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ruddy88

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Everything posted by ruddy88

  1. some good ideas for sure! I love the idea of a rarity indicator, I may also include some kind of strngth indicator or something along those lines as if it could be a game some day (though i dont have the scripting know how to do it myself). I also had the idea of booster packs, I want to make all the cards obtainable in the world, the basic ones will be drop items from those enemies, but the uniques and npc ones will be either placed in areas that relate to them, or put on their inventory to be pick pocketed, or used as quest rewards for quests pertaining to those people, etc etc. However I dont want to run the risk of never being able to get it again if you screw something up or if another mod changes that NPC etc, so I was thinking of adding a universal levelled list that I can add to general merchants, or maybe just travellingmerchants so that any card has a chance of showing up again if you pay for it. Or by adding booster packs to boss chests even, to further encourage dungeon delving, not sure yet, but yeah i deifnitely wanted a way to re-acquire cards that may have been missed and boost packs would be great. As for trimming the list down, I think you are right, The reason I had the sub classes was for things like dragons, which I think didnt play a large enough part in the game and becamne more of a nuisance, so I though having each of the sub classes would be good. Likewise for the falmer, I dont want people to be like, oh i need a falmer card, go to one dungeon, kill a falmer and thats it, I want them to have to hunt around for the rarer enemy types, and same again by adding draugr deathlords and such. The Chaurus, youre right about it being the same but had anticipated the extra chaurus models from the DLC. I think I might remove some of the less known things, I do want to keep the dragons but i probably could remove the indiivdual dragon priests, as well as some of the NPC names, I tried to have the 2 leaders for each main faction, but i could cut that just to the main leader, i then added what i figured to be the skyrim celebrities, which are anyone whos a good fighter, author, bard etc. And then realised I didnt have any unique NPC enemies, so i added handful of named bandit leaders that i felt might have had reputation enough to make the list. In hindsight that probably is too many so I may revisit the list
  2. They look really good! There is a few mini card games on nexus that you could even adapt these to? might need to change number positions or something for it but then theyd be practical, Mine will simply be collector cards, no game purpose, but I will have a rewards system in place for getting them. As for the ENB idea, I have seen them, I unfortunately dont have the best rig, and theres quite a few screensshots to get through, as a result Ive got someone else on board to take screenshots as I loved the look of their game. Ill see how it looks but could potentially add some filters on photoshop for the painted looks, I will see how it goes. How did you get the pictures on yours? are they screenshots in game you took that youve modified? or is it using concept art or something?
  3. I am thinking of adding them in later as an expansion type thing, Ive just 150 and still havent added in unique enemies (glenmorril witch etc).
  4. Oh he will definitely be in there haha. I want to include him in a special way im not sure yet
  5. Good suggestions. I have added major factions, including greybeards and am up to iconic and noteable people now. Ive added Arngeir, as he is probably most well known of the greybeards, and im also adding paarthurnax but I will have a "missing picture" with a note that noone knows what he looks like (as to not give away any spoilers). As for the priestess, I like that idea, I have listed each of the divines but if their are main leaders of each of the churches then that could be a good addition, and am currently adding each of the noteable heads of all other factions (such as kodlak for companion, tullius and rikke for imperial legion). I had forgotten about the bards college though, ill add that in now! Thanks for your suggestions, if you think of any others add them here, specifically people that dont belong to any particular group but would still be well known, I almost forgot emperor Titus Mede II as he doesnt feature prominently, but thats the sort of people I want, people that you would expect to find on collector cards, that people know and remember of that time.
  6. Hello community! I am currently developing a mod and I am asking you lot to help with ideas and suggestions for it. The mod adds collector cards to the world of skyrim, lots of them. I am using "Insanity Sorrows" mod resource as a base but have modified his design and am expanding on it significantly. I will then be populating the world with these cards, some will be placed precariously throughout the world whereas other will be added as death items for more common creatures (kill them for their cards!) where others still will be added as reward items or available through merchants. I plan to have quite a few of these cards, about 150 (enough to fill your pokedex!), and they will range in their rarity. On top of this, I will add in rare versions of these cards with an even lower drop chance. I am creating this mod to add some purpose and excitement in exploration again, to encourage the dragonborn to go out and hunt, to trade, to delve. On top of this, I will be implementing some sort of reward system for collecting the cards, This will probably be done much in the same way that skill books work, when a card is first "found" it will add some kind of permanent, minor boost, whereas rare cards will have higher boosts. So, where do you come in? I need suggestions on who should feature on these cards. I have so far started with the basic creatures, wolves, horkers, hargravens etc, I am also including all playable races as well as other races like falmer and draugr, these of which I will