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Everything posted by muppetpuppet
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you should be alright with 1.9 beta even.. don't forget to save and load once after installing.. never got around to fixing that.. sorry.
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LE Shameless plug from a fellow modder
muppetpuppet replied to muppetpuppet's topic in Skyrim's Creation Kit and Modders
We're using unity3d basic version where'you can get started is free, but for serious devs you'll need the pro edition.. With basic coding skills you should find this the most powerfull piece of kit out there -
LE Shameless plug from a fellow modder
muppetpuppet replied to muppetpuppet's topic in Skyrim's Creation Kit and Modders
We're using unity3d Also.. We've been using it for developing serious games for a few years now and its simply the best solution. Especially for mobile games.. Actually some of the screens on the greenlight page are done from unity.http://steamcommunity.com/sharedfiles/filedetails/?id=109049174&searchtext= I can recommend strumfy shader editor for unity as well, its an indispensable tool . -
LE So.... what are you working on?
muppetpuppet replied to Korodic's topic in Skyrim's Creation Kit and Modders
i'm no longer modding, but trying to get an indie game project off the ground,, here's a trailer.. you can help me by rating it on greenlight http://steamcommunity.com/sharedfiles/filedetails/?id=109049174 -
LE Shameless plug from a fellow modder
muppetpuppet posted a topic in Skyrim's Creation Kit and Modders
Hi i'm working ona full fantasy themed casual RTS , I've posted on steam greenlight as a concept. I'm trying to create the same involved creation process I experienced when creating the moonpath to elsweyr.. So creating some buzz is step 1 with the eventual goal off bringing it to kickstarter.. So here I am. this the link http://steamcommunity.com/sharedfiles/filedetails/?id=109049174 Do you think you'll like it, details are a bit sparse but its very early yet.. i'm a serious game developer during the daytime, but would love to do a game just for creating something fun.. Looking forward to seeing my fellow modders feedback.. cheers muppetpuppet -
So I asked for some clarification from valve support about why skyrim mods in the workshop aren't sorted on any of the numbers you can publicly see (such as favorites, votes etc etc) If you compare the top 20 , it simply doesn't make sense.. And it seems some mods that where ranked very high where removed by the author to be magically swapped by some fresh new mods shooting up in 1 day to the empty ranking space.. here's the reply: Thank you for contacting Steam Support. Thank you for taking the time to report this issue. We are aware of the problem and are investigating the issue further. That's been a few weeks ago, and the workshop has been broken for at least 2-3 months now.. Am I the only mod author that actually feels a bit miffed that A) my mod is being placed at an improper rankign, and b) valve knows this and hasn't tried to fix this for months.. Okey I'll admit I like having a popular mod and seeing it rise in the rankins, its a buzz. Its not why I did it, but still somehow i'd like a ranking system that's working and transparant, as is the one the nexus.. Just venting here, not trying to illicit a workshop vs nexus debate,, just wondering if i'm the only one that thinks this stinks.. Its like its being kept broken because it would cause a big row if everyone realized it wasn't 100 percent fair
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LE Patch 1.7.7.0 is live on Steam
muppetpuppet replied to Error404NotFound's topic in Skyrim's Creation Kit and Modders
Any ideas if the CK will be updated later to 1.7 as well. -
How to add phoneme mapping to a custom mesh actor
muppetpuppet replied to muppetpuppet's topic in Oblivion's Discussion
excellent.. that is a great help, its for the sload npc mesh i made for the moonpath,, now its just standing there during the dialogue. so i'm thinking of adding 4 or 5 meshes and using them for all the phonemes,, it doesn't need to be realistic seeing as the sload are just bug old slugs.. so any movement is an upgrade.. sad thing is i'll have to fix it to a facegen wich sux.. was hoping just to morph the entire thing.. -
LE new error messages in CK 1.6
muppetpuppet replied to muppetpuppet's topic in Skyrim's Creation Kit and Modders
hmm everything still works normally? when you save the mod? -
I'm getting a shetload of new errors on esp load in the CK,, lots of kinect errors and such but also entity errors.. Am i the only one experiencing this..?
