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About AmethystDeceiver

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Skyrim
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AmethystDeceiver's Achievements
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@GixTheMage - it is possible to get a job without meeting the "x number of years" requirement. i've done it before. i was hired with 0 years industry experience, just based off of what i showed in my portfolio (most of which was mods i uploaded here in the nexus, btw). so if i were you, i would not think so negatively and just build up a portfolio of your best examples. no one in their right mind will automatically throw away your application if the quality of your work meets their expectations.
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Site and NMM updates, social networking features incoming
AmethystDeceiver replied to Dark0ne's topic in Site Updates
i really love the new home page. although i would prefer if hot files were directly under the banner pics. not a big deal though. its nice that theres now 6 instead of 5. and i mentioned this before but it would be SUPER awesome if we could post Polls in the article section so that users can vote on upcoming features of the mod -
Site and NMM updates, social networking features incoming
AmethystDeceiver replied to Dark0ne's topic in Site Updates
that 'articles' feature is something i have been really wanting for some time now. thank you would it be possible to get a Poll feature as well (so thst we can ask our user base a question before adding the thing that is being proposed)? and an ability to pin comments would be absolutely awesome -
Finally finished my latest mod: Amethyst Hollows Dreamworld after having lost and rebuilt it from scratch thanks for taking the time checking it out http://static.skyrim.nexusmods.com/mods/images/18575-1-1339380889.jpg
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@ringgold - yeah sorry about that. i do have female mannequin option planned as a fairly high priority update in the near future.
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Argonian Werewolves?
AmethystDeceiver replied to TotallyNotToastyFresh's topic in Skyrim's Skyrim LE
if you can rig a new croc-beast onto the existing werewolf skeleton, you could use all the existing werewofl animations as well, which would make things easier. then you would make a brand new race for your crocbeast. lycanthropy is a built in feature, you can actually create a new beast-form power without affecting the vanilla werewolf (so that farkas doesnt turn into a crocodile during the companions questline). i was going to do something similar to this for pseudo-vampire type beast form, but i need to figure out how to make it fly first (as are a million other people LOL) -
although not specifically a "house mod" my mod does have a functional non-CTD player home in it (it also has a functional navmesh so you should be able to bring followers without them getting lost) http://skyrim.nexusmods.com/downloads/file.php?id=5696 any mods that use an esm with no vanilla edits currently are avoiding the CTD bug from patch 1.5. there are caveats however, your save game MUST be clean from all corruption that may have been caused by the 1.5 bugs. thuis goes for any new house mod currently using the esm workaround
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TUTORIAL: Assign Meshes to NEW Body Parts
AmethystDeceiver replied to FavoredSoul's topic in Skyrim's Skyrim LE
if you are assigning new body nodes to body parts and are unsure which nodes to use, or have any concern about your mod being compatible with other peoples mods (i.e. equipping someone's backpack only to find it somehow unequips your ankle bracelet for no reason other than it occupying the same slot), i've put together a basic node guide here (collected from discussions starting back in feb 8 ) : http://forums.nexusmods.com/index.php?/topic/556409-body-part-ids-for-unused-biped-nodes-consensus/ obviously my intent is not to impose anything onto anyone, and it's merely a suggestion, but just for sake of keeping things organized for modders so that it doesnt become a random free-for-all with body nodes and parts all over the place. -
regarding outer/undergarments if your outer garment is going to completely cover the undergarment, you simply check the extra body node in the ARMA record, and set your priority ranking according to layer. when the outer garment is then equipped, the undergarment is invisible (but still equipped). the reason for outer/under separation was to have flexibility for layered outfits. one obvious example would be for something like a skimpified armor outfit, or even plain clothes (t-shirt + vest, both are layered, both need to be visible and can be equipped separately) i agree that there are too many lower slots, so i will swap out the knee for a second face slot. abdomen may also be unnecessary, so i may change this to another misc/fx slot (giving a total of 3). regarding right/left independent - i will add a note suggesting that over/under can be opted to be right/left instead. otherwise, i strongly suggest against modifying the existing nodes, because that would break compatibility for the thousands of existing vanilla armors, as well as mods that conform to the vanilla nodes. EDIT - it appears that all of the unused nodes are culled in first person view. can anyone else confirm this?
