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ghosu

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Everything posted by ghosu

  1. http://static-2.nexusmods.com/15/images/110/3297180-1395087578.jpg
  2. Naaaah i just can't do it...i could've released it days ago but it just drives me mad that this script is not working. Normally, as mentioned before, i try to save time and just release what i've got so far - i did it always this way with my other mods. But this time i just want to get this done...damn it, i'll delay the release a bit until i'm happy with the quality - in this case the damn script. I'm working on graphics and screenshots / video for the mod page right now so this will be done until tomorrow - then i'll give this script another try. Sorry, but i know it will drive me mad when i release it in the current state. Everything is working fine except the script - the comment section would be filled with script complains, and after spending quite a time on a mod it's a kick in the balls when this is the "reward". So if anyone has more experience with scripts than me - step forward, just in case i fail :D
  3. Have you checked out the modder's ressource download section?
  4. You can export a mesh, lets say a sword 3D model, as .3ds from your 3D editor and import it to an existing .nif (to replace a vanilla sword model) using NifSkope- so i would say it's more like an addition to an already existing .nif file.
  5. Guess their PM boxes are full, have to delete messages so there is space for new ones.
  6. ...and if you take a closer look i said: "If you want to edit/create .nif files using Blender you need NIF TOOLS/SCRIPTS/PLUGINS - whatever you want to call it. There are plenty of threads around 'bout this topic and good old google/youtube is your friend." .nif files are Skyrim's container format...to make them work with Blender you need .nif plugin. Nifskope is just an external program to open/adjust/save .nif files.
  7. Planned release: Tonight - because of differing time zones, ~ 12-15 hours from now. greetings
  8. If you want to edit/create .nif files using Blender you need NIF TOOLS/SCRIPTS/PLUGINS - whatever you want to call it. There are plenty of threads around 'bout this topic and good old google/youtube is your friend. Whatever, weapons like axes and swords are static meshes, means that you don't even need .nif plugins and can model them in any 3D modeling software you want (Blender,3DsMax,Cinema4D,Maya...) - afterwards you can export it as .obj and import them to NifSkope. Atm I'm using 3DsMax with Nif Plugin, i'm working with non-static stuff as well (like armor or bows) and the workflow is quicker because i'm working with many different .nif files at once. .obj import/export method is less comfortable but it works as well - as i show in my video turorial (the workflow is universal, you can replace any program i'm using with a fitting counterpart). IF you go along with .obj method you have to use an older version of NifSkope. Back then i used release 1.0.0 rc4 - newer versions tend to trash the UV map so it messes up your texture. If you're planning to spend a lot of time on modding/modeling i would recommend to use the .nif method and search for the fitting Blender plugin. And yeah, i rarely post direct links because i love to see people working on their own. If i remember right, member URWY has got links and matching tutorials in his board signature - and even if not it's no big deal to find the correct stuff :D greetings
  9. If you just upload the retexture without any original content of another person's mod (like textures,models or .esp) AND (!) the texture is made 100% from scratch (so there is no part of the original texture included) you don't need permission - at least i'm pretty sure, because the retexture is based on the mod but doesn't use any content of it. Ofc. you could always discuss if this is 100% correct because you're still using the original UV layout of the mesh and if you discuss all facets of copyright - but i guess that's just nitpicking, especially since we're talking 'bout non commercial releases, we're no huge concerns with armies of lawyers. I'm not sure if there is an exact rule/wording regarding such topics, but tbh., even in this case i would ask the mod author for permission - because without this mod there would be no retexture or need to download your mod. Besides "law" and rules there is something like morality/code as well. To be 100% sure you have to ask the site owner/mod because in the end they are responsible for the exact terms of this site - they decide what to host and what not.
  10. First release won't include the crossbow script because it's not working yet - already wasted too much time on it. The sheaths are done, the mod itself as well except some minor tweakings. I'll upload it as soon as i got a few hours free time to upload it / create video and mod page and be available for troubleshooting of possible issues. Possibly i add the scripts after my break IF i find the error.
  11. ... just look at the video or pick a random Mudbox clip on youtube / wiki entry, it's quite different to a regular image editor like Gimp. Image editors are more focused on 2D, sculpting and texturing software (like Mudbox,zBrush or Sculptris) is focused on painting directly on the 3D model, creation of normal/specular/whatever maps, 3D modeling/sculpting of details and so on. Normally you use such tools in combination with an image editor, at least i do so in my workflow.
