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lazyskeever

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Posts posted by lazyskeever

  1. Was looking forward to playing half-orc but I'm not really feeling their clunky movement animations, so I looked into whether it's possible to override their body animations with ones from a different race.

     

    My only lead was finding the Characters\_Anims subfolders in Shared and SharedDev respectively from models.pak where I located the HalfOrcs folder with Proxy_HRC_F_FullBody_A.GR2, which I replaced with the equivalent renamed FullBody file from the human strong body type folder, and then I copied the modded folder path over to the BG3 Data folder (Data\Generated\Public\SharedDev\Assets\Characters\_Anims\HalfOrcs\_Female\Resources) but I get no change in game. So are these .GR2 files a red herring, or is there something more to it that I'm not accounting for?

  2. I've had this problem for as long as I can remember with the Special Edition CK. When I enable the sky for the render window, the fog settings as determined by the cell lighting will simply not show up at all. everything just fades to black. It behaves correctly when I try the same thing in the LE CK and I have no idea what's wrong. I've been cross-referencing the .ini settings in both LE and CK trying to find the discrepancy but haven't had any success at all and can't seem to find any documentation whatsoever about this online.

  3. I got curious about this and started looking around. Typically how people do this with older games is using one of the shaders in ReShade to enable screen space ray tracing via access to the DirectX depth buffer. The problem is that that Reshade lacks native support for Oblivion's handling of the depth buffer. I've searched around on the Reshade forum for people tinkering with this stuff and found some experiments with getting it half-working with modified .dll files (there's issues with how the first person hands/weapons are rendered when enabling it) and some old mega.nz links to said .dll files that no longer work.

     

    Maybe it would make more sense to get this effect working via Oblivion Reloaded? I know there are custom DoF shaders for that which works via the same principles with the depth detection. You think this could theoretically be done?

  4. In response to post #67825676. #67840986 is also a reply to the same post.


    lazyskeever wrote: I am not exactly privy to the logistics involved in getting the deals for games to spend points on, but is it possible that the scope of this system could also be expanded to things like creative software (ie 2D/3D design tools and such)?
    Roccondil wrote: It could but we're talking about games that cost a maximum of $60 (and Dark0ne is probably trying to get them on sale so it's probably less per key) as opposed to software that is either already open-source/free, or expensive into the hundred or even thousand dollar range.


    I would probably imagine it being more like spending points for a month's subscription.
  5. Hi

     

    Back in the oldrim days, I used to have a mode that would get rid of projectiles (arrows, spears, iciles,etc...) when you kneel down

    I think you could even recover arrows stuck in you.

    I can't remember its name ans therefore check if it was ported to SE.

    Or I would be glad to hear about any SE mods that would behave the same

     

    thx

     

    I might be wrong, but I think that utility may have been part of Archery Overhaul.

  6. So there's this nifty tool called ESRGAN which is a neural upscaler using various models people are putting together. I thought it might be interesting trying to integrate that into my workflow for creating high res texture mods. So as a test run I went for the ugliest texture I can think of in Skyrim (that still hasn't been adequately addressed by modders) which IMO is the cow. Upscaled the diffuse, normal (though I actually had to do a lot of pre-processing to the normal by mitgating the compression artifacts that are still there even in the SE textures) and their subsequent alpha layers from 512 to 2048 resolution and they actually turned out pretty good out of the box and looked very promising when applying them in NifSkope.

     

    qIHvvqc.jpg

     

    However when I tried it within the actual game it seems like the way the alpha applies the transparency to the portruding fur layers is very different and not nearly as intricate as it looks in NifSkope.

     

    9LL9RvZ.jpg

     

    Anyone got experience with these kinds of things? Anything I should be doing to the alpha to compensate for how it behaves within the actual game engine? I saved it in DXT5 format. Should I be using something else?

  7. So I have this really strange and infuriating problem... I have this custom textured banner nif I'm placing throughout an interior cell. Upon initial testing these would not show up inside their rooms, but I noticed that they would render if you looked at the room from outside its room marker. So I started to manually link them to their relevant room markers in the multibound tab, and that seemed to solve the issue. Now however it seems that these multibound links are disappearing at random after making further edits to the cell (usually after placing new instances of the banner) and I have to redo the whole process, only for the problem to repeat itself yet again further down the line. I didn't experience this issue while I was using vanilla banners as placeholders before I created the custom one to replace them with. All I did was take a generic banner .nif, change the diffuse texture in Nifskope, then create a new static/activator (I tried with both types and the same issue exists with both) for it and replaced the placeholder banners with it.