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LE Quick Question Creating New Race Model - CS
muppetpuppet replied to maniczombie's topic in Skyrim's Creation Kit and Modders
yes copy the race, its associated armors and armor addons (that define the shape of the character, so an argonian is also an armor with an associated armoraddon) make sure you change the name of your race and then make sure the new armor and armoraddon are also set to this new race (in its properties) then you can change the meshes in the armor addon or addons.. dunno how it works with facegens.. but pretty sure you need to remove them from the race and make a custom armor set. -
LE Rigging new animals
muppetpuppet replied to born2bkilled's topic in Skyrim's Creation Kit and Modders
HI i use max as well, and find blender a complete disaster (sorry) what you need is to add a skin modifier, or easier a skin wrap modifier.. make sure you open the scene of the original horse (imported nif with skeleton to max) then merge your new horse.. now add the skin wrap modifer select the original horse in the modifier and select create skin(make sure assign all vertices (or something like that) is checked.. now your new horse is rigged in the same way as the original horse and you can delete the original horse and export.. I find that to make it work in skyrim i open the original nif in nifskope.. then open another window in nifskope with the new horse.. then i cope the following data from the new to the old using cope and paste over . : nitrishapdata , niskininstance, niskindata, niskinpartition then make sure the bones list in niskindata is identical to the old (just change the num bones and each bone to the nr it needs to be, make sure you look at the bone names, numbers are different per file) also make sure the num uvsets in nitrishapedata is set to 4097 and you use the spell batch update tangent space to make sure the normal maps work.. anyway its a hard process to explain , took me many many tries to understand a good workflow.. This is a good armor tutorial, its basically the same for animals cheers muppetpuppet and good luck -
It's in skyrim. Mod moonpath to elsweyr, it's an npc/ quest end boss. He's free to use for any modders, just rip him out of the BSA file, also got a pretty good imga follower mod on skyrimnexus, Clyde the imga follower Enjoy
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LE True Anthropomorphic Race Mods Ideas
muppetpuppet replied to TheDragonEpmperor's topic in Skyrim's Mod Ideas
hmm i've got an imga on offer,, more naturalistic than anthro but hey its a start.. gonna make a follower out of it soon http://img406.imageshack.us/img406/2138/imgak.jpg Uploaded with ImageShack.us -
Hi everyone I just did an update of the mod , did the same as usual, made an esm made an esp with edited versions of all the npcs and activators.. but now somehow none of the NPCs will engage their dialogue or trigger, neither do the quests that always should start. its fixeable by making a new save with the updated mod installed, and then loading that.. that activates everything and all the npcs respond normally.. For the life of me i don't know why this happens now. it never happened before, it would just trigger from a clean save, no need for reloading or anything.. Anybody got a clue?
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So just found this thread , adding my50 cents . I've beed working on the moonpath by myself ever since the ck came out. And I must agree making a quest mod is really an unrealistic task for one person. It's turned into a obsessive hobby for me, it being. Hugely rewarding and addictive. Only recently I've gotten help from great people such as chisiokage, especially for the voice acting and writing. And it's improved the quality tremendously . However I'm a bit of a loner in this , I like to tell my story with as little collaboration as possible. I think because it might just be a great personal creative exhaust. I believe thirteen oranges is also doing it alone, so it might be a common cause why there's so few meaty quest mods. This said the lack of real popularity also plays a part. Im loathed to admit it but what keeps a fanatical modded going is the feedback and compliments from the audience. I never expected that , but honestly for every Joyfully comment I can get enough motivation to fix another dozen bugs etc etc. so yeah like mentioned it may take time. But I'm not certain. The nexus although wholly superior to steam does seem to cater to an audience less interested in stories. Although I fear the root it's that players have sense that user quest mod are inferior or poor quality, and would dilute their vanilla play experienced. And sometimes this might be the case. Perhaps this is a symptom of more hardcore gamers. On steam both the moonpath and hirteen oranges quests are much higher ranked as on the nexus, gosh moonpath only entered top 100 non adult last week. On steam it's n 26 off all time. So perhaps more casual gamers hae less