  12. In Mudbox you have plenty features you don't get with most image editors...it's used to sculpt (details) / create normal map and directly paint on the 3D model. I often create the rough texture in MB, export it to Photoshop, fine tune it, export it back to Mudbox and so on...
  13. Searchfunction => TEXTURESET or (first minute of the video...set up the textureset to match you new textures, afterwards link it to the gem when selecting the model, see screenshot below) https://www.youtube.com/watch?feature=player_embedded&v=4h_ooWNAPsc http://666kb.com/i/cmofg58dvfcmynb4l.jpg
  14. Depends on the extent . Barren land with just some forests, mountains and one or two towns would be doable :D But ofc it would be much wiser to focus on a small area and enhance it with each update...quality>quantity. You should keep in mind when you announce stuff like "3-4 times as large as Skyrim", most modders will think: "Yeah, of course...like hundreds before you, in the end nothing will be released." That's why i recommended to begin working on your idea. And when you really focus on it and start with a small area...but high quality...it might catch someones attention. I would plan stuff that you COULD do on your own as well, but it would be a nice bonus to speed up the process IF you find support - because there are no guarantees that you find modders that help out. There are hundreds of threads with textwalls filled with ideas and visions, but nothing else. So if you want to lift your project from the rest: Walk it like you talk it :D
  15. IF (!) it's a ripped/ported modell and you want to keep your account you should remove that link. Ignore that comment if it's made from scratch or you don't care for your account ;)
  16. The tool's name is NIFSKOPE, just google for it - it's free. http://www.youtube.com/watch?v=IJCyOMoqbPs
  17. The chances, to find skilled people that have time AND motivation, are pretty low. So i would HIGHLY recommend to directly post your details. There are already plenty projects around that give all informations and even these often get no response or die after a few days/weeks. So most people won't even bother to ask for details, especially when you don't mention at least the rough direction of your project. Could be pretty much everything. Chances are better to get support if it's a fancy mod, maybe you've already got some stuff to show (and i'm not talking 'bout ideas only...cause everybody has plenty of them, it's more important to get things done). Might raise the chances from <1% to >1% :wink: greetings
  18. http://en.lmgtfy.com/?q=Skyrim+ENB ... or ENB in the mod search box.
  19. How easy doing it from the scratch? For a beginner in 3D modeling quite impossible...at least it takes a lot of learning, the most difficult part is not the modeling but the weighting of the models - so they are attached to the character's body and stay in position, morph when you move and work with the weight slider. Texturing would be no big deal since it's a simple look. But then comes the time consuming part, porting the models to .nif files and importing to the game - that takes quite some time. How long it would takes? Depends on the quality level and skill...can be 20 hours, can be >100. This calculations just count for experienced modders. So yeah, good luck on that. greetings
  20. I've send you the link. http://666kb.com/i/cmmaab3zpkepdcn0t.jpg You can find the weapons in the chest behind the Statue at Auriel's Temple, if you don't know how to get there you can use the console to teleport there or simply add the items. COC DLC1TEMPLEENTRYCELL and COC RIVERWOOD to teleport there and back HELP AURIEL will show you the item codes PLAYER.ADDITEM code 1 will add it Ammo is craftable at the forge / MISC. Blazing/Sinister versions are the normal ones. greetings
  21. I've never created a race myself and have no big clue 'bout the mechanics but after a quick look in CK... isn't the Race linked to the skin (that works like armor) which contains body parts - like the tail? http://666kb.com/i/cmlv9fxb42r29ut8t.jpg ... so maybe if you duplicate the skin, delete NakedTailArgonian and link your new race to this one instead the original version with tail? In worst case you could always replace the tail model with an invisible version or downsize it to 0% and link your skin form to it (like i did below) - BUT that's an out of the box idea, quite sure it's doable in CK as well :D http://666kb.com/i/cmlvctw0on4ukd0nh.jpg UPDATE: I just tried the above mentioned CK version, deleted NakedTailArgonian in the skin form and it worked ingame.
  22. Damn this script, i give it up...maybe i add the sun effects later after my break or whatever. Though the rest of the mod is quite finished. BUT Ashen, since the initial request was made by you i can send you the mod - i might just change some minor things like ingredients, names, values...if at all, if i do so you can simply replace the .esp with the final mod's version. Main reason why i'm not uploading it now because creating the mod page / video / screenshots takes at least 2 hours and i have to do stuff in RL. If you want it i can send it to you via PM. greetings
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