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Matth85

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Posts posted by Matth85

  1. Theres Nothing wrong with making Requests, not my fualt Other Requests go down a Page.

     

    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?

     

    Ive been here how many Years now

     

    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.

  2. 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.

  3. 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.

  4. 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.

  5. The first is when a giant hits the ground and it goes boom and rumbels and dust flies up, can you add that effect to weapons or powers?

     

    most likely. Find the effect, and call it via a script.

     

    My other main question is can when you activate the power the player does the over handed hard smash down 2 handed warhammer animation?

     

    What? is can when? the player does the over hand smash down warhammer animation?

    My head hurts.

     

    If that is possible the next question is can I make activating the power do a radial "force push" effect that flings enemies back but not nearly as much as like the shout pushes people back

     

    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.

     

    and the center of the radius is approximately where the head of the over handed battle axe animation appears to hit the ground?

     

    What? The over handed battle axe animations? What is that?

     

    As well as doing dammage?

     

    I guess that is possible as well. Just make the push do damage.

     

    I would also like to make it so you have to have full stamina to activate the power, and activating it drains your stamina all the way.

     

    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.

     

    So any ideas on how to start?

     

    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.

  6. 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. They will never know it because of three main motivations:

     

    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.

    my dream was to realize one of the best dreams every Redguard player might have

     

    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!

  8. you aid you wanted a popular mod? popular mods are all over the place, and they usually are followers with next to no clothes and screen shots taken with computer crippling ENB's and HD textures installed.

     

    Second time you complain about that in this thread. We get it, you don't like it.

     

    Now, the uestion you should of asked was "how do i make a good/great mod that people will enjoy to play?"

     

    Yet you do not answer it? You had a better answer on your post above. Why post again?

     

    popular and good are not the same, the beatles were good, justi beiber is popular.

     

    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?

  9. i think one shot arrows make sense

    swords dont necessarily kill you in one shot because in real life, if you are fighting you would be parrying, dodging, counterattacking and all, but it's hard to simulate all animations and link them to a command key (if so you might as well be playing Tekken wit the crazy amount of moves)and that's what the Hit Points bar emulates, or so i like to perceive. you can take cuts, slashes, and when they add up, they equal your defeat and thus death

     

    arrows on the other hand fly down and boom you gone boy

     

    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.

  10. ESO is one of the biggest disappointments ever.

     

    I was SO pumped for ESO. Beyond excited

     

    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.

     

    I wonder if we should put the fault on the Guy who made the Skyrim Online Mod, because thats where the Zenimax Guys got their Inspiration from for an ESO Game

     

    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.

  11. 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.

  12. 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.

  13. It costs $60.00 to start and $15.00 a month to provide ROI; maintenace and upkeep were figured in from the start, I'll guarantee you that much (basic business plan).

     

    Your point?

     

    Pretty elitist attitude regarding affordability. Tell me, where is the actual correct affordability level; $20.00, $50.00, $316.67? I want to know if I can afford TESO.

     

    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.

  14. 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.

  15. All the knowledgeable people that could turn this place into a real community have bailed. Dunno if they're hanging out in a private club with each other or what, but I've seen very few people offering real help.

     

    Nobody has "bailed". It's how thing works. When a game is new, the playerbase is huge, and all the modders return. The best mods are from people who modded Oblivion, and Morrowind before that. Then the game ages, and less people play it. Now it becomes impossible to hit top 100, so the biggest modders go out and do other things. Like working on games, or actually making money of their skills.

    Then a new game is released, and they come back.

     

    Why would any decent modder mod Skyrim these days? You will not get top 100, and 99% of all the people around have never modded, so they just yell at you and demand more from you.

     

    What one needs to do, is to find the people and PM them. For example, in Oblivion I started working on particle effects and animations, as a result of seing Midas beautiful magic effects. But nobody knew anything about particle effects, exporting them or how to make them work inside of Oblivion. Now, I could just cry on the forum, yell at the few people trying to help, or I could search google, and youtube, for people that knew what they did. I then found SaidenStorm, a genious when it came to that sort of things. He told me everything I wanted to know.

