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Matth85

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Everything posted by Matth85

  1. Then make it Like... now.
  2. SKSE - Skyrim Script Extender. It is a plugin that allows for more complex solutions to scripting, allowing interesting functions to be done, which in turn allow for more fun mods. FNIS - Fores New Idles In Skyrim. It allows one to add more animations to the game. Basically, the tools we got only allows for a few pre-determined keywords to be used for animations, meaning we are limited in what we can do. Most animations is done by replacing old ones. FNIS allow us to script custom animations without replacing existing animations. https://www.youtube.com/watch?v=RxQ1JN_X-_Y -- get used to the name Gopher. God among men. Watch the videos. It is all explained very good. Yes and no. Some mods work fine, like Frostfall. However, uninstalling and installing mods often will cause problems. If a mod require, or highly reccomend, a clean save, they usually say so.
  3. 8 posts. No profile picture. Vague explanation. Only a mod idea. Wants credit for it. Have no clue how much work is required. Gets defensive when replied to. I am sorry bro, but this is not off to a good start.
  4. As said above, you need to UVW it. Secondly, the textures must be .dds, not PSD or png The character holds the sword at 0.0.0. You can move it around inside your 3d package, or inside of nifskope. simply go under er NiTrishape and play with the "transition".
  5. While I am actually not sure about Skyrim, it was very possible in Oblivion. Back then we had a sequence of textures which would flip quickly through, simulating an animated texture. I have yet to try in in Skyrim, but I believe it works -- the .nif part of the Gamebryo engine -- ehem, Construction engine, was not changed that much. Back then it did not require a script or anything -- nifskope had controller nodes to control it. Food for thought, I guess.
  6. Eh. 25k polygons you say? That is not a positive thing. That makes it a double negative. If nothing else, simply add controll lines, tursbo/mesh smooth it an retopologize it. That way you gain smoother normals, smoother edges and better look. A high poly model is not done for organic modelling -- it is done for everything. Ever since 2005-2006. As said, this is a solid base mesh -- but that's what it is. It is not a finished model. That's not to say a good texture wouldn't fix it; but why stop halfway? high poly modelling/sculpting is not an optional skill to learn. It is as, even more, important as low poly modelling. I suggest you give it ago!
  7. 'tis a good base mesh, but surely you are not done? You havn't done the high poly model yet. Going low poly --> texturing is the technique we used to do back in Morrowind. From Oblivion, which is one of the first game really utilizing normal maps, we make high poly models to bake. If nothing else, it creases the edges to look more realistic. Best of luck! Matth
  8. Another example. A few weeks back a person requested a weapon type. Or was it armor? Either way, he was told that he could find it in one of those weapon/armor collection mod. At which I heard the best answer ever: "lol why download a whole pack when I just want 1 weapon/armor?" ... ... ... ... Wait....... what?
  9. Okay, there is a few problems with requesting mods, especially now. Edit: Just to clarify. "you", in this post, means "Mod user", not anybody in particular. I am not targeting anybody! Hope nobody gets offended! 1) The majority of modders are gone. They will be back with FO4/TESVI.. Skyrim is at it's deathrow, which it should be by now. Some of us still mod, but the majority do it for learning, not to make mods for the community. That is thing done early. 2) It take a huge amount of time. A request as simple as "Make a fishing mod as in Zelda :smile: :smile: :smile::)" can tae months to do, with no reward. 3) We do a request, and what do people gain? I have done request models. When I then check the mod, the requester haven't even endorsed the mod. "Thank you!" Means very little. 4) Having ideas means nothing. I forgot who said it, but it's a game developer: "Ideas means nothing. Every single gamer have ideas" -- every single modder is some sort of gamer, we just expanded past gaming, to creating. 5) Bad request. A little while ago there were a request thread which went like "Hi i want a shop inside a cave calld hammerstone rock plz do it and credit me :)". What? Why would you credit that? 6) It's been done before. There were a thread recently on a Master Sword from Zelda. He was linked 4 different of them, but none of them was what he wanted. I mean, come on! 7) Bad research. "I want 4 armors, 2 set of weapons and 3 monsters from the *Anime series nobody have ever heard of before* kkthx". Dude... what? I am not googling for your ideas. You do the groundwork. 9 No avatar,4 posts. Says a request, is never seen posting again. Why would I even bother? 