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Everything posted by kingchris20
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seeing all the mods 4-5 times is annoying or?
kingchris20 replied to sirwho's topic in Skyrim's Skyrim LE
I think it would be more efficient for the original mod file page to have downloads for English version, French, Spanish, German, etc etc. Everything on the same mod page..... For example here is an example of the downloads section of the page - Your mod - English V1.0 (download button) Your mod - Spanish V1.0 (download button) Your mod - French V1.0 (download button) Etc and on down This way people can search for "your mod" and be taken to its page where they have the option to download the language version they want I think that's all the OP was meaning, we need a more efficient way to organize the different language translations..... -
To all mod authors: useless white Alpha channels
kingchris20 replied to MentalGear's topic in Skyrim's Skyrim LE
So if I was to take a brand new mesh and create my own uvw map, paint it up, what are the exact formats I need to save the textures as, I saved as DXT1 no alpha for the .dds and DXT1 1bit alpha for the _n.dds and my model turns out all black, what am I doing wrong? -
Is that tutorial wrong/reversed? Should the .dds be saved as DXT1 ARGB 4bpp 1 bit alpha And then the _n.dds saved as DXT1 RGB 4bpp no alpha? Cuz I think it has something to do with the way I'm saving as dds that's causing the problem.....
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Thanks guys, I set the saturation down, and it turned the image greyed (like its supposed to), I tried setting up the texture paths with the new _m.dds like that, but my model still showed up all black in the CK, so I tried the copy, invert, and setting the blend optinos to multiply, but that turned the texture completely black (I must have missed something), but I tried that _m.dds texture file, but the model still showed up all black.....I'm failing hard right now LoL Thanks for the suggestions guys! I'll keep working at it... Just to let you know.......... this is a completely new mesh created in Blender (a simple sphere) with a texture of the globe supposed to go on it, which this is just something as sort of a test to see if I can get a new textured mesh in game, its supposed to just be a clutter item as an earth globe (for no good reason other than just practice) My steps so far - Created the sphere, uv mapped it, and exported it as an obj, loaded up NifSkope and loaded collisionmesh.nif, and then imported the sphere.obj onto it. went throught the steps to get it intergrated with the collision data, and then set up texture paths. The texture started as a JPG, which I cut out either side of the globe, and fit them on my UV map, saved that as a bmp file. Loaded the bump file and saved it as .dds with "DXT1 RGB 4 bpp no alpha" for the .dds, then loaded up the bmp file again and put the normal map filter on it saved it as _n.dds with "DXT1 ARGB 4bpp 1 bit alpha", then loaded up the bmp file again and set the saturation down and saved it as _m.dds with "DXT1 RGB 4bpp no alpha". these were placed in data\meshes and data\textures and then pathed in NifSkope, then once I loaded up in the CK, the sphere was all black......
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I've been scouring the web for the past 2 hours trying to find out how to make the _m.dds file, driving me bananas! I've been following the "Exporting meshes to Creation Kit" at the Creation Kit website, and all was going well until it got to "Part 3. Texture" where it says that 3 textures are needed .dds, _n.dds, and _m.dds, the tut goes on to give instructions on how to create these "3", but actually on gives instructions on creating the .dds and the _n.dds, which I was able to do. So i went into NifSkope and got everything correct (except for the missing _m.dds of course), and the CK gives me the "Missing _m.dds" prompt, and the item comes up dressed in purple, like I supposed it would......If someone could let me know how to make that _m.dds file in photoshop, that would be great! Is it just some sort of filter that I need to apply to my texture (as the Normal map was) that I am missing somewhere? idk Thanks.
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Hopefully somebody sees this, haha............I am trying to get a new object in game, and I think all i need to do is figure out how to make that xxxxx_m.dds texture file, I have everything but that, I'm using Photoshop CS5 with the NVIDIA tools. So far, when I try to add to the CK, it just tells me Im missing the _m.dds texture file, anyone know how to create that in photoshop?