further include the sub-category of enemies (falmer gloomlurker, draugr overlord etc). Dawnguard and Dragonborn creatures WILL be added in but I am thinking of adding them in as expansion packs, with a modified design to the backgrounds etc. What I need now is some suggestions of NPCs in skyrim that would be well known throughout the lands. The Jarls, General Tullius, Elisif, Eorlund Grey-Mane, these are people that are not just known to the player but have earnt a reputation across the land. I only want people from the current era (no cyrodil references from oblivion or anyone from another age). Also included will be daedric princes, the gods, etc etc. I need a complete list, Ill be adding the list to this post if people start commenting and leaving suggestions. So if you can think of anyone, leave a comment with the name of the NPC, Vanilla only please, and if you can just leave a very brief decription oh who it is (Eorlund Grey-Mane - Skyforge Blacksmith for example). If anyone has any other suggestions for this mod feel free to add them here as well! Thanks to everyone who gets involved! Here is a preview of one of the cards so far, The screenshot was taken from the Skyrim Wiki but I have a friend on board who will be getting proper screenshots to use for all of the cards. http://s32.postimg.org/cw8wi2kvp/Untitled_1.jpg !!!EDIT!!! I have completed the first draft of this list. Would very much appreciate suggestions, if any others belong on it, or dont belong on it, or if the "TYPE" fits. Also looking for mistake I may have made along the way. I have included all the general creatures and enemies (excluding those added by dawnguard and dragonborn as they will come as an expansion pack). Ive also included all main races, factions, all positions of power such as empoeror, jarls, and faction leaders. Ive included some people that I believe would be known for their deeds (somewhat celebrity status), including authors of some books. Ive included some of the more unique enemies (I could use some help with more) such as glenmorril witches, as well as some bandit leaders. Ive also added in some Nordic Heroes such as Ysgrammor and Jurgen Windcaller. All up there is 183 cards. I MAY decide to add locations and/or legendary weapons, though this list has already gotten quite large (I didnt think Id get to 150 to be honest) and as I said I am yet to add DLC stuff. I dont mind adding more to this, but I dont want it to be 'just because', I want there to be a reason. I am also willing to reduce the list to refine it further. Bear Cave Bear Chaurus Snow Bear Wolf Ice Wolf Sabre Cat Snowy Sabre Cat Skeever Mudcrab Slaughterfish Horker Ice Wraith Werewolf Troll Frost Troll Mammoth Hawk Flame Atronach Frost Atronach Storm Atronach Dremora Dremora Lord Draugr Draugr Deathlord Dwarven Spider Dwarven Sphere Dwarven Centurion Falmer Frostbite Spider Giant Hargraven Corrupted Shade Skeleton Spriggan Wisp Wispmother Chaurus Reaper Draugr Overlord Falmer Archer Falmer Gloomlurker Falmer Shaman Giant Frostbite Spider Dragon Blood Dragon Frost Dragon Elder Dragon Ancient Dragon Altmer Argonian Bosmer Breton Dunmer Imperial Khajit Nord Orsimer Redguard Reanimated Corpse Spectral Ghost The Blades The Greybeards The Companions The Coven of Namira The Dark Brotherhood The Imperial Legion The Thieves Guild The Stormcloaks The Tribal Orcs The Bard Collegiates The Alik'r Coterie The Collegiates of Winterhold The Blackblood Marauders The Blood Horkers The Forsworn The Penitus Oculatus The Psijic Order The Silver Hand The Summerset Shadows The Synod The Thalmor The Vigil of Stendarr The East Empire Trading Company The Mythic Dawn Aldmeri Dominion Ebonheart Pact Daggerfall Covenant Akatosh Arkay Dibella Julianos Kynareth Mara Stendarr Zenithar Talos Saint Alessia Azura Boethiah Clavicus Vile Hermaeus Mora Hircine Malacath Mehrunes Dagon Mephala Meridia Molag Bal Namira Nocturnal Peryite Sanguine Sheogorath Vaermina Jyggalag Jarl Idgrod Ravencrone Jarl Igmund Jarl Siddgeir Jarl Balgruuf the Greater Jarl Skald the Elder Jarl Laila Law-Giver Jarl Korir Jarl Ulfric Stormcloak Jarl Torryg Emperor Titus Mede II General Tullius Legate Rikke Galmar Stone-fist Paarthurnax Jurgen Windcaller Arngeir Kodlak Whitemane Aela the Huntress Ysgramor Eorlund Grey-Mane The Night Mother Dark Brotherhood Listener Sithis Savos Aren Mirabelle Ervine Urag Gro-Shub Viarmo Pantea Ateia Madanach Borkul the Beast Commander Maro Gaius Maro Elenwen Ancano Ondolemar Danica Pure-Springs M'aiq the Liar Calcelmo Giraud Gemane Gallus Desidenius Adonato Leotelli Herbane Alduin Bandit Highwaymen Necromancer Glenmoril Witch Dragon Priest Vampire Krev the Skinner Jaree-Ra Deeja Alain Dufont Hajvarr Iron-Hand Rigel Strong-Arm The Ebony Warrior Hevnoraak Krosis Morokei Nahkriin Otar the Mad Rahgot Vokun Volsung Felldir the Old Gormlaith Golden-Hilt Hakon One-Eye Olaf One-Eye Ulfgar the Unending
  7. Decided to start an entirely new playthrough, all new mods. First and foremost I am hoping someone can take a quick look over (load order posted below) and suggest any changes to order, or glaring oversights or issues that I may not have seen. Specifically the Gameplay Changes towards the end of the list (AGO, HiS, NockToTip) and best order of these. I love bows, and I always liked the idea of living off the land, so have made this to be a hunter/archer style playthrough. It would be very fitting for a wood elf, although I will be using a redguard more for aesthetic reasons than anything. So, starting with alternate start, and choosing the camping choice as the starter. The combination of Archery Gameplay Overhaul, Hunting in Skyrim and Nock to Tip will add an entirely new feel to archery. From a dedicated archery perk tree (Nock to tip reworks how smithing works for bows, utilising the archery tree instead of smithing), Much more customiseablility with Nock to Tips crafting as well, much better feel and behaviour with AGO (faster arrows, no auto aim etc). Hunting in Skyrim also ties in, then pairs with the new animals mods and SkyTest to create a much more "living" wilds, animal trapping, skinning etc etc, and all tied in with