9) Request asks for a lot of different things. Maybe a couple of custom weapons, a few high-end scripts, some harsh CK work. Basically, you need a 1-man-army modder, who is an expert in all modding categoriez, or you need a team. Which leads me to 10) 10) There are no teams to gather here. Look -- there are teams out there, like Beyond Skyrim and Awakening, but that is skilled modders who ask for other skilled modders. You, as a random Joe-on-the-street with no knowledge, no experience and just an idea, can not, and will not, get a team from asking here. You will most likely get 2 standard replies "I can do voice acting!" and "I got no experience, but I can help!". 11) The one asking for ideas, generally doesn't do anything themself. 9.9998/10 got the same thing to say "I have X story, and I can be the storywriter in the team!" - while you got experience writing, no idea on the lore and your storytelling is as god as a 5-year old with vivid fantasy. If you want to ask for a team, you better show me you have done all the CK work, which takes 20 minutes to learn. 12) There are what, 20 "decent"(looselt meant) modders around active, about half of them being very skilled in what they do, while there is nearer infinite of mod users, who all seem to think their idea is unique. The math does not add up, and that is not counting that the modders already got projects of their own. Whether it be learning new things, so they can make amazing stuff for whatever new Bethesda game, or working on finishing huge mods that they have spent years on. Either way, you won't find any skilled modder go "Yeah.. I am out of ideas and got no idea what to do." It's how it works. Supply and demand. The supply is very low, the demand is insanely high. The incentive is zero, and the motivation is varied. Now, I know this sound harsh, but It seem to be many who wonders "why is nobody doing my mod :<:<:<". I ask you 1 thing, though, and I am really serious about this: If you complain about not getting anything done, and I tell you "Learn it yourself". Don't even bother relying "I don't got time". -- Seriously. If you got time to ask for a mod, which can take half a year to complete, you got time to play video games. If you can play video games, you got spare time. If you got that extra time, you can learn to mod yourself. At the end of the day, a requestor only got an idea. Ideas is not something modders, artists and creative people lack. There is no incentive or motivation to do it, and no reward for it. "Thank you" or "I will love you forever" means very little when the work can cost me a weeks of work, 14 houres a day. Personally, I have been knocking down clutter/weapon model request from the request forum for half a year now, and it gives me no joy. At best I get a "thank you", at worst the guy who asked for it never showed up. At this point I learned the harsh truth: You can give a man a fish, and he will eat for a day. Or you can teach him to fish, and he will eat for the rest of his life. Requests? Any modder who asks for help, or guidance, I am willing to go through lots of trouble for, but a random Joe who says "I want X and Y and then you can credit me for it :)" I only got 5 words for: Learn.To.Do.It.Yourself Matth
  10. This confuses me slightly. I am unsure whether you are asking for help or offering your help. Which one is it? For starters: 1) .nif and nifskope are.. fiddly to work with, but nothing bad. If nothing else, download Blender 2.49 and use it for .nif exporting. 2) Help with ideas? Make what you like. Google "Weapon concept", or something. 3) Modelling for Skyrim and modelling for any other game is no different. A model is a model. If you are unused to game modelling, it's just a matter of googling, and understanding normals map and how to optimize a mesh. 4) What kind of tutorials do you refer to? Exporting tutorials? It should be, as they are the only one relevant if you know how to model. If you mean you youtubed "Skyrim sword modelling tutorial", or something like that, then I advice against it. Some of them are great, but a model is a model, and modellers got Skyrim pales against some of the proffesional modellers on youtube, which makes tutorials. Either way, what is the problem? Anything specific giving you trouble? 5) Be careful wtih requests. Trust me, once you ask for it, you will have a million people ask you for things. I lost track on how many people have done this, and the threads poster never answers again, since he gets overwhelmed. Instead you should go to the request sub forum and try to pick off a model or two there. 6) Armors for Skyrim? Or armors in general? Armor is a very.. difficult thing to get right. It is both a lot of work, and requite a good understanding of both anatomy and hard surfaces. Though a set of armor will receive tenfolds the likes that a weapon will.
  11. Nif exporters are more up-to-date this time around. Nifskope is more documented. Easier to export particle systems and animations. Other than that, it's pretty much the same workflow.
  12. Does it really matter? It's like asking why Lady Gaga is popular, or why InsertCulturalPopularReferenceHere is popular. A lot of reasons, a lot of personal reasons.