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Ahh yes! that worked, good stuff........thanks
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I screwed up somehow and lost the papyrus fragment. if someone could be so kind as to copy and paste the papyrus fragment for quest MG05 Stage 200 in a reply please.... I dont know what happened, I was screwing around with the vanilla quest script and the CK crashed on me, when I loaded it back up, the papyrus fragment is now missing from MG05 Stage 200! thanks, just a copy and paste in a reply should be good, so I can replace the script fragment...
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Skyrim mod Animated Prostitution
kingchris20 replied to Morroblivion12's topic in Skyrim's Skyrim LE
We just have to wait for update 1.6, if it even comes out. Would have been a great update, no more race switching etc. but hey I'm happy with the 1.3 version I have. 1.3 was the last version that works "correctly", I mean it has its issues, but more or less works like its supposed to. I was going to say something about the previous post, but I think I'll pass.... EDIT: the previous previous post....LoL -
Watching, when I get home in about 6 hours I'll check it out!
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What's the best ENB mod for performance?
kingchris20 replied to RitchieTheMerc's topic in Skyrim's Skyrim LE
Try this one? http://skyrim.nexusmods.com/downloads/file.php?id=13531 -
Haha yeah I actually prefer spouses can live anywhere myself, I have that and the extensible follower framework, works great together. And this one - http://skyrim.nexusmods.com/downloads/file.php?id=9504 It's not quite followers live there, but when you get to the house just select "we'll stay here for a while" and all the followers go do random things in the house, so it's almost like they live there, then when you ready for them to come along select "Let's go". You can leave a follower in the house and they stay there while you go do whatever until you tell them "Let's go"
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http://skyrim.nexusmods.com/downloads/file.php?id=9378 There's a mod for that!
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Skyrim's Ultimate Unoffical DLC Mod
kingchris20 replied to XDeadWalkerX's topic in Skyrim's Skyrim LE
I'll second the new land masses idea, it's always great to traverse new areas! -
Looking for a free 3D moddeling program
kingchris20 replied to macaren15's topic in Skyrim's Skyrim LE
A shot in the dark, but if you are a college student you can get 3Ds MAX student edition for free, you just have to go to their website and fill in the necessary data about where you go to school and stuff, I think 3Ds Max is much more user friendly If you're not a student then the guy above me is right, Blender v2.49b is the way to go -
Darn, I've been wondering about this, sad really. But hey at least I still have it and I feel like it is a necessity to have, something along the lines of "always installed" like WATER, SkyUI, CFM, etc....I'm happy where it was left, just not happy that it *was* left :( I love the heroes and villains, love the random encounters and blood coin! Great stuff, Ps LoL, I always wondered why some of my stuff suddenly became Italian! LoL, no matter to me! It decreased playability 0%!
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Thanks! Yeah I won't have to mess with much on the vanilla questline, I won't have to edit any existing NPCs or their dialogue, just slide my own NPC in for a short appearance, then everything else will be done after the vanilla quest is over! Thanks for the info!
