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lazyskeever

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Everything posted by lazyskeever

  1. I'm using an ENB at the moment (Grim and Somber preset) and tried adding some parallax textures to the dwemer dungeon textures, but I'm not noticing any change ingame. FixParallaxBugs is set to true in enblocal.ini and DeferredShadows is set to 1 in skyrimprefs.ini, and the parallax textures are in the same texture folder with the same name as their diffuse parents with a _p suffix added to them before the .dds I was under the impression that newer versions of ENBSeries superceded the way vanilla Skyrim's parallax is dependant on editing the .nif meshes to enable parallax on surfaces, or am I wrong here? Isn't ENB supposed to autodetect _p textures and apply the effect for them? Finally, I tried just manually enabling parallax on a few meshes in NifSkope by assigning the path to the _p.dds in the texture list (with one empty slot inbetween it and the _n, using the Vivid Landscape mesh edits as a reference) selecting the shader properties on a few surfaces, changed to heightmap, and then ticked the parallax flag. Now, there was certainly a difference ingame, but the effect was still not being applied correctly. All it seemed to do was displace the diffuse a bit and make it shift unevenly as I move the character/camera around. I've used parallax mods in Skyrim before and also successfully applied parallax to Oblivion textures, so I know what the effect is suppoed to look like, and that sure wasn't it. Here are my enblocal and skyrimpref ini settings in case you need a reference: I am also using Mod Organizer if that makes any difference. I've tried both having the textures in a mod directory for mod organizer, as well as putting them in the actual Skyrim data folder.
  2. Edit: Nevermind I misread. This gets extra confusing when it's under the assumption that you are working with your own 3D models. Edit 2: Well, I followed the instructions to the letter, using wrintcastleplatstairs01.nif (the wide wooden stairs in the Dragonsreach throne room) as a guiena pig, since that one notiously lacks sounds for the stair pieces. Checked the processed .nif afterwards and everything looked fine with the new wood material listed under the chunk materials and all. But the steps are still silent ingame :-/ Strangely enough the wooden floor part on the sides are working as intended, and they are technically joined together with the steps as the same NiTriShape. No idea why they still aren't triggering footsteps.
  3. Mundane sex appeal mods like generic dolled up female followers occupying the hot files section is pretty much the resting point when there's not much interesting material being released. They are constantly popular but generally they have a pretty low popularity ceiling. I've just found them to be a general signifier of creative drought. When something new of sufficient quality is released, it doesn't have much trouble penetrating through the noise. It does take some base level of manual marketing though, which is usually in the form of appealing and informative screenshots and/or videos.
  4. Scripting would be a last resort method as well. So far my mod has remained entirely script free and I'd like to keep it that way for consistency's sake. I tried assigning an explosion effect (the big one for Illusion AoE spells so I can easily see if it's happening or not) to the SummonFlameAtronach Magic Effect to see if that would work and I could piggyback the sound off an invisible explosion or something, but that didn't do anything either. I'm not really sure what makes the conjure spells behave differently from regular targeted ones. I've never designed spells so I'm kind of out of my element here. The other angle I looked into was whatever triggered MAGConjurePortal sound, which I assume is the actual portal visual effect. With Use Info I could trace it to SummonTargetFXActivator, so I thought I could possibly make a duplicate of that with a new sound attached. After that I get confused though. The only usage for that reference which appears relevant to I want is AbTeleportationScriptEffect. What that effect is actually related to feels too vague for me though, and Use Info on that doesn't lead me to the Atronach Magic Effect. The only thing it leads to is a spell reference called AbTeleportation which in turn is linked to a specific NPC called Orchendor.
