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Revonlieke

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Everything posted by Revonlieke

  1. The issue is a very cumulative one. When a mod author posts a high poly bodymod that has like 8 different types that you have to choose from, then comes a texture worker and needs to add textures for all those 8 variations and then comes a 3rd mod author that has their vision of how the feet hsould look like. All of a sudden you have a mixture of mods that you don't know WHAT to do with or what order to install cause you weren't there day1. You might not understand that some highpoly bodymod might override your 4K texturemod etc. FOMOD installers have been a great solution, but obviously the downside is that you need to use a modmanager for those. But personally I would use Vortex on aesthetic stuff. But before that it would be great to have a mod-page that figures all of it out for Cyberpunk 2077 and makes it comprehensible.
  2. If someone would be amazing enough to make a mod-page on how to install bodymods for CP77 that would be awesome! As it stands every body mod, be it texture, overlay, high-poly or whatever is extremely difficult to follow. Many of them having weird soft-requirements and others having requirements that are not requirements at all and then there's different versions of body mods that do the same thing differently and are not compatible with other mods. It's just extremely difficult and I've done plenty of bodymodding in Skyrim and that atleast was somewhat simple to understand that CBBE and UPN bodies where not compatible and you just followed a route that way in terms of textures. With CP77 you don't know if you need Unique Rig for V to work with -KS- Unique V (UV) Texture Framwork or is it only required once you start installing highpolymods (most likely) like Spawn0 High Poly Mod. On top of all of this, many of the mod pages are just filled with irrelevant info, colored with all the colors in the ranbow, have advertisements and by the time you get to the installation requirements you give up. Then mod authors complain why users wont read simple instructions. Most likely cause the instructions suck! Either way would be extremely helpful if someone just laid it out there with as simple as possible installation guide on what to install first, second and last and figure out which ones are OPTIONAL and which ones still require to be updated to 1.5.
  3. I think this can answer your sitting issue: when he talks about the first NPC and the idle time and how ticking on 1 secon basically forces an NPC to do a single idle until end of time. Placing things in the air I think is as simple as it comes. Of course once you have your area (Tamriel worldspace) selected you can go to your desired cellspace. E.g GuardianStones. Then just place a static object like a rock on the ground. Select it and press "E" and move it high in the air and save your mod. Also the actor walking line is explained in the video above. It is also highly recommended to make certain parts of your path as "preferred pathing" by pressin "P" this makes a part of your Nav Mesh "more important" to NPC's. So for example they follow a road instead of skipping through plains and forests.
  4. Well I personally have not studied this part at all. But you could look at some NPC creation guides. It's a lot of work ofcourse and if you want to make things easier of course you can use in-game things to help making it. But overall I think firstly you need your model of your creature, for example a cat and then you'd texture it by using UV mapping. Both of these things don't require Creation Kit at all, isntead some 3D tools and maybe Mudbox. (Cinema4D is not optimal as you can't create a decent skeleton for your creature) But for the sceleton you can maybe use skyrim skeletons, for example maybe the wolf skeleton works for your cat. another simple way is maybe use an existing crearue and just re-texture it to your liking, but the model itself will restrict you a lot.
  5. Yeah worldspace.. So we can forget that . But yeah it's the cells I'm editing, but I'm only wondering how it works overall. For example if I was to add a house to Riverwood cell does my mod hold all of riverwood or only the house i've added e.g the edits I've done? Because if it loads the whole cell, wouldn't it make more sense to copy a cell and after you've done your edits, remove all the stuff it originally contained and only leave your edits? Because doesn't the base-game (skyrim and update .esm files include those? Or would I then be deleting things from the Skyrim original files? E.g if my mod comes last in load order and replaces stuff, would my guardian Stones cell just a void of empty space if I had deleted everything from it exept my edits?
  6. Starting out some simple modding atm. My question would be that if I create something in Tamriel celllspace and save my active mod, does it only save the changes I've made to my mod or..? It seems very confusing to work with the skyrim and update files. If I edit for example the Guardian Stones area and save, does it save the whole area, or the whole Tamriel cellspace, the guardian stone cell or what? Sure, if the the mod is deactivated my mods don't show but I "feel" like I have 2 tamriel cell spaces rendering in the game when it's active. :D I know this is a very simple question i'd propably get aswered faster by studying more.