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I'm new to modding (don't stop reading LoL) but I was wondering if it's possible to add an NPC and small event to an existing quest and then tack on more quests to the end of an existing questline.... For example, 8th quest into a vanilla questline (out of 10) add an NPC that says something to the player, and then after finishing the vanilla questline the NPC returns to the player and offers a new quest that is meant to extend the vanilla questline with more quests... I'm not asking how to do it, I can do the legwork and figure that out, but I just want to know that it is possible too do that before I get to deep into planning. Thanks
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Coming from someone who is new to modding, I want to add my two cents. When I first started playing skyrim (my first TES game, and one of my first PC games) I had many ideas for mods. So I came here and probably contributed to the "mess" you guys have been talking about! Only thing is (like one of you pointed out) I had no idea of the amount of work involved in creating mod. For some reason, I just assumed it was easy ---- "game is already made, just adjust some things". ----the mindset of someone like me. However, unlike the others, I actually started to use the creation kit. And I now know different! I started by attempting a very small quest to see how it would go. Everything went okay, but I ran into problems, that I still have yet to figure out. It definitely takes time to create mods, and it seems to be fairly difficult for even small "1 objective" quests. (first problem, quest would advance through all stages, but the NPC would not show dialouge or acknowledge I had the item, found out I failed to include the script for the final stage, fixed that) (second problem journal entries would not appear, this problem occurred for a few playthroughs, and then just fixed itself somehow, still haven't figured that one out) (third problem, the enemy NPC was not lootable for some reason, and so I couldn't retrieve the object, haven't figured that one out yet) ***Moral, quest building is hard and takes a lot of back and forth, learning as you go, making many mistakes and correcting them, and lots of time away from what most people don't want to take time away from - which is gaming itself. I appreciate this thread, as it lets me know how to get help with my mod. I was going about it backwards at first, asking for help before getting anything done. ** it reminds me of someone that asks to bum a smoke, and then stands there and asks to borrow the lighter too! LoL, all they brought was the habit ** Now I will get the quests fleshed out (hopefully!) and then ask for help with models etc... This way if I fail to get the quests done, I haven't involved anyone else and wasted their time!
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A very ambitious undertaking indeed! Working on individual parts is definitely the only way to go with a mod of this size, planning to release the first part would be creating the NPC Andvari/Bercilak, creating 5 or so new caves (with ancient advanced outposts located deep within them), creating the Stargate and the DHD, and all this just to get to the point of the player stepping through the stargate the first time. In other words, all that is pre-Act I. I am looking for anyone that would like to offer support with models, texturing, animating, scripting, well,,, just about everything. Primarily I need textured models of props to go in these ancient ouposts (advanced technology things, computer...etc). Then textured models of the stargate (with the "kawoosh" animation), the DHD, etc....for this very first part. The way I have it figured, these caves will look normal as you first enter them, then as the player advances to the last part of the cave, the entrance to the outpost will be found. Upon entering the outpost, it will look "not-of-their-world", and this is where a piece to the DHD will be found. I was thinking that the player would find one of these outposts for each Ancient race (4) to get DHD parts, then of course the final cave of Pre-Act I which will house the Stargate and new living quarters for the player. Pre-Act I would ideally be the first release, and maybe chunks of that released as they are finished. Act I begins when the player steps through the Stargate for the first time. As we know, in the stargate universe, aside from Earth and a few advanced races, most of the encountered planets looked very similar to Skyrim, looking like a somewhat medieval Earth. So this fits for planets the player will travel to. Most of the planets would look very similar to skyrim, with the exception of a few. I've not decided yet if the player will eventually go to Earth at all, but I am certain that the player will run into SG-1 at some point earlier in Act I. I also plan a "turning point" at which point our player will enter a planet and find a small battle waging between an SG team and Fenrir's jaffa, at this point, the player will have the opportunity to help the side of choice, either the Jaffa or the SG team. I can begin the quest in which our player is contacted by Andvari/Bercilak, meets him, and does a couple "proving ground" quests for Andvari. But when it gets to the following point of venturing into the ancient outposts, we will need those advanced technology outposts, and finally the stargate. I figure once we get those assets, Acts I-VI will be much easier to complete. I have this mod planned out pretty well, I just need a team and resources to begin. Anybody ready to get involved?