  5. I have a bit of a conundrum here. I have made some new sounds that I want to be played specifically when a Flame Atronach is summoned. I looked around for some element of the spell references that I could trigger these sounds from, and found an ImpactData record it uses with a conjuration sound attached. So I duplicated that one as a new unique one for Flame Atronachs, and replaced the sound reference with a new Sound Descriptor. Then I did an equivalent duplicate of the ImpactDataSet it uses, and put the new ImpactData record in the list, and finally I replaced the old ImpactDataSet reference in the Magic Effect for Conjure Flame Atronach with my new one. But the sound isn't being triggered ingame when I cast the spell. I don't know if I did something wrong here, or if it's just that spells aren't supposed to trigger sounds from ImpactData records in the first place. It's hard to tell. Or is there another, perhaps less roundabout way of acheiving the same goal here? I suppose I could just make a unique mag_conjure_portal sound instead as a last resort, but I've found the problem with these sounds triggered specifically from the MagicEffect lists don't actually randomly play any of the several possible sounds listed in the Sound Descriptor itself (for instance I tried having multiple sounds listed in the Descriptor for Firebolt, but spamming the spell will still just play the same sound file over and over). I preferably want it to randomly play one of several sound files so things don't get repetitive.
  6. I am wondering if it's possible to change the havok (I'm going to assume it's havok...) material properties for certain parts of .nif meshes in Nifskope. I want to do this on a couple of Skyrim tileset meshes that seem to either have inappropriate materials (like metal for the stone stairs to the Skyforge) or no material at all. I notice this stuff from the footstep sounds the surfaces trigger, since footsteps are derived from the assigned material type on the mesh AFAIK.
  7. Apparently this is a real chore, and even more so if you're using alternate launchers like SKSE and/or Mod Organizer. So far, I think I've got it working with Mod Organizer by simply adding it to my Steam library, and then launching it from there in Big Picture mode. Now I have my next problem though. The analog stick controls movement, but the movement itself is still not analog so it's just full speed ahead whenever I move the stick. This was pretty much the main reason for me using the controller with Skyrim in the first place, so this was really disheartening. Is there a way to make that work, or is it flat out not supported? I tried ticking on the 360 pad feature in the options, but apparently that is a very bad idea in conjunction with a Steam controller profile and I pretty much lost control of the game at that point.
  8. I sort of assumed that Detailed Terrain's functionality was already integrated into Oblivion Reloaded, like a lot of previous shader enhancement mods.
  9. I think revamping the Deadlands cells is definitely a doable task. It would be something I am interested in doing personally since I love level design. I cut my teeth with level design in Skyrim's Creation Kit though and the Oblivion one is a bit unwieldly by comparison, but I could get used to it. Problem is that while I could probably do something interesting from a pure layout and visuals standpoint, doing stuff like scripting and quest design isn't my forte.
  10. There is definitely untapped modding potential here.
  11. Oblivion Mod Manager is pretty much required to properly install Darnified UI, since the installer interface is based on it.
  12. The vast majority of the TES modding scene is on Nexusmods. ModDB can only accounts for mods that are published on their site.
  13. I didn't like them either. There are mods that switch it over to male animations for all female genders and that's pretty much your best shot. And it can be done on a per-character basis as shown by housecarls like Lydia.
  14. Honestly, I think it's a much better prefix to have than the other tropes like "Better" and "Realistic" because those are far, far less likely to live up to their names and can be scrutinized in countless more ways.
  15. Anyone have a clue how to extract the game's data files? Seems they're stored in lots and lots of little .assets archives.
  16. My perception of the Steam Workshop for Skyrim is that they are generally a lot more lax about letting ripped content from other games or authors without permission slip through, or other stuff that clearly violates the terms of service. Unless something seriously changes about that, it makes me wonder how many shady people would end up there trying to make a quick buck on others' work.
  17. Here's the deal... I want to add new, seamlessly looping ambient sounds to various regions throughout the worldspace which will always play when you are in that region. To start off, I made a sound for use in The Gold Coast. So I created the sound, made it loop, made sure it plays at every time of the day... Then I went into the Region editor, added the sound to the sound list for every Gold Coast subregion, gave it a 100% chance to play and made sure all weather conditions are checked. But when I wander around the coast ingame, I can't hear the sound at all. What gives?
  18. Well yes, naturally there is FNIS which is brilliant. Problem is though that they don't want to add FNIS as a dependancy for the mods. It's not worth the hassle it adds on the end user just to get new creature sounds and I can sympathize with that sentiment. If you'd like to talk to them about it, contact lifestorock for Immersive Creatures and Wellpapp for Beyond Skyrim.