  13. Then you require a 3d software, such as Blender or 3ds max, and manually delete off the pieces.
  14. It allows for custom animations to be added to an otherwise animation-unfriendly game engine. As far as I know it's focused on idle animations, but can be used for anything. It pretty much opens up a world of possibilities for modders, since the original game engine didn't allow us any freedom to add animations -- we could only replace them. You could, for instance, For mod users, it allow you to use mods that adds custom animations in interesting ways. It can probably do a lot more interesting stuff -- ask Fore. He is around from time to time, and answers all questions regarding FNIS and animations.
  15. It's a little hard to answer you, as I have really no idea what the problem is. First off, you need to find the .nif files. They are either found within: Data/Meshes/NameOfMod or they are packed in a BSA file, such as all models from Bethesda are. To open that you need to get a BSA unpacker, google it, and load it up. From there: 1) Open both .nif you want changed. 2) Expand the BSFaderNode by clicking the arrow next to it. 3) Find the part o the mesh you do not want, in the first .nif. Click CTRL+Delete on the NiTriShape node(Or Left Click -- delete node). 4) In your other nif, expand the node and find the part you want. Click CTRL+Copy on it. 5) Click on the BSFaderNode, the top node, in your first .nif. Paste your current copy (Click on the node -- paste node, or CTRL+C). 6) If it is linked, you should be good to go. If it is not linked: 7) Open the top node, BSFaderNode, and look at Block Details, which is underneath the window you are in. 8 Scroll down to Children, expand it and and type in the number of your pasted NiTriShape. * If you are unsure if it is linked, simply click on the arrow near the BSFaderNode to collapse. If the node is outside the node, it's not linked. * there might be some rigging issues afterwards. That's a problem I am not going to get into at the moment, since i am unsure if you will even get it.
  16. You need to specify exactly what you want to do. CK work? Making towns? Houses? Creating new land? Scripting? Creating cool functions? New spells? Solve problem in a different way? Modelling? Make models from scratch? Weapons? Game props? Environment? Armor? New characters? Texturing? Texturing models you make yourself? Re-texture? Re-color? At any rate, asking is your best bet! That said, be specific when you ask! Too many people ask "How do I model a set of armor?" or "I need help making a script that does X and Y!". Those get ignored more times than not. The best thread I ever saw was this guy asking a few questions, very specific, regarding 3d. I could answer him in a minute, and he could solve that problem himself. Best of luck! Matth
  17. First of all, i'm not begging i'm asking. secondly I don't have the time to learn how to make it. But you got time mod otherwise? Or play Skyrim? If you don't got time for either of that, why does it amtter? But yes, 9 out of 10 requests never get done. Simply because people don't have time to help others. It's like you, they don't have the time to do it. It would take you a couple of houres a day, for a week, to get it done. Shouldn't be too much a problem. Or you could hope somebody got the time to help. You never know. Chances are you get another new modder with no experience to help you, which might work against your intentions -- I don't know. Best of luck! Matth
  18. You really should do more research before posting. *sigh* Skyrim is not a bad game, and the amount of mods you use is no good way to decide which base game is better. I used 3 times as many mods in Oblivion, than I do use in Skyrim. Simply because there is no reason to run more mods than a few bug fixes and texture overhauls. The number 1 reason people might download more mods now, is because of good documentation, and that Skyrim is more popular than Oblivion or Morrowind ever was. Not saying better, but more popular. They tried to reach a bigger marked, and they did. Then there is the fact that PC is becoming more popular than consoles, which was not the case when Oblivon came out. Unless you really looked, you wouldn't even hear about Morrowind on release. So, Skyrim got a bigger player pool, modders are more experienced, the modding tools is better, the engine is better(ish), more people buy on PC, Steam is more popular, we got stuff as the STEP guide. Let me ask you, why do you need 400 mods? What exactly do you need changed that much? And why didn't you need to change that in Oblivion or Morrowind? Skyrim didn't do anything poorly. They got what they aimed for, then some more. TES6 will most likely improve on that. You're most likely going to have 600 mods for TES6 anyways, since it will be hyped even more than Skyrim were -- getting even more people to it.
  19. You could edit animations, or add a new one. This would require the use of FNIS, and some scripting. Simply edit the animations you want, then call them using a script when you equip the dagger. I have no idea how ideal that would be, or the millions of issue it could cause. You could ask Fore, and see if he got any input regarding this. I bet he'd know how plausible that is. That's the price we pay for this outdated game engine. Oh well!
  20. - 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
  21. 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.
  22. 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,
  23. Interesting stuff! Get a whole Coldharbour-vibe from it!
  24. 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.
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