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Hi, I have what I believe to be a great mod idea for a Stargate mod for Skyrim. The only problem is I am very new to modding and very inexperienced. I would really like to see a team come together for this mod, and hope to be "shown the ropes" and help out with story writing and quest building, maybe some map making too :). I'm not sure I could do anything worthwhile in the areas of modeling and texturing, but hey I'm up to learn anything. If anyone likes this idea and wants to help see this through to the end, please comment and feel free to add suggestions, I really want to help out with story building and quest developing and anything else I can learn, so here goes............... So the idea is that the aedra and daedra known to "Nirnians" were really inadvertantly created by the Ancient Four Great Races (AFGR) of the Stargate universe in a planned experiment to study "rapid evolution" on a planet that they seeded with many different life forms (Nirn). A device they built (leaning towards the Eye of Magnus) created some energy form anomolies that ultimately manifested into the beings known as the aedra and daedra. With this, they left a stargate on the planet locked away in some deep cave that can only be accessed by the player with the help of Bercilak (or Andvari as he is called by Nirnians). This will involve a few missions discovering ancient outposts left by the AFGR to gather artifacts needed to build the Dial-Home-Device (DHD) to operate the Stargate. The idea behind the story is that the player will want to find out more about the real creators of Nirn and to stop a powerful impending threat in a Goa'uld (Marduk) (and his minions Fenrir, Karontor, Lilith, and Anshar) who is rapidly rising to power and expanding his territory towards Nirn. This is not his only motivation, however, Marduk has learned of this Ancient experiment and is looking for a very powerful device. This item happens to be the Eye of Magnus, which was created to fuel the "rapid evolution" experiment by slowly eminating magic and knowledge to the people of Nirn. If Marduk gets his hands on this device, it would not only mean the end of Nirn, but quite possibly the end of the known universe as it is known. The map that shows the way to the device will be in a series of original books which were written by an ancient tribe of Nirn who worshipped the Eye of Magnus long, long ago after finding it at Saarthal. (This ancient tribe became extinct and forgotten to Nirnians as they lived in total seclusion and died out after prolonged exposure to the Eye of Magnus and living in such close proximity to it, their brains were not advanced enough to house as much knowledge as the Eye of Magnus eminated to them). The Eye of Magnus eminated knowledge to this tribe at a very fast pace as a result, and they wrote a series of books explaining the Great Experiment and just exactly what the Eye of Magnus was and the power it holds. Each of the 7 books holds a peculiar symbol on its cover, which happens to be pieces to the stargate address of the planet on which the Eye of Magnus resides, Nirn. These books were spread out to several different planets by the Ancients (to keep others from learning too quickly) and each book has a cryptic message on where the other books are located. Finding one book will allow the player to locate the others by traveling through the stargate to other worlds. Marduk would want these books to discover the location of the Eye of Magnus, but the player would want to find these books to learn of the true origins of Nirn, and to keep them out of the wrong hands. Some more detailed information------ ACT I - Meeting Andvari, learning Andvari is a mythical treasure guardian, earning Andvari's trust, learning of a "Skygate", finding artifacts and addresses, finding fragments of DHD, learning Andvari is really Bercilak/The Green Knight, repairing DHD, finding the "Skygate". ACT II - Traveling through the Skygate, trading information with Bercilak, conquering Jaf'fa, learning of Fenrir, locating Fenrir, Defeating Fenrir ACT III - Learning of, locating, and defeating Lilith ACT IV - Learning of, locating, and defeating Karontor ACT V - Learning of, locating, and defeating Anshar ACT VI - Learning of, locating, and defeating Marduk Background Information - Player Ally, Ancient - Andvari/Bercilak/The Green Knight, "Mythical Treasure Guardian", assists player, NPC name is Andvari, Ancient name is Bercilak and is also referred to as "The Green Knight". Primary Antagonist - Marduk, (Leader of the Gods) a Goa'uld who has taken the host of half-giant/half-dragon creature he genetically engineered. Abilities to use magic and speak the dragon tongue. God of thunderstorms, breathes fire and sparks, has 4 eyes and 4 ears, and devours his enemies to gain