a new guild questline to get my bearings. I dont like my game to be frustratingly hard, but I do want the occasional challenge. I have added in Combat Behaviour Improved for its much needed boost to the flow of melee combat, which I will still need to practice. I am considering adding in something like Revenge of the Enemies, I dont want to make the game too difficult in combat, I cant stand tanks, but I would like more intelligent enemies. This is still being decided on. In any case, Deadly Dragons has been added as a must, as a hunter, I will need an ultimate prize and I want it to be a big event. Moving on. Frostfall and camping have been added, mostly because Id never used them before, and they seem to fit this semi-survivalist playthrough. Making my decisions in the wild a lot more important. I am considering adding iNeed, I had trialled this and I do like the idea of it, but even on lite settings I just find it becomes more of an annoyance than anything, and having "auto eat" on sort of defeats the purposes, just means I have to load up my inventory on more useless junk. I might re-introduce this to the list and just put up with it, I love it and I hate it at the same time. All of this is made that much more interesting with the inclusion of CoT, true Storms and Mintys lightning, making storms feel like a much bigger threat as I clammer to get a tent put up in the middle of a blizzard. Interesting NPCs and imersive patrols have been added to make towns a bit more of a new experience (I still havent really experienced interesting NPCs yet), as well as make the roads a little more travelled and provide some interesting encounters while on the roads. The texture packs are all just done by preference, as are the standalone armor and weapons, though immersive armor and weapons is a staple on any playthrough. Falskaar and Wyrmtooth are being added simply because I have never played them before. Holy crap, Sounds of Skyrim adds a whole new dynamic to the game. Tested this out recently and while roaming the woods I can no longer completely rely on sounds as dead giveaways for attacks. I hear animal calls all the time, rightly so, and every time I do i always have a moment of alertness, unsheathing my bow and scouting my surroundings. Its great that this so often amounts to nothing and is simply an ambient noise, on those odd occasions it is a real threat it feels that much more dangerous... Although not in the beginning list, I am thinking of adding an alchemy overhaul of sorts, its not something I typically indulge in but I think a basic knowledge of floral medicines would come in handy when camping out in the woods. No followers yet, I plan on flying solo for some time. I may look at adding a suitable companion, perhaps even an alchemist companion to fill that gap, but will first experience the lands solo. Let me know what you think of this list, and if you have any suggestions (stable, script light options only at this stage) or alternatives. Aswell as any glaring oversights in my load order. Install and Load order as follows: ---Non-NMM---SKSE w/ Memory patchENBoost + ENB v0279 ---VANILLA COMPONENTS---Skyrim.esmDLC x3HighRes Texture Pack (official)Unnofficial high res patchUSLEP ---BASE INSTALL---Skyrim Project OptimisationSkyUIEnhanced Camera ---VISUALS---Ruins Clutter ImprovedUltimate HD FireSkyrim Distance OverhaulSMIMSkyrim HDSkyrim Realistic Overhaul (Overwrite)Immersive Fallen TreesFences of SkyrimHD IVYIvy ReplacementNatural Grass TextureRealistic Water TwoWaves 1.0 (Transparent Wave spray for RW2)PW Landscape Textures (Part of Pure Waters, replace textures).Dust EffectsRealistic Smoke and EmbersSkyrim Particle PatchSkyrim SubSurface Scattering PatchRealistic Sun and Sunglare - CoT edition ---ENVIRONMENT & WEATHER---CampfireFrostfall - (install early)Frostfall SkyUI AddonCoT V3.1COT Dawnguard and dragonborn patchSupreme Storms for CoTCoT Weather PatchTrue StormsTrue Storms CoT PatchMintys LightningMintys CoT3_1 Lightning Patch ---NEW LANDS---FalskaarWyrmstoothWoodsmans ShackPerseids Inns and Taverns - Basic (changes price of rental rooms only). ---SOUNDS---Sounds of Skyrim 1, 2, 3Check Compatibility Patches (Have to be extracted and installed manually) ---TEXTURE REPLACERS - NON LANDSCAPE---Better BloodHigh Quality FoodAmidianBorn Book of Silence (Armors and weapons etc) (check skyforge textures install correct)RugnarokBook CoversBellyAches Animal & CreaturesBellyaches HD Dragon replacer.Improved NPC ClothingImproved NPC Clothing ExpansionReal BowsLeanwolfs Better Shaped Weapons ---BODY AND ANIMS---RacemenuRacemenu Pre-Cache KillerCover Khajits M & FForgotten Argonian RootsKS HairdosSG HairDIMONIZED UNP BodyUNPB Body NMM Installer - TBBPFitness Body Pre-BlendedAllInOne FaceAllInOne Face - DawnguardMature Skin Texture (body and face UNP only)SkySight MalesThe Eyes Of beauty - Replacer versionHD TeethHD NormalsBeards & BrowsNMUBSRealistic RagdollsXP32 Max - install "Groovtama's XPMS Extended" and use default settingsFNIS & SpellsVampire Lord ArmouredBijin WivesBijin Warmaidens ---NEW CREATURES AND NPCS---Birds of SkyrimImproved fish (Change master to USLEP)Dogs of SkyrimDeadly DragonsInteresting NPCs Interesting NPCs Alternate LocationsInteresting NPCs - Meshes for vampiresImmersive Patrols (Optional, confirm stability first)Guard Dialogue Overhaul ---AI CHANGES---Immersive CitizensSkyTEST ---WEAPONS AND ARMORS---UNP Female ArmorsUNP Boot PackImmersive ArmorsImmersive WeaponsWearable LanternsBandaliers Bags and PouchesJaySuS SwordsWinter is ComingUnique Bows CollectionUnique UniquesUNP Rogue HDNorthgirl ArmorPrince and Pauper + PatchesBelt Fastened QuiversTravel Attire ---GAMEPLAY CHANGES---Combat Behaviour ImprovedHunting in Skyrim (May have to use no perks version or make a Patch yourself)Archery Gameplay OverhaulNock to Tip - Should overwrite bash animation of AGO. ---LATE MODS---Alternate StartDynavision ---PATCHES--- Nock to tip Patches:Immersive WeaponsUnique Bows CollectionTrue Storms, CoT and Mintys patches.SoS patches for CoT. Check for more BASHED PATCH for levelled lists.
