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AuGuRSGFX

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Everything posted by AuGuRSGFX

  1. From what I understand, each iteration would actually have to be a separate entry in the data with it's own ID, it's not just a question of a script picking which texture to apply to an object. In other words, for it to work... Black/Brown Deathclaw = DC01 Red/Green Deathclaw = DC02 ... and so on. The same would apply to armors (armours) with different textures. It's one of the reasons you see both replacements and standalones, the standalones having to be conjured up by the console or put in a container somewhere that alters the cell table. This would add to bloat of the data files themselves with all the extra entries. Would be nice if, at some point, Bethesda would have an engine that could detect a custom keyword-type identifier able to be used by modders and be able to pull those assets into a random generator during initial world spawn as well as it's own random encounter (respawn) generator. For Skyrim, there was a mod that could add custom armors, weapons and items to the loot table. One would think you could do the same with NPCs/Mobs.
  2. Here ya go... Skyrim.esmUpdate.esmUnofficial Skyrim Patch.espDawnguard.esmUnofficial Dawnguard Patch.espHearthFires.esmUnofficial Hearthfire Patch.espDragonborn.esmUnofficial Dragonborn Patch.espSkyUI.espBasic load order starting point (IMHO), just make sure you install SKSE as well (lastest version and manual install preferred from here)
  3. I would like firstly to say I appreciate all the modders out there for their work, and the following is NOT meant to burst your egos in the slightest. ------------------------------------- ReadMe : I've noticed many of you have named your readme's that you include in your downloads as "readme.txt". While this may be an oversight or not, when you refer to the readme for installation instructions, and it's been overwritten by untold amounts of mods being installed, it's not a good thing. So I'm basically asking you all to name your readme according to the name of the mod with the included version number would be a good thing for all of us users. Stand-Alone Mods/Conversions : Example : Mod Sword A (Super New Sword by Someone) = meshes/weapons/sword.nif Mod Sword B (Super New Sword by SomeoneElse) = meshes/weapons/sword.nif See the problem here? While it's a simple thing during creation & editing, it's not so simple when the mod is finally downloaded by us users. Much like the readme situation, files being overwritten when people want to make use of multiple mods that add to the game, some of us like the variety. For models, the suggestion would be to name the file with following format : <creator>_<modname>_<version#>, obviously with file extension as applicable. For textures, same format minus version# if necessary, and adding what part is being covered by the texture. I.E. : someone_supernewsword_1-0.nif, someone_supernewsword_1-0_steel.dds ------------------------------------- Texture Replacements : For vanilla and even replacement/new models, I've never really understood the necessity to include the nif files when doing a "simple" texture replacement. Figuring out where the textures are stored for both vanilla and new models is easy to do. Once you have that, you should know what the texture names are, therefore naming your files the same as the "originals" should be easily enough done. The only different situation would be when you alter the mesh itself. At this point, the mod really becomes a new mod and not just a texture replacement. I.E. - Skimpy-fying a mesh (removing mesh faces to show skin) without using alpha channel transparency. Technically, this is a new mesh that could be a stand-alone on it's own merit. ------------------------------------- File Management : I've seen several mods utilize named sub-folders to house their mods, so even if the above wouldn't be an issue for raw files (model nifs & dds textures) if used. Obviously *.esp, *.esm, and even *.ess files would still be a problem if named the same. ------------------------------------- In conclusion, and it goes with saying, that following a naming convention and utilizing file management on the modder's end would greatly affect mod compatibility for the better in the long run for all of us loyal fans of your work. Thankyou
  4. You might want to try a direct link to the pic rather than having someone to register on the forums the link leads to. Just a suggestion :biggrin:
  5. Never understood why when dual wielding weapons, the left hand one just mystically appears when unsheathing them, not to forget it isn't shown while sheathed. Any chance on someone being able to "fix" this? Thx in advance Aug
  6. Liking the work you've done so far. I do however, have a few suggestions : 1P FoV is too distant(?), maybe adjusting camera height is in order. While watching one of the vids, the bow animation is screwy, meaning that the bow looks like it's going through the body. Maybe force the anim for sneak bow angle or alter the anim for an angled stance. Even from personal experience with a bow, the bow itself is rarely 100% vertical. While swinging and unsheathing/sheathing weapons, the arms seem to fly around as if disconnected from the body. Even still, I'll say again, excellent progress so far =)
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