     

    Anyone else experienced this and figured out a solution?

  8. The specularity issue with modded textures for exterior landscapes is really confounding. At first I thought it was because they had changed the way specular maps are stored and/or read, but looking at SSE's landscape textures they work exactly the same as they always did with the specular sitting inside the normal's alpha layer. If someone figures out why this is happening, please share.

  9. The entire questline for the College is one of the most heavily gutted ones in the entire game. So much stuff was cut from the game in order to rush it out for the original release date, and Winterhold probably suffers the most from this story-wise (whereas the civil war quest suffers more content-wise). Everything would probably have made much more sense and be better explained originally (apparently the destruction of Winterhold itself was originally supposed to tie into the College quest), but what we end up with in the final product is a macguffin in the vaguest sense possible.

  10. I've never done this for doors, but I believe if you want to replace CK sounds with custom ones, you'd probably need to leave these TextKeys strings empty in Nifskope, import your custom sound in the CK, then in the CK tab of the door you want to customize select your sound for 'Open', 'Close' or 'Loop'. If I remember correctly, if you do not previously leave that string empty in Nifskope the game will play the default sound anyway.

     

    Okay, so just replacing the text in the .nif with a new sound descriptor from a custom .esp won't work?

  11. Okay, so I want to change the sound descriptor being used by certain animated .nifs. Doors, to be precise. Since they don't have any sounds assigned to them inside the CK, it appears they are embedded inside the actual .nif model. I just took a shot in the dark and opened the .nif with Notepad++, and indeed I can actually see the name of the sound descritpor in there. But mostly it's just a bunch of NULL symbols so it doesn't seem fully readable, so I also assume that just opening and editing a .nif via Notepad isn't a good idea. .Nif models aren't really my area of expertise, but it looks to me that they have XML info embedded in them somehow and this is what I'm partly seeing? NifSkope's XML options seem to suggest this is the case.

     

    So what I assume I need to do is to separate the XML and mesh data somehow, make the edits I want, and then save them back together. How would I go about doing that exactly?

  12. Okay, so what I basically want to do is to change the type of physics sounds being triggered by certain creatures when their ragdoll corpse collides with the ground. So to do that I assume I have to give it a different Material type. First thing I tried to do was to just change the material set in the Race record (for giants, if you're curious, since they use the same body soundset as normal-sized NPCs which I want to change). That didn't make any difference while testing ingame though, so I assume that when the actor enters a ragdoll state they don't use the material data from the race records.

     

    So that leaves the material set by the .nif meshes themselves. This is where I get lost though. I have changed .nif collision materials before, but that was for statics, and actors seem to work pretty differently going through what I see in Nifskope for the giant .nif. I'm also not even sure if it's the giant mesh or rather its skeleton that I would need to edit the material for. Anyone know how this works?

  13. I have no experience whatsoever with animation files, nor with 3D modeling. But I do know that certain sounds are triggered via the animation frames, and this is the angle I'm interested in. I want to view and potentially edit these sound triggers, but I have no idea how or what tools I'm gonna need. Is it possible to do this without converting them into a different format and having to open them in a 3D modeling program like Blender or whatever? I'm hoping that's possible at least.

  14. Alternatively it should be possible to just delete the ropes in NifSkope, and then generate a new collision mesh using ChunkMerge based on the edited .nif. The collision mesh will probably be far from as optimized as the original one, but at least it should work (perhaps it's also possible to delete some parts on the lower level without affecting the visible part of the house). After that you can just fill in the other missing fences by hand using whatever statics are suitable in the CK.

     

    Not the most elegant solution, but at least you don't need any modeling skills to do it.

  15. Something annoying I've noticed while working on my mod in the CK in conjunction with TES5Edit. It keeps rearranging the order of the master list so that Dragonborn is ahead of Dawnguard and HearthFires. Anyone know what causes this? I can fix this using Sort Masters in TES5Edit, but it gets kind of grating having to do it over and over again.

     

    I've also noticed this issue in some other people's mods active in my load order. I guess that's what makes them appear red in Wrye Bash. I'm on the fence whether I should give them the Sort Masters treatment as well or if I'd inadvertently end up breaking something.

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