  8. Thanks man. I got someone on board helping with textures to lower the work load now, so fingers crossed a helping hand comes along with meshes soon
  9. Hey guys, I have been working on this mod for awhile and am starting to get a bit overwhelmed. I know what needs to be done but I am hoping to get someone else on board as a collab project, in particular, I need someone capable of creating new meshes out of vanilla assets, but it MUST have correct weights applied. Read on to clarify what I mean. I've uploaded a very early alpha here: http://www.nexusmods...ut4/mods/9746/? The issue I am having is that the method I used to make the meshes was to export out of outfit studio as an OBJ, modify the meshes in blender, import back to outfit studio with the vanilla reference and export as NIF. The problem being is that OS doesnt quite accurately copy weights and skin data correctly, it gets close, but the result for me is that the meshes warp a little, creating some rather unsightly shoulder pads, and some off clipping in places. I need someone who can use 3DS max, and knows how to correctly copy skin modifiers and bsubindex modifiers to the new mesh. There are 7 stages to this armor (as opposed to the usual lite, sturdy and heavy), and I am wanting to have each stage as a single NIF (so arms, legs, torso etc all combined) if possible, but not essential, this is just the cleanest way to do it to minimise the amount of loose files, as well as the amount of armor addons required in fo4edit. A quick rundown on the mod. It is an armor mod, you will find it very early in game in its most basic version. The textures will be rusty and scratched and all round beat up, the protection will be limited, you find this pre-war prototype battle armor but to restore it to its former glory you have your work cut out. As you progress in level and in perk ranks, you will begin to understand how to better maintain and repair your armor. There are currently 7 upgrades, each one will (when its complete) upgrade the mesh to include more of the final armor, just as in the vanilla game lite, sturdy, heavy options, but with many more stages to it. You will also learn ways to use what's around you to clean your armor up, a bit of steel wool to remove light rust, abraxo cleaner and cloth to polish the various components getting a bit more of a glean to it, perhaps some adhesive and steel shavings mixed together to create a gum to patch some of those scratches. You get the idea. This will be done by duplicating the textures with varying stages of rust and decay and using material swaps on the OMODs to swap what texture is applied, also changing the specular maps when necessary. Read on for more future updates, but first... At this stage, I have the following: 1. A full set of clean textures @ 4K resolution, including diffuse, spec maps and normals. 2. Rough version of the meshes to be used, these need work however as the weights are all off. Since it only uses modified vanilla files it is perfectly possible to get it working right, unfortunately my 3DS max keeps crashing before I can get anything done, im still troubleshooting this but I would GREATLY appreciate anyone putting their hands up to help out with this, someone who knows how to import new NIFs in to game the correct way (using skin wraps through 3DS and not just copying bone weights in Outfit Studio). 3. A rough ESP file that allows for the different armor version to be upgraded at an armor workbench, as well as a seperate crafting menu for swapping out decals. What I still need to do: 1. Fix the aforementioned meshes so that weights are copied correctly, I assure you my normal and diffuse maps are fine, it is the weights that are causing the sort of warped look in game. 2. Create duplicates of all the textures with varying stages of rust and decay applied as well as experiment using NiAlphaProperty to put holes in some armor parts. 3. Update the ESP to apply conditions for each upgrade (level and rank requirements as well as crafting components). This step will come last, as it is easier to troubleshoot without the conditions applied. 4. Update ESP to apply armor ratings buffs to each armor "rank", these need to be balanced and provide adequate protection from early game (level 5ish) all the way through to the end game (level 60+?). I have a plan drawn up to do this based off the vanilla levelled lists however I had originally intended there to be 10 stages of armor, so I just need to rework the list to accomodate only 7 stages, unless someone can help with the meshes and possibly get another few stages in between that still make sense to the game. 5. As an additional idea, Id like to add a small set of miscellaneous mods that can be applied to the armor that help boost different playstyles. This will be a 'choose one' sort of deal, where depending on your playstyle you can choose one mod to be applied to your armor that will provide a more unique effect, such as a 'detect life' mod for a sniper style, or a 'muffled' effect for sneaksters, so on and so forth. I know how to do all of this, its just a matter of investigating the vanilla effects and picking which ones I wish to use. 6. Further updates will aim to give this mod more of a story line to it. This is obviously limited at the moment until GECK comes out and we can create quests with scripts, but for the moment I was thinking of creating a new component that will be given as a death item to a new legendary NPC enemy, or perhaps on an existing unique character. This component would be required to craft the aforementioend misc mod, and only drops once, making this a one time only, important choice (unless you spawn more of the component in with console). This aspect needs to be ironed out a bit more but I do like the concept. Anyway, Thats the basic jist of it, really hope this catches someones attention, I have spent a lot of time on this mod already remaking 4k textures from scratch, wasting countless hours on creating new meshes off vanilla parts (to no avail) and single handedly scraping through all of the levelled lists and vanilla armors to create a balanced levelling system (which still needs to be re-worked), I am not after any shortcut modders, no offence to any of you we all start somewhere and I am by no means a 'pro' myself, but I do demand a high calibre of work for this. I am happy to do textures, though ill take help if offered, but my real requirement is someone who is capable of handling the 3d meshes. The textures so far are based off the combat armor and leather armors, I would like to keep it to this vibe but I would be happy to hand over creative freedom to you to add in some other elements, its not that hard for me to translate the textures to a new uv wrap as I have kept everything in layers with masks. Cheers in advance Ruddy88
