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Rigmor

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Everything posted by Rigmor

  1. No, the sequel is standalone, but there will be dialogue choices concerning the first mod. you can of course have both installed, but i would recommend you uninstall Rigmor of Bruma as it's going to get a massive overhaul after the release of the sequel, dont worry she will remember you
  2. No, i explain everything in my notes over at my FB page, check my sig out and catch up on the develpment if you havent already
  3. hover over the cell you want navmeshed (usually the center) select to autogen the cell by "object" once generated, open the full world navmesh properties and optimize the cell for a setting of 512 clean up the cell (ie bits around fence posts etc will need manually optimizing but the whole cell is covered) move nodes to align roads etc so you can make preferred paths (some will need F -ing :smile: ) move on to the next cell rinse and repeat, connect the nodes over the borders ie: align them, find cover edges and finalize move onto the next cell... welcome to my world of pain
  4. select the property you want to remove, highlight it and delete it. build the script and save it
  5. It will definitely be next year hopefully March - June (could be longer as rl and work gets in the way) I have no plans to make any significant changes to this mod before the release of the sequel, I can't stop and must press on even though this mod needs some love and care and major changes. The changes I want to address at some point is more player dialogue options, even if they amount to the same action, different ways to respond. I want to move Yngols Camp, and use custom locations for all interactions, so instead of going to Riften to meet BaaRen, we will go to an Inn just outside. No going to Narzulbur, I'll be making a custom bandit camp and restoring all vanilla quest locations. No going to Fort Dunstad, again a new bandit camp will be created, no going to Northwatch Keep, another new keep will be created, all aliases unneeded will be removed, and a better chain linking the quests with less risk of quest failures (priority) and a limited amount of side-quest awareness for Rigmor, along with location awareness, ie: caves, dungeons, camps, some more chit chat options and general immersion. Better pacing, and a revamp of the battle at Whiterun. Lastly I want the ending to happen in a different route avoiding the gate completely. We will see
  6. The canon is she went home eventually, and you went on to defeat Alduin. Almost 4 years will have passed but you never received the letters she sent, but anything you do during the quest, some of the more important decisions are carried forward and you will have relevant dialogue options. she will remember.
  7. Check out my FB page for news and updates
  8. I am going to use a border post, you need to pick up a pass. So you'll go in one door Skyrim side, and exit out another door Rigmor's Cyrodiil side.
  9. Head out of Riften towards the border post she is on the border (I think the same route you go for Dawnguard?) if you crack open the z7 there's a little map included ;)
  10. In response to post #54799858. #54800528 is also a reply to the same post. New site works great with the 0.0001% of "Brave" browser users :P
  11. Loving the new sleek design, already changed over fully to accommodate the new site. However...ONE THING change the word "Trending" back to "Hot Files" this isn't youtube, it's the Nexus. "Trending mods" is so bland and cheesy. It has to be HOT FILES ;) (bows to audience)
  12. Love the new design, once you learn how to navigate it's very aesthetically pleasing and easy to manage. Much better representation of new and trending mods, I like that and will be adjusting my mod pages accordingly. Well done to Dark and the team for bringing the Nexus site up to date with this modern, sleek design with lot's of new cool features. Once the clamor has subsided and they fix certain issues with other browsers, I think it's a needed upgrade to bring the Nexus to a more modern aesthetic. For the average modee, ie someone who wants to download mods for their games, it's a welcoming design much like in line with what they are probably used to ie, with youtube etc, and it's also way better than Beth.net's awful web design which really is bland and clunky. As a modder, I find it intuitive and easy to use once you spend a little time navigating, and with Bethesda muscling in on the modding action with an attempt to make mod users switch to Beth.net and the CC, it's the right step forward by Dark and the team to keep the Nexus relevant, user friendly and on top of their game in an ever changing, constant struggle in the "mod wars"
  13. you need to coc to a named cell. on your map, choose a location, and change the name "wilderness" to "world01"
  14. A whole quest dedicated to them and a bunch of other legionnaires on their campaigns would be awesome, i have a few ideas for something like that :)
  15. Aenas and Crispus Excerpt from the mod ;)
  16. No, I have no plans to introduce that. It's there, but just for aesthetics. Hoping to be in good shape by Q1 2018
  17. Hey awesome, remember the facetint texture needs the same name, so change the one you want (custom) with the original (one you are replacing) in the textures/facetint AND check the texture address in the head block nif for facetint to make sure it's pointing to the right texture folder.
  18. Please visit my FB page here: https://www.facebook.com/RigmorCyrodiil/ This is where I keep all my progress info, screens, vids etc concerning the sequel. Heavily scripting the quest right now ;)
  19. Yes, that's what I thought you were trying to do, place Rochelles head on another NPC? You would ctrl+F4 and the ck will dump a facegen.nif in the folder. But you want to replace that head with Rocjelles? so you would rename the rochelle head .nif to the one the CK made. then edit the strings in rochelles facegen to match the ctrl'd F4'd one EXACTLY or it wont work. so if the ctrl-F4'd facegen had the string "FemaleHeadNord02" you would need to paste that overwriting your "FemaleHeadNord_Rochelle" the stings must be exactly the same as the CK head. then copy the filename and paste it into the rochelle head filename and overwrite the one in facegendata
  20. Yes you can. in the facegen "blocks" the id's are the "string" attached to the block: ie: headnord02 , browshuman03 etc etc so if you made a custom head you want to change to, the stings must be exactly the same for your head, and it doesn't matter the race. so you would open both heads in nifscope (2 open serarately) click on the block on the upper window. in the lower window is where you change the "string" via the txt icon. so open it, copy the string and paste it into your equivalent for that block i hope that made sense
  21. The npc facegen you want to add has to have the exact naming in the mesh data for each head component the old one has. In nifscope, open the head you want to change, check out the text strings on each block. open the head you want to change to, the blocks need to match. Have both heads open. ie: example (I am just guessing the strings so you get what I am saying) old head string (the one you want to change) is "SeranaHeadFemale01" <- just an example string and not what it actually is ok? new head string (you want this head to show) is "BijiinHeadFemale01" Change the "BijiinHeadFemale01" string to "SeranaHeadFemale01" do this for all the meshdata strings on each block and then save over the old seranaholic head
  22. Yeah, I fell in love with that hairstyle, it was made by nuska who gave me permission to include it in the mod, along with lycanthrops. Bless you rekoom xxx
  23. Use the oldrim facegen, that's what I did with Rigmor, had all sorts of issues with the SE converted facegen. in blind desperation I threw the oldrim fagegen into the folder and it worked for me
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