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How exactly do you make a merchant?
AmethystDeceiver replied to Barlas's topic in Skyrim's Skyrim LE
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do you think i should take out one of the leg layers and replace it with a general jewelry category? this gives a jewelry slot + an extra misc slot if needed, and for earrings, i would assume using the already existing ears node should work fine, that way when you equip a hood (im pretty sure most of them have an ears dismember property on them) it will hide the ear meshes (mainly for elves) as well as the earrings
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any controller that uses xinput will work natively in skyrim. if your controller is dinput only, you can use soemthing like suggested above, pinnacle, or other 3rd party software that lets you map xinput from any dinput source. im guessing this would be a lot less hassle than modding skyrim to recognize any non-xinput controller (if its even possible)
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so there are a total of 15 unused body nodes that can each have a new armor piece equipped to them without forcing something else to unequip. i'm hoping there could be some kind of commonn consensus that modders can use as a guide when making new armors, so that we dont have all different kinds of armor being equipped to any random node. this would cause compatibility issues for users who download multiple mods and find that there are items that clip/overlap/force-unequip items that seem like they shouldn't. i'm putting this list up just as a suggestion and hopefully we can all contribute to it and come to some sort of agreement. i'm not trying to be a *** telling other people how to do their mods, it's just better for everyone if modders follow the same numbering protocol (at least IMO). already existing named nodes: 30 - head 31 - hair 32 - body (full) 33 - hands 34 - forearms 35 - amulet 36 - ring 37 - feet 38 - calves 39 - shield 40 - tail 41 - long hair 42 - circlet 43 - ears 50 - decapitated head 51 - decapitate 61 - FX01 proposed extra nodes: 44 - face/mouth 45 - neck (like a cape, scarf, or shawl, neck-tie etc) 46 - chest outergarment 47 - back (like a backpack) 48 - abdomen 49 - pelvis outergarment 52 - pelvis undergarment 53 - leg outergarment 54 - leg undergarment 55 - knee 56 - chest undergarment 57 - shoulder 58 - arm undergarment 59 - arm outergarment 60 - misc comments/suggestions?
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LE Multiple NiTriShapes in Nifskope
AmethystDeceiver replied to Ironman5000's topic in Skyrim's Creation Kit and Modders
you have to set this up in a 3d editor program like 3ds max (recommended). you also need to properly set up your bsdismember modifier for each trishape. export everything as a nif and edit the fields in nifskope (primarily fixing the shader/texture nodes and renaming the bsdismember nodes to the proper number) -
so there are a total of 15 unused body nodes that can each have a new armor piece equipped to them without forcing something else to unequip. i'm hoping there could be some kind of commonn consensus that modders can use as a guide when making new armors, so that we dont have all different kinds of armor being equipped to any random node. this would cause compatibility issues for users who download multiple mods and find that there are items that clip/overlap/force-unequip items that seem like they shouldn't. i'm putting this list up just as a suggestion and hopefully we can all contribute to it and come to some sort of agreement. i'm not trying to be a *** telling other people how to do their mods, it's just better for everyone if modders follow the same numbering protocol (at least IMO). already existing named nodes: 30 - head 31 - hair 32 - body (full) 33 - hands 34 - forearms 35 - amulet 36 - ring 37 - feet 38 - calves 39 - shield 40 - tail 41 - long hair 42 - circlet 43 - ears 50 - decapitated head 51 - decapitate 61 - FX01 proposed extra nodes: 44 - face/mouth 45 - neck (like a cape, scarf, or shawl, neck-tie etc) 46 - chest primary or outergarment 47 - back (like a backpack/wings etc) 48 - misc/FX (use for anything that doesnt fit in the list) 49 - pelvis primary or outergarment 52 - pelvis secondary or undergarment 53 - leg primary or outergarment or right leg 54 - leg secondary or undergarment or leftt leg 55 - face alternate or jewelry 56 - chest secondary or undergarment 57 - shoulder 58 - arm secondary or undergarment or left arm 59 - arm primary or outergarment or right arm 60 - misc/FX (use for anything that doesnt fit in the list) comments/suggestions?