  10. Hey guys, I have been working on this mod for awhile and am starting to get a bit overwhelmed. I know what needs to be done but I am hoping to get someone else on board as a collab project, in particular, I need someone capable of creating new meshes out of vanilla assets, but it MUST have correct weights applied. Read on to clarify what I mean. I've uploaded a very early alpha here: http://www.nexusmods.com/fallout4/mods/9746/? The issue I am having is that the method I used to make the meshes was to export out of outfit studio as an OBJ, modify the meshes in blender, import back to outfit studio with the vanilla reference and export as NIF. The problem being is that OS doesnt quite accurately copy weights and skin data correctly, it gets close, but the result for me is that the meshes warp a little, creating some rather unsightly shoulder pads, and some off clipping in places. I need someone who can use 3DS max, and knows how to correctly copy skin modifiers and bsubindex modifiers to the new mesh. There are 7 stages to this armor (as opposed to the usual lite, sturdy and heavy), and I am wanting to have each stage as a single NIF (so arms, legs, torso etc all combined) if possible, but not essential, this is just the cleanest way to do it to minimise the amount of loose files, as well as the amount of armor addons required in fo4edit. A quick rundown on the mod. It is an armor mod, you will find it very early in game in its most basic version. The textures will be rusty and scratched and all round beat up, the protection will be limited, you find this pre-war prototype battle armor but to restore it to its former glory you have your work cut out. As you progress in level and in perk ranks, you will begin to understand how to better maintain and repair your armor. There are currently 7 upgrades, each one will (when its complete) upgrade the mesh to include more of the final armor, just as in the vanilla game lite, sturdy, heavy options, but with many more stages to it. You will also learn ways to use what's around you to clean your armor up, a bit of steel wool to remove light rust, abraxo cleaner and cloth to polish the various components getting a bit more of a glean to it, perhaps some adhesive and steel shavings mixed together to create a gum to patch some of those scratches. You get the idea. This will be done by duplicating the textures with varying stages of rust and decay and using material swaps on the OMODs to swap what texture is applied, also changing the specular maps when necessary. Read on for more future updates, but first... At this stage, I have the following: 1. A full set of clean textures @ 4K resolution, including diffuse, spec maps and normals. 2. Rough version of the meshes to be used, these need work however as the weights are all off. Since it only uses modified vanilla files it is perfectly possible to get it working right, unfortunately my 3DS max keeps crashing before I can get anything done, im still troubleshooting this but I would GREATLY appreciate anyone putting their hands up to help out with this, someone who knows how to import new NIFs in to game the correct way (using skin wraps through 3DS and not just copying bone weights in Outfit Studio). 3. A rough ESP file that allows for the different armor version to be upgraded at an armor workbench, as well as a seperate crafting menu for swapping out decals. What I still need to do: 1. Fix the aforementioned meshes so that weights are copied correctly, I assure you my normal and diffuse maps are fine, it is the weights that are causing the sort of warped look in game. 2. Create duplicates of all the textures with varying stages of rust and decay applied as well as experiment using NiAlphaProperty to put holes in some armor parts. 3. Update the ESP to apply conditions for each upgrade (level and rank requirements as well as crafting components). This step will come last, as it is easier to troubleshoot without the conditions applied. 4. Update ESP to apply armor ratings buffs to each armor "rank", these need to be balanced and provide adequate protection from early game (level 5ish) all the way through to the end game (level 60+?). I have a plan drawn up to do this based off the vanilla levelled lists however I had originally intended there to be 10 stages of armor, so I just need to rework the list to accomodate only 7 stages, unless someone can help with the meshes and possibly get another few stages in between that still make sense to the game. 5. As an additional idea, Id like to add a small set of miscellaneous mods that can be applied to the armor that help boost different playstyles. This will be a 'choose one' sort of deal, where depending on your playstyle you can choose one mod to be applied to your armor that will provide a more unique effect, such as a 'detect life' mod for a sniper style, or a 'muffled' effect for sneaksters, so on and so forth. I know how to do all of this, its just a matter of investigating the vanilla effects and picking which ones I wish to use. 6. Further updates will aim to give this mod more of a story line to it. This is obviously limited at the moment until GECK comes out and we can create quests with scripts, but for the moment I was thinking of creating a new component that will be given as a death item to a new legendary NPC enemy, or perhaps on an existing unique character. This component would be required to craft the aforementioend misc mod, and only drops once, making