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lazyskeever

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Everything posted by lazyskeever

  1. Sounds to me that I may as well recreate the patch for the merged .esp from scratch then. Mainly it's a bunch of magic effects and a couple of items like rings and necklaces that need to be changed, but they refer to custom sound descriptors which are new records and I guess that's where things will get problematic. I already had a strange occurence after updating some of my mods where some new sound descriptors assigned as alternates to vanilla ones could no longer be found. I had my suspicion that the new ones might have been changed somehow once I added the Dawnguard and Dragonborn DLCs to the master lists, so I guess that was it?
  2. So, the situation is that I have a bunch of mods I made and I want to merge them all together into one .esp. That's not a problem in itself, but I also have a bunch of compatibility patches for SkyRe, Requiem and the likes for all of those mods that I also want to merge. So the issue is that I want the merged compatibility patch to point towards the new single .esp instead of the old separate ones. First, I'd like to know how I'm even supposed to make such an edit to the master list manually since I've never done that before. Is it possible in Tes5Edit or Wrye Bash? Second I'm a bit wary of how switching out the .esps will affect the existing records that rely on the old .esps... will it work just fine or might there be complications?
  3. I always thought the ideal rock/mountain texture mod would actually switch out the mountain meshes in the worldspace and use differently textured ones for the different holds/regions to add more variety to the game.
  4. House mods are among the most oversaturated categories on the site, which makes it inherently more difficult to stand out from the crowd. But just avoiding all the common player home tropes (ie placing every god damn architectural style in the same space) and having a simple, elegant themed home should be enough to attract a niche audience. Racial themed homes are an underexplored concept compared to all the extravagant mansions and castles we already have and that's more than enough to justify your mod. It's not quite on this level, mind you.
  5. I'm not a coder, but just with some logical thinking I think you could make a lock on charge by first marking the target with some type of debuff/magic effect. It would be instantly applied on the creature it's cast on and trigger the charge effect. Now, I think I've seen spell projectiles that can follow a moving target, but I'm not so sure it would be as easy to make the player behave the same way. Unless it would work like literally turning the player character into a projectile for the duration of the charge.
  6. I've seen spells that let you charge towards the target it's cast on. You'd just need a different delivery method better suited for a warrior playstyle. Having it as a special power is probably the easiest way. I'm not sure it's possible to feasibly make a "lock on" charge that follows your intended target 100%, since Skyrim doesn't have such a manner of targeting.
  7. Any light to be shed on this? Seems the files are distributed among lots and lots of smaller .dat files. Is there any tool out there already that can read them?
  8. Alternatively you could just open the Creation Kit, go to the cell where you know the object in question is, then you can click on it there and get the relevant information about where the nif is.
  9. Crafting 300/Armory of Tamriel is currently in 2.0 beta and has just about every combination you could think of... Not specifically based on color though but more on material and crafting style (I think the crafting system in Elder Scrolls Online works the same way actually). So you can craft things like dwarven ornate armor (dwarven material in glass armor style) or daedric iron armor. http://forums.bethsoft.com/topic/1470268-relz-wipz-armory-of-tamriel-thread-18/
  10. I believe Trade & Barter has been designated as the successor to Economics of Skyrim.
  11. Well, book of silence isn't entirely textures only. Gold and silver ebony armors are added as separate craftable items.
  12. There's this one which looks a bit different from the others and evokes more of an Oblivion fort feel. I'm kind of bummed that dungeon mods seem to be so unpopular in general for TES games. People will only play them if they're tied to some larger questline or landmass mod. I've been working on a long term project on and off that aims to expand the existing Skyrim dungeons by adding additional cells to them. I think that might be a more popular "delivery method" since players will be venturing through the same old vanilla locations anyway, and it won't clutter up the worldspace with a bunch of new dungeon entrances everywhere.
  13. I don't know if the lack of extensive UI modding outside of SkyUI is due to general uninterest and thus unexplored frontiers, or if the more knowledgeable people who have tried have deemed it virtually impossible. I inquired once about editing the vector-based UI graphics but the few people who responded pretty much told me that it isn't practical.
  14. Purchase a legit copy of the game first and people might have a bit more sympathy for your pleas.
  15. Polygon surfaces often aren't smoothed out in Oblivion with AO on as well which makes them look like blocky early 3D models. Overall the implementation just looks way too crude for my liking.
  16. I've looked at some of the 2K textures (specifically, the dungeon ones) and it seems several of them are just the original 1K textures scaled up and had a bit of sharpening and extra detail layer added over them. This is a pretty common "touchup" method which really doesn't amount to much of a difference unless you pay extra attention at a close distance. It's not really worth the 2X extra memory it chews up for such a small difference IMO.
  17. Well I think the official ones are always going to trump usermade textures in performance since the Bethesda texture artists generally know when there's almost nothing to gain visually from having a 2K normal map and such. In addition to that I think there's a general opinion that the 2K texture pack doesn't have as much of a unified look aesthetically.
  18. Of course it's going to appear superior in certain aspects, since it was made for PC first. Skyrim has a metric crapton of behind-the-scenes concessions to make it work on ancient console hardware. Things like texture quality and sound are much more consistent in TESO, although that's not strictly an engine thing.
  19. I think you need the ebony-related perk from the smithing tree to craft Warchief armor, which should be under Auxillary Armors.
  20. The best thing to start out with is to just familiarize yourself with the Creation Kit and how the different aspects of it work. If you want to do stuff like custom spells or NPC followers then just start out by focusing on the implementation of them. After that you can start thinking about things like unique art assets.
  21. What do you mean found? As in the crafting menu, or the leveled list through chests and NPCs?
  22. Probably because orcs aren't sissies! Some of the more "imposing" female NPCs in the game use non-female animations as well, like Lydia.
  23. There are mods out there that make female orcs use female animations. I don't know how they do it though so can't say if they are compatible with other animation mods.
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