their knowledge and memories. Lesser Antagonists - Anshar, a Goa'uld (male personality) who has taken the host of a dragon. Karontor, a Goa'uld (male personality) who has taken the host of a giant. Fenrir, a Goa'uld (male personality) who has taken the host of a werewolf. Lilith, a Goa'uld (female personality) who has taken the host of a vampire. Detailed History of the "Skygate" - Tens of millions of years ago, the ancient four races (AFR) of the galaxies, (The Alteran/Ancients, The Asgard, The Nox, and The Furlings) devised a joint operation known as "The Great Experiment" to study the effects of rapid evolution. This experiment involved the AFR seeding the planet of Nirn with different races, in the hopes of creating a utopian world where all races could exist together peacefully through the quick acquisition of knowledge (with the hopes that the races would freely share the knowledge and grow together harmoniously). However, when the races of Nirn started fighting amongst themselves (with some races becoming extinct all together), the AFR feared their intervention was only causing more problems and left Nirn so it could evolve naturally. The AFR left an orbital command center above Nirn to monitor the planet so they could intervene if necessary. A stargate was placed on the planet by the Ancients. The AFR decided to place the gate in a "sealed chamber" deep within a remote cave located in Skyrim, and destroyed the DHD and spread the DHD fragments across the land of Skyrim. The stargate was placed there so the AFR could intervene more quickly if needed, and the DHD was destroyed so no one on the planet could begin space exploration until their natural evolution had occurred to a point that they could open the chamber, repair the DHD, and dial other gate addresses. The Asgard placed holographic Nord automations at these sites to further test the knowledge of anyone who may be worthy of using the stargate. 10 million years ago, a horrible plague swept the Milky Way Galaxy causing mass deaths throughout the galaxy and forced the AFR to relocate to other galaxies. Life on Nirn was completely wiped out. The orbital command center later crashed to the planet, and is buried somewhere in Skyrim. There are a few ancient outposts scattered throughout Skyrim. Before the ancients left the Milky Way, they used the device on Dakara to seed life on Earth and Nirn, and left them to evolve naturally once again. During this time, Nirn has been evolving naturally for nearly 10 million years. Earth was re-visited and very slightly influenced by the Ancients some 10 thousand years ago, but otherwise have been evolving somewhat naturally for the same time period. Though Earth did encounter a Goa'uld named Ra, 8 thousand years ago, who brought a stargate to Earth and decided to seed much of the Galaxy with the humans from Earth for slaves and because they preferred humans as hosts over the Unas they had been hosting. Earth revolted against Ra and buried their stargate soon after. Some sentient beings on Nirn were able to reach a point of god-like abilities long before anyone else, reaching an alternate plane of existence (through meditation), and they became known as the Aedra and Daedra. However, their desire to continually "meddle" with Nirn's existing mortals, have thwarted their ability to fully ascend as the ancients did. The other races on the planet Nirn evolved much more quickly than Earth (in magical abilities) due to the history between Nirn and the AFR's great experiment, while the people of Earth have evolved much more quickly from a technological standpoint. (Earth did "naturally evolve" enough to uncover the Goa'uld-placed stargate 81 years ago, studied it for 66 years, and began using it for space travel 15 years ago). Many Nirn races learned magical abilities fairly early on, although this knowledge has only been used for personal gain and has led to many wars on the planet. Most races have either been "stuck in a rut" (so to speak) of warring and not really advancing as a race. One exception is the Dwemer people, who, through scientific advancement, learned to ascend and did so, all at once. Other races on the planet know this as the Dwemer disappearance (more on the Dwemer later). The ancients, now ascended, continue to "watch" Nirn, but refuse to intervene. The Nox also refuse to intervene. The Furlings have not been heard from since the plague. As for the Asgard, the Asgard placed a "Thor's hammer" guarding the gate to capture any Goa'uld if they ever discovered Nirn's gate address. The Asgard have since become extinct. The now ascended Dwemer do not share the same philosophies as the ascended Ancients, and only have a desire for more knowledge. They, at one point, helped create an android name Reese, who ultimately created the creatures known as the Replicators (much