this a one time only, important choice (unless you spawn more of the component in with console). This aspect needs to be ironed out a bit more but I do like the concept. Anyway, Thats the basic jist of it, really hope this catches someones attention, I have spent a lot of time on this mod already remaking 4k textures from scratch, wasting countless hours on creating new meshes off vanilla parts (to no avail) and single handedly scraping through all of the levelled lists and vanilla armors to create a balanced levelling system (which still needs to be re-worked), I am not after any shortcut modders, no offence to any of you we all start somewhere and I am by no means a 'pro' myself, but I do demand a high calibre of work for this. I am happy to do textures, though ill take help if offered, but my real requirement is someone who is capable of handling the 3d meshes. The textures so far are based off the combat armor and leather armors, I would like to keep it to this vibe but I would be happy to hand over creative freedom to you to add in some other elements, its not that hard for me to translate the textures to a new uv wrap as I have kept everything in layers with masks. Cheers in advance Ruddy88
  11. So you want to add the OMODs in to the same material category but you want them to appear after the vanilla ones correct? If that's the case I assumed they just ordered by their requirements (rank 1 armorer would go before rank 2 etc)
  12. ^^^ that's the only way to do it. Assuming you achieved the effect by specular maps mixed with emissive light flags, that is all controlled by the BGSM, So all you need to do is create OMODs and the related forms (cobj, loose mis mode etc), and have them perform a material swap to switch it to the new material. To get it in the upgrade menus you'd need to add a material ap_keyword to the armor, and label that keyword in I think it's the cobj. Or create your own ap keywords if you'd prefer to seperate it from vanilla menus
  13. Hey guys and gals, Have seen a few people asking about this and had to give myself a crash course in it recently to try figure it out. I did have some fundamental help from a fellow modder in the chatroom but unfortunately I havent been able to remember who it was exactly to credit. But if you see this let me know so I can credit you for getting me on the right track. Anyway, This is just a quick text tutorial on how to modify vanilla meshes in whichever 3D program you want, and then use outfit studio to export it into NIF files ready to be used in game. (This is a copy and paste from a post I made on a nexus mods FB group). For anyone who's wanting to import modified vanilla meshes back in to fo4, here's how I went about it using blender and outfit studio. First, open up outfit studio (OS), go to new project and in the first window, select choose from file and find the vanilla nif you want to modify, if it has multiple parts to it then just choose the main part of it in the drop down box. If you want all the parts to it then you may need to repeat the whole thing for each part as I believe when we export it will only export the part you'd selected as a reference, I'm not 100% sure on that though. In the next window select clear outfit. You'll have the nif loaded into outfit studio now with the part you chose highlighted in green text. Right click that text and choose to export shape to OBJ. This seems to export a lot better than trying to export in nifskope. Open up a new project in blender, clear everything in the screen and go to file\import\wavefront obj. Navigate to the obj you just exported and make any modifications to it you want. Then go to file, export, wavefront obj, and save the modified obj to somewhere (helps to have folders for each step), Open up outfit studio again, new project. In the first window you want to choose a reference file, this should be the same original nif you used earlier, or at least something similar (uses same body parts). In the next window, again choose clear outfit. When you have the outfit studio window loaded up with the vanilla nif you then want to delete any of the other shapes, leaving only the referenced shape (the one in green), do this by just right clicking and choosing delete shape, this is only for nifs with multiple parts. Now right click the green text again and choose import shape from obj. Navigate to your modified obj file. Keep doing this until you've added all the obj shapes you want to be in your nif. Go to file, export, export as nif (not with reference). You'll now have a nif with the correct tri shapes loaded in with all the right skin instance data and all nested correctly. The last step is to check the BGSM material files are correct (or your textures won't load). Open your nif in nifskope. You will a seperate bssubindextrishape block for each obj you imported, expand the tree to select the bslightingshaderproperty block. In the bottom window it will have the options for that block, the second line, titled "Name:" is where you allocate a material file, it may be blank or it may already have one, if you need to change it or add one to it then right click the value and choose edit string index, enter the path to your material file, assuming the root is already at data/materials/ Eg: for combat armor you would start at "armor/combat/combatarmor_torso.bgsm" That should be it, now you just need to place your nif into the correct folders along with any custom textures and bgsms, and it SHOULD load up fine in game with all the correct weights and animations. Hope that helps, seems to be a lot of people confused with how to get it to work and so far most people have only had luck with using 3ds max (which has the option to export as nif). Not sure if there's any downsides to doing this way, and there's probably some redundant steps in there, but this has worked for me. I am still trying to work out how to add custom meshes using blender and outfit studio and will be experimenting tonight to try get it to work. Once I've refined this whole process in also thinking of doing up a PDF tutorial on nexus if you guys think it'll be wanted.