preconceptions on what's cool and good enough. So that's my little rant on quest odd in general on to collaborating. Like I said I'm a bit of a Line modder and I have found it difficult to successfully get the people who do pitch in to happily work together, So ii find it difficult , I have to manage in my day job, and certainly don't want to manage a team in my hobby. So that's what's stopping me from join other teams, that and the moonpath keeps me busy enough :) But practically I do create a fair bit off stuff, and I've been sharing it so that it helps other modders tell their own stories, I've got a bunch of creatures (shared with dogtown already, he helped me get them working) and besides the raptor, , hyenas and therium there will be more. So if there's a creature you might need for you projects just let me know, I might be working onit or able to use it for he moonpath as well if it doesn't exist. For instance been toying with the idea of making an imga. I off course also have my tropical and desert sets of models and textures your free to use:) ( a few mods are already using them) So if you see something in the moonpath which usefull, or would like something I might have made or will make, feel free to p.m. Me Also chisiokage is one proffesioal voice actor, highly recommend him ;)
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LE custom raptor creater not showing in ck,
muppetpuppet replied to muppetpuppet's topic in Skyrim's Creation Kit and Modders
its in the mod ;_) enjoy they come in packs.. look pretty nice actually -
Done http://static.skyrim.nexusmods.com/downloads/images/9782-1-1335905051.jpg http://static.skyrim.nexusmods.com/downloads/images/9782-1-1335906858.jpg
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I'm working on a sload model its basically done,, i'm sharing it with the more monster mod,, if dogtown is able to rig.. then it will also be used by myself in moonpath.. If you want you can have it as well here's a some screens http://static.skyrim.nexusmods.com/downloads/images/9782-1-1335906858.jpg and http://static.skyrim.nexusmods.com/downloads/images/9782-1-1335905051.jpg i'll make it a bit more wet and shiny in the shader before its done just let me know..
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LE custom raptor creater not showing in ck,
muppetpuppet replied to muppetpuppet's topic in Skyrim's Creation Kit and Modders
Yes dogtown already's helping me and adding it to the mod.;) -
LE custom raptor creater not showing in ck,
muppetpuppet replied to muppetpuppet's topic in Skyrim's Creation Kit and Modders
Its a mystery to me, omegared said it had something to do with the uv's could it be skyrim meshes require multiple channels of uv's that are disabled if you re unwrap in max? -
Hi everyone ,, i've got a custom creature (raptor type reptillian) its all setup normal mapped completely new. Reworked the werewolf mesh to fit, then skinned it and exported did all the steps right, previously did this with an armor set.. but the model won't show in the CK LAst time Omegared fixed it by simply importing it to Blender and exporting (not changing anything) after this I was able to reimport to max and change the skinning and tweak it and correctly export. I can;t figure out what i'm doing wrong in max, apparantly anything i model has to be pulled through blender to and exported back to nif, before i can actually export from max succesfully. used all versions of the niftools exporter, all give the same issue. invisible creature its not: dismemberment normalfacing numuvs BSshader If someone could just import the nif to blender and export it would help me tremendously you can find it here http://dl.dropbox.com/u/73918656/R1.nif if someone can see what is wrong and how i can prevent this in the future even better.. the rig is not properly rigged, just a quick skin to test.. but if i have a working nif back i can fix the rigigng. Also i tried installing blender, but if i import the nif I don't see anything in the viewport + Blender is completely weird to max users.. cheers and many thanks. also feel free to use the raptor in your mod, just let me know if you want the textures.. here's a video preview ]http://www.youtube.com/watch?v=HwZPdo-BMh4
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i've been trying to either mesh replace some of the trees (ignoring the bones for now) or adding trees as a static mesh. No luck so far, 1. i can't seem to set the transparancy property of the foliage node i made (it keeps popping up out of the nif hierarchy, the bottom) 2. when i mesh replace the trunk or foliage in an existing tree it won't load 3. texture replace does work but causes the error 16 (archive bigger than mod) error on the workshop there's only like two tree types, way to few, i'd be happy to share any working trees i produce in exchange for some help. cheers results so for for the trees can be seen in "the anvil mod" on the nexus http://skyrim.nexusmods.com/downloads/file.php?id=9782 doesn't work in the SW