  7. I guess the no-smoke it is! :) Would love to fix the smoke tough, i like the smoke ultimately, but.. :/
  8. Anti-Aliasing is set to OFF on the skyrim launcher as is Anisotrpic Filtering. But i have set them on, on the AMD VISION ECC These are the options I am using (But unchecked the Morphological filtering, because it blurred everything on MSN and Web-browsers): http://i.imgur.com/IHdqO.png I do not have any lighting/enhanced particle effects mods installed. But this issue was even before i installed anything. It does seem tough that a lot of people have the same problem with the smoke. But there are couple of people who have that smoke so perfectly so that it doesn't look so jagged. Although, this is not a big issue, it's just kinda frustrating when the smoke does not look like smoke :P
  9. Hi! I've been wondering about the smoke on the loading screen. Is there any ix for it to make more smoother? Because I have weird rectangles here and there on the smoke and it looks crap! system specs are: AMD Phenom II X6 1090T 3,2GHz AMD Radeon HD 6950 2GB ASUS M4A79XTD Evo 8GB Ram With a 750w power supply I have tried pretty much everything, setting the AMD VISION Engine Control Center settings to how people have suggested for this specific graphics card. Also I have overclocked my processor to 3,8GHz Is it about .INI file tweaks? I have done some tweaks in there too but theyre mostly about memory usage and vertical sync stuff related tweaks. Any help? Basically it looks like this: http://www.mobygames.com/images/shots/l/531652-the-elder-scrolls-v-skyrim-windows-screenshot-loading-screens.jpg yet, when i look at some Let's plays and seen my friend play, the moke is very smooth, and kinda more transparent etc.
  10. Again, a bump. I have found couple of mods related to this, in some of witch the leveling system has been changed )Level Curve Rebalance), so i recon this also COULD be possible to make. http://www.skyrimnexus.com/downloads/file.php?id=1094 If anyone has any first-hand experience of this, can you please tell me if it's a good choice, does it actually allow me to unlock more perks? and is it balanced? No mod on the actual drop-rate thingy tough, which would be a higher priority for me :P
  11. Hi, I'm not sure if this is the correct place to put this, as I don't think this actually requires a mod or if it happens because of the mods I have, However this is getting annoying. Especially when facing any sort of a moss in game, whether it's in a cave or just the land in Solitude. There is also a same thing happening on the road to Skyforge, but it is not moss, the road just gets thinner. Here is the issue as image; http://pics.livejournal.com/dmd100/pic/000p3g4d As I move or look around slowly, the moss texture changes from nothing to almost completely covering the ground. This isn't a BIG issue if you just run around and don't pay much attention, recently it just has started to be more irritating. The mod that might have some effect in this is, but i'm not sure tough: Skyrim HD - 2K Textures - http://www.skyrimnexus.com/downloads/file.php?id=607
  12. Bump, because! Would be nice to hear discussion at least :)
  13. You do have a good point there.I also think that it does remove the replay value a lot. However at some point when i have played the game trough many times I would like to have a main character who i could unlock fully with the stuff i want. Currently for example I play as mage, archer and dual wield all with one character and I doubt i can unlock every perk from those categories as i also want speech and enchant etc. 70perks i think is not enough. Especially if you do dumb choices as unlock every blacksmith perk even tough you were going to use light armors only ;)
  14. Hi, I not sure how often people take requests here, but this mod that came into my mind could at least bring up some talk in here. I would personally make the mod, but currently i just want to play the game and finish the storyline at some point also :D This Mod has 2 parts or could be 2 seperate mods. 1. Anyway, as a RPG gamer I have realized that gathering materials for the best armors is EASY! Too easy i should say. The only thing that keeps you from getting these is the fact if you have or have not found the areas where to gather these materials. Or if you were wise enough to not sell things that looked "rare". This could be fixed in 3 ways; - Ore vein areas that hold Ebony Ore give Iron Ore and Jewels mainly rather than Ebony Ore. About 5-12% change to get Ebony Ore would be nice. - Increase the actual amount of Ebony Ingot needed per armor or weapon. (15ish per part) - Deny shopkeepers from selling Ebony Ingot or reduce the amount to 1 per day (Still would need to increase the amount needed per armor) This would also be very nice to be added to Dragon Scales and Dragon Bones. If any of you have played a game called Monster Hunter, you would know what i mean by this. I recon the drop-rate of either scale or bone (+-X amount) should be reduced. As it is now, nearly every dragon drops at least 1 of both and just by killing 4 dragons you have gathered all the dragon items you need trough-out the whole game. So I would say that every 5th dragon actually drops those and if possible they would have somewhere around 56% change of dropping the +-X amount. Same for Daedra Hearts, those should be REALLY rare items, except they're not. The fact that every Daedra drops them was a big let down for me. Either reduce the change of dropping to let's say 2% (Depending if there are more Daedras than the 4 that I have found who respawn) OR make it so that they can ONLY be found in the world laying around as I have found couple. (No Daedra drops them) 2. Personally I am not a huge fan of the console implement in this game. I never have been. I do however understand that if a game is poorly designed, why you would feel the urge to use it. My issue is this; 220 perks, only around 70levels, this means 70 perks for me to unlock. As i have said, I like grinding, And the easy way to fix this would be to increase the level cap to 220 so that I get the perks available to use as I go. However, as it has been stated that after level 50 the required xp for next level is significantly increased should be fixed. I have no idea how this should be done, and or would it crash the game or what.. However a fix for this would be nice as I'm sure that I am not the only one that feels the urge to get every perk I want without the need of console. If anyone is intrested in this project, I would be pleased and would praise you as a GOD! ^_^
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