  19. I'm only relaying information second hand since I'm not the one handling the implementation. I just do the sounds and then they tell me what issues they're facing. I think the problem is that you simply cannot have custom beavior files period. And this is what Skywind supposedly got around somehow.
  20. This has been the source of much frustration and disappointment for me, as I've worked on new creature sounds for both Immersive Creatures and Beyond Skyrim but both can't seem to find a good way of actually implementing the sounds due to how this stuff works. Sounds for non-humanoid creatures seem to be based completely on behavior files. So they've tried creating duplicate behavior files of the original creatures they're derived from and changing the sounds from there, but apparently this doesn't work and crashes the game. For Beyond Skyrim they tried a sort of workaround by having the new sounds play via quest scripting instead. It kinda works, but it's far from optimal as the quest sounds and original behavior sounds will end up conflicting and fight over priority, so the intended sound won't always play. The only solution I've heard of was discovered by someone working for Skywind. Unfortunately they don't seem willing to share information like that with outsiders.
  21. I used to think that if a mod is simply good and interesting enough it will speak for itself. Not so keen on that mindset any more though. While my own mods do perform quite well on the Nexus site itself, strangely enough I have a very difficult time getting exposure and mindshare elsewhere. Forum threads I create on the Nexus and Bethsoft forums barely get any attention (this is a real pain if I'm looking for feedback and testing to get things more polished before an "official" release), and I do occasionally make searches to see how my mods circulate out in the wild but they barely get any mention compared to other audio mods.
  22. Midas Magic, Apocalypse and Forgotten Magic. Apocalypse is the most polished "regular" spell mod that just adds a bunch of spell books you can purchase. Midas Magic requires some work on your part to create the spell books and Forgotten Magic uses a unique progression system to level the spells.
  23. Just started work today. Now, we have several amazing visual overhauls that really elevate Oblivion to the next level like nuska's Character Overhaul. But to this date there hasn't really been a mod that comprehensively changes Oblivion's sound. You got a few weapon and ambient mods but that's pretty much it. This is where I come in. https://www.youtube.com/watch?v=sn5uFFulzYI Shows off some of the things I've accomplished so far and gives an idea for the general vibe I'm going for. Everything is subject to change of course. Melee combat, magic spells, footsteps/foley, creatures, ambiance... no hole is sacred! I'm also making sure many things are heard more clearly from a distance than before. Pay attention to those revised skeleton footsteps, for instance. I think I might have overdone the distance on the fire explosion a bit though.
  24. One of the most common complaints I see for weapon impact sound mods is related to attacking NPCs. Either we have the case with my own mod, where a lot of people don't like the sound of tearing flesh when they're attacking people clad in heavy armor, or you have AOS where I saw several complaints that it sounded like they were hitting armor when they were in fact hitting wolves. The problem is that Skyrim cannot make a distinction between NPCs and what kind of armor they're using. They all pull from the flesh impact (except dwarven mechanical creatures) in the Impact Data Set list, and that list is hardcoded AFAIK. So, what I'm wondering is would it be possible to use scripting tricks to somehow get around this limitation? I am not a scripter though and know nothing of Papyrus. All I can do is apply some logical thinking to dream up a theoretical solution. I suppose what would need to be done is that somehow an NPC clad in heavy armor triggers a script that redirects the flesh Impact Data to a different impact, which has the unique sounds for hitting heavy armor. Of course, you'd also want it to only make that change for the relevant NPC, and not all NPCs universally... is that even possible? Edit: I think I've thought of an easier solution... the regular flesh impact would instead be a basic, nondescript impact sound, and then a script determines if the target is an armored actor or not. If it is, then a new separate sound is played over the base sound which is the armor impact. If it isn't, it plays a separate flesh/blood sound on top of the base one. Is that a better solution?
  25. The only type of animated texture I can think of is the kind that uses a whole sheet of frames in a single image, like some explosions.
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