like the ancient Dwemer automations found in Tamriel). These replicators are partly to blame for the extinction of the Asgard, as they became the Asgard's greatest enemy (this prevented the Asgard from fully-focusing on solutions to their genetic degradation problem). The replicators were recently destroyed by the people of Earth, and no one has heard from the Dwemer since then......yet. The Goa'uld have also been defeated by the people of Earth recently (so they think). As it turns out, Marduk is once again rising to power. (Nirn was never charted by the Goa'uld, which explains why the gate coordinates were not found in the cartouche on Abydos. However the gate coordinates have been input in the SGC gate address list after Jack O'Neill possessed ancient knowledge 6 years ago. The SGC have sent a MALP to Nirn, but with a broken DHD and no way out of the cave, no one was ever sent for fear of not being able to return. The MALP is still in the cave). Marduk was once a very powerful Goa'uld, but was imprisoned by his own priests with a flesh-eating beast 3 thousand years ago for extremely heinous actions. The Russian people from Earth, eventually found his ziggurat in search of the Eye of Tiamat and unknowingly freed him (who had now entered the flesh-eating beast). All the Russians were killed, but Marduk remained trapped in his ziggurat until the SGC personnel from Earth eventually explored the planet for other reasons. Having found an empty pack of Russian cigarettes at the entrance to the ziggurat, the SGC returned home to inform their superiors. A joint operation between the SGC and the Russians was initiated to return to the planet and investigate the disappearance of the previous Russian team. The team found Marduk, and he exited the beast and entered one of the Russian team members. (Marduk now has sensitive information about Earth!). Marduk recovered his Eye of Tiamat, but was buried alive under his ziggurat as the remaining members of the Earth team escaped and blew the entire place up. Anubis, another very powerful half-ascended Goa'uld, later came to the ziggurat in search of the Eye of Tiamat. There he found Marduk with the Eye. Marduk had suffered so much serious trauma from being continually killed from his injuries and revived by his hand device, that he now thought he was a Goa'uld named Ramman, who he had killed in the past. Anubis decided to restore Ramman's (Marduk's) health and add him to his team (to lead Osiris) in hopes that he would someday recover his memory and fill him in on the knowledge he has about the Earthlings. Anubis was taken into eternal combat by Oma Desala before this could happen, and most of his empire had fallen at the hands of the people from Earth. Marduk later recovered his memory and has been working to restore his empire ever since. Morgan le Fey, noticed his return, however, and has been preparing a plan to take him down. Bercilak's presence on Nirn - Bercilak was sent to Nirn by Morgan Le Fey as a Mythical Treasure Guardian to monitor the planet for potential champions to help combat Marduk. Morgan Le Fey, through her foresight (knowing of Marduk recovering his memory), sent Bercilak to challenge a worthy person to identify this champion of Nirn to qualm the impending Goa'uld resurgence with Marduk once again rising to power. With Morgan Le Fey now engaged in eternal combat with Adria (the last remaining Ori), the Asgard now extinct, and SG-1 currently unknowledgeable of Marduk's return and busy rebuilding after defeating the Ori and what they thought was the last of the Goa'uld system lords (Ba'al), the time has now come for this champion to be discovered.
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Ok so here's what I'm trying to do - I want to make it so that anytime a potential follower is asked to follow it starts a misc quest, and when the follower is told they are no longer needed it ends the misc quest. I want to make it recurring so the quest always starts again when you ask a potential follower to follow you. I only want this so that my follower can have a marker over them, and so I can control when the marker is on them by checking it in my misc quest log. I notices that there is a quest in the CK called "DialogueFollower" (part of the blades recruiting) and I was thinking that maybe I can use that as a template since it already contains all the follower dialouge, but I am at a complete loss on how to do this, anybody got any pointers for me?
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for some reason, Steam isn't downloading the 1.4 update, I have it set to automatic download but nothing yet? anybody else have this problem?
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Hahahahahahaha wow! For some reason, I WANT! LoL
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This is good advice!