  14. Palette mapping is neyond me, but you COULD always just edit the BGSM that it uses, uncheck "greyscale to palette", and it will now just operate as a normal texture, all colour information will be taken directly from the diffuse. But if your using the vanila textures as a base then it may look a bit off.
  15. Im not sure about exporting as a nif. What worked for me was using OBJ files, since I was working withblender. Export as OBJ, then open up outfit studio. New project, hit choose from file, Select a reference nif, this should be a simillar vanilla item to what yours will be (if its a full armor, choose a full armor, if its just an arm, leg etc, then choose an arm or leg armor as a reference), if its a multi part item then make sure you choose the main part in the drop down. Hit next, and choose clear outfit on the next window then hit ok. You should be in outfit studio with the reference model loaded up. If you did use a multi part vanilla item as your reference then youll see one item will be highlighted green (this is the selected one) and any others will be white. Delete the white ones or they will appear in your final nif. In the right panel, you can right click and choose import shape from obj. Do this and import your OBJ files that you exported earlier. Add all the parts you want in the nif if you have multiple parts to it. Then hit file, export, and just choose the one that says export as nif (not the one that says with reference). What this should do is create a NIF file with your OBJ shapes but will use all the skin instance and weight info from the reference file youd selected. Next youll just have to go and re-assign the BGSM files in the newly created NIF. That worked for me, although I was using vanilla items that id modified in blender, im not sure if theres something else youd need to do if created a mesh from scratch.
  16. as a witness to Jen's struggles while developing her mod to do exactly what your asking, I can attest to it definately being an issue :)
  17. In response to post #31552690. Theres 10 million people registered to this site. If only 1% of them re-use the password on nexus for other things, such as emails (the gateway to many more things) then thats 100,000 passwords gained. Also, as the post says, there are reports of files from mod authors being changed. This means that they could potentially store malicious software in the files that get downloaded by the thousands. And since Nexus is a site that *MUST* allow the downloading of zipped files (which can contain virtually any kind of other files or exectuables in it) it would actually make it quite a high target. Its a very efficient way of getting your viruses on to other computers (which is one of the hardest parts of hackers, no point having malicious scripts if no-ones going to end up running them). Add to that, the nature of modding sites, being that they change default files, means that a lot of people are quite lax with security, I'd assume there is a great deal of people that would disregard a virus warning on files theyve downloaded from a site like this. not so much simple mods, like retextures and such, but for utility programs like nifskope, tesvsnip, BAE, etc, that could return false positives from virus scanners.
  18. Looks really nice and well thought out. Would like to see some more clutter in the outside areas. just little homely touches, maybe some more plants along the esdges of paths, small rocks etc. Nothing overkill but just something to dress it up a little.
