there are other games, and others things to do. if a person can't afford the monthly payment, just don't play a monthly payment MMO. If that 15$ is a problem, then don't play. It's not about the value, it's about people having no idea how that market work, how close the game is from going bankrupt from the get-go, how much it cost to hold up servers and how much they need to get per month to pay for the game, or any cost they might got. Do you think when ESO was done, they were going in pluss, and everything is good? If anything, it's the other way around. My attitude is not "elitist". It's the fair one. "I have no idea how MMOs work, how marketing works or how much they need to pay for the work allready done, neither have i any experience with MMOs, or that genre of games. but i sure as hell don't want to pay for it! madness!" How is that fair? Again. if the initate cost is too much, you can not afford new games in general. if the monthly cost is too much, you can not afford MMOs. if you disagree with the price, and got no experience with neither marketing nor MMOs, you should simply not play them. But this is awefully off topic now. Point is: ESO is fine. I did not enjoy it as much as I enjoyed the release of Age of Conan. It is also very generic, and feels very close-off -- even isolated. It's overall a fun game, but it is generic and will go F2P sooner or later. It doesn't feel polished enough, and it does not attract enough attention to hold long-term. worth the initate cost, and the month you get from it. Not worth paying for more months, in my humble opinion.
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I always get baffled when people complain about the price. 1) it requires a monthly pay because Of the cost it requires to sustain the game. 2) if you can not afford 15 bucks a month, you should not play games. That said, another generic MMO that will go F2P in a while. Like AoC and SWTOR before it.
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Make sure you open all the meshes you import. You get a checklist upon importing. Click "all".
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Not really. the changes are so small there are no negative effect from it. Though it does depend if the UVW is changed in either case, which i am not sure of. You can just test it, and see for yourself. if no UVW is changed, it'll work just fine.