     

    Point is, most people are willing to help. Most people are also not checking the sub forums. Modders tend to hang out in the modders forum part, where all the mod users are unable to access. Why? because it's generally the same question asked every time around here, and all it takes is checking the wiki for information.

  16. You can't "cheat" in a single player game. per definition, cheating means "gaining an unfair advantage". to have an advantage, you need some sort of competition. You need somebody, or something, to be ahead of.

     

    that said: yes and no. I use the console when something is bugged, when I tire of picking locks, when I get stuck and when I test mods. Anything else, no. If I want a ebony bow, I better hope i can find one soon. If I want a daedric sword, I better hope I can find one from chests.

     

    Do what you want. If you find the temptation too big, you might need to take a look at your willpower outside of games. Not that it matters. It is a game.

  17. So, you got the story planned out, but nothing else? Again, that won't cut it. There seem to be an average of 3 "need a mod team!" per week. Yours is not unique, nor special. You need to sell your idea to the community and hope you can get somebody to help you out. If you don't do that, the only post you will get is the standard "I got no experience, but I am willing to help!", which then dissapears after a week.

     

    Here is a few things you can do, given you want it enough:

     

    1) Start making things in the CK. You can not script or make quests? Well, then don't. Make everything else. That way you tell everybody "hey! I got almost everything set up! All I need is a genious scripter who can connect everything, and add some neat functions!".

    2) If you want custom models, you get concept art. If you can't draw, get somebody else to do it. If nobody wants to do it, google something similiar.

    3) You got a dungeon layout? Good! now take a overview picture of it.

     

    Basically, to get a team set up, you need to sell 2 things. You and your idea. If you don't show you are going to be the most dedicated, or do the most work, or that you don't believe in this the most, nobody else will believe you. At the same time, if your idea is not flushed out perfectly, and does not stand above the crowd, what makes it special?

     

    you see, ideas are not rare. Modders generally got more ideas than non-modders. Scripters are more oriented to solutions than the average joe, and the average modeller got more ideas, and moer understanding on how to do it, than your average joe. So the whole "I got this awesome idea!"-argument doesn't work. Everybody got ideas for huge mods. The difference is, however, that experienced modders know how long a big mod takes, while a new modder does not.

     

    While saying all of that, the modding community is not big at the moment, and will not grow again before a new TES or Fallout installement. The majority of people you will see around here are voice actors and fresh modders. Some times the odd experienced Ck worker will show up, or a decent 3d modeller. You will not be able to collect a team of "good", relative, modders. though you might get a couple of fresh modders, at which you'd might as well learn to script yourself. Who knows, you might even like it!

     

    Sell your idea. Sell yourself as a leading type. Show the community something. Visualize it. A picture of a dungeon proves more than 5 A4 pages of lore and story. And finally, know this: Modding takes a lot of time.

     

    Best of luck!

    Matth

  18. Nexus isn't overly great with advice when it comes to scripting

     

    That's not quite right. It's not that people are not helpful around here, it is that 99,8% of all modders are gone and will not re-surface untill another TES, eventually a new Fallout, title is announced, or even released.

     

    people here generally just like to moan than offer advice or help.

     

    The "people here" are an average of 5 voice actors, 2 modellers, 1 scripter and 1000 mod users who have no experience about anything.

    If you actually find the people who knows stuff, and ask them, you get all the info you want. If you, however, ask in Mod talk, you are generally asking the same 4 modders, and the same 150 mod users, for help.

     

    If you got access to the real Modders forum, the one requiting 1000 unique downloads, you can get help from real modders.

    But yes, TESAlliance is a solid place for help. I have no love for the people over there, but i will not argue against the modding base over there.

  19. As I tell everybody. There are 2 problems:

    1) There are not enough modders left, with any kind of skill, for a "team".

    2) All you got, and seem to want to contribute with, is vague storytelling. The kind you learn at the age of 5.

     

    To interest people, you need to have started something, and show you are dedicated. You need to know exactly what skillset you need.

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