  19. This looks epic. Im not usually a fan of HC mods, but only cos they make them less about balance and more about insanity. this seems to make things dangerous for you, but just as dangerous for everyone else. Less bullet sponges and more quick takedowns. Will definately be giving it a go for a second playthrough
  20. Hm, no good. I just tried to do a SPF with a unique name then searched my entire C: for that name, nothings showing up, theres nothing in fallout data folder, appdata or documents. Thought, perhaps, albeit probably impossible, it somehow wrote straight into the .BA2 files, as a last resort i checked the MESHES BA2, what I did notice is that there is a folder for facegen data, which i believe is where it exported to in skyrim, however couldnt see anything with the name i used, just a bunch of ID's, like a hundred or so, wasnt going to sift through them all for something that i believe is impossible (recompiling a .BA2 with new data so flawlessly and quickly, but was out of other ideas). In any case, I dont think it'd be much use yet anyway as I believe you need the CK to actually use it? ive only ever used exported faces to put on NPCs so not sure for transferring to another player character
  21. SPF for skyrim im pretty sure exported to your skyrim data folder. there should be a tint mask in the textures, under actor, character, character assets i think it was, and should be a similar thing in the meshes folder. However, Fallout 4 has a very different character creation function so not sure how it would work ill try it out now and see what I come up with. Also, racemenu and ECE no doubt will come around, but without the creation kit, it probably hasnt been started yet. Not much point in starting on big mods like that until the tools are available, only small things like texture replacers and things that NEED urgent work and are possible for the moment
  22. Hey guys, ran into an odd little behaviour. I have a few NIFs of clothing in skyrim that had permission to bundle with my follower. Since it is a standalone mod, I decided to package everything in a single location (well one location for meshes, and one for textures). Anyway, the hair im using and the clothing im using, use hard-coded textures rather than texture sets in CK. This is fine, I moved my meshes, then moved my textures in the right places, then opened the NIFs in NifScope and relinked all the textures and deleted everything in the path before "textures\" Now, Ive gone to package everything, and I did this by making a folder on my desktop, which had the required folders inside starting from data, then copied all the files ready for everything to be archived. HOWEVER, as soon as I copy and paste the files, the texture paths inside the NIF are reverting to the original file locations (which were all over the place). The ones I had changed are still fine, but the ones ive copied for uploading have changed. Now, I know I could simply NOT change locations and use the default texture locations included in the original mods, but I'd just like to know WHY it's happening. Othe standalone folower mods I've seen have all the used files packaged in their own folders, so their must be a way around it, but it just seems very odd that simply copy and pasting a NIF file changes its data. Anyway, just wondering if anyone else experienced this or know anything that might be some help. Cheers
  23. Thx for the reply, ended up figuring it out by combingin a few tutiorials together. from what I gathered, I was having issues when I imported the .NPC file in CK, it was importing all the face tint values, The skintone one was fine (and needed), but everything else (lips, cheeks, nose, eyeliner, eyesocket etc) were all combining and all being applied to the forehead area, ZZJay said it was due to CK's inability to handle higher res tint masks or something. The workaround was to, as you said, toss the CK tintmasks and replace them with the racegen exported masks. this fixed the problem and now I have it looking prety much spot on (minor neckseam but hardly noticeable). I AM still getting a weird eye reflection in the right eye, the reflection in it is large and undetailed whereas the left eye looks amazing, has tiny specular highlights as it should. Saw a fix in it through changing some values in nifscope after you merge, however the values it said to change were already set how they should have been yet the problem is still there... so a little lost on that one but its only a minor issue that ill probably come back to later. I am unable to uplload on Nexus at the moment as Im still hunting down permissions, Im not sure if its allowable to privately send it for debugging purposes though?
  24. Hi all, hate to be a burden but Im at wits end despite the help ive already received from many different parties. I am making (or trying to) make a standalone follower mod. Ive made the character in racemenu (newest version), exported the chargen. Ive made folders and kept seperate instances of all required assets (body, hands, feet etc) along with eyes (theeyesofbeauty - venus) hair (apachii hair39 with tris and hairlines from the 1_5 version) and clothing (zzjays elizabeth dress). Ive used nifscope to link the textures to the standalone versions of the hair, ive made all the texture sets, made the skin armor items etc etc. Everything that the multitude of tutorials tell you to do. I then export my character head from CK, and have tried both nifmerge, as well as manually with nifscope, to merge the Chargen nif with the CK nif. So far, I always get one bug or another and eliminating one just creates another. When I export from CK (Ctrl F4) and run it, I get no chargen settings applied to the face, but all the textures and everything work fine. When I use nifmerge, I get a bright red forehead. If I remove the tintmasks folder temporarily whilst i export, It solves the red forehead problem, but I instead get a grey face. When I use NifScope to try and merge them myself, the nitrishape blocks and assosciated numbers dont line up, so when I paste over it pastes half of the branch into a seperate location outside of the root. Anyway, I have been at this for literally 2 days, have been in chat, have been speaking to anoher modder, have followed 3 different tutorials from start to finish that do things a little differently each time. And NOTHING is working. Open to any and all ideas right now, this is my first time modding on this and have never used anything like nifscope before, dont really understand what its doing so if you can give advice, remember your talking to a simpleton. Im also wondering, since its a standalone, if I was topackage the ESP with the required archive, along with the exported chargen nif+dds, the CK exported nif+dds, and the SPF exported .NPC, would anyone be absolutely awesome enough to take a look at it for me? I really want to get it working but I also want to know where ive gone wrong, I dont know what else to try, cant find anything online, most fixes work but just create the next error. Things like the red forehead fix (forehead showing up as the lip colour) were solved by temp removing the tintmasks, that then caused greyface, grey face is documented to be fixed by exporting through CK (ctrl F4) which in turn takes me back to not having any chargen changes, which brings me back to merging nifs, which brings me back to red foreheads... Appreciate any and all help... :)
  25. Thanks thatd be a good help. Havent used skytweak before
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