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superslug2000

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Everything posted by superslug2000

  1. Do you know which one of these makes matching attack zones gives the defender a higher chance of pulling off parries/ master strokes?
  2. I would like to modify the game so that pulling off master strokes and parries is harder for both npcs and players, unless the defender is mirroring the angle of the attack when attempting to counter, in which case it is easier than in vanilla. This will make combos, feints, and offensive play more viable, and make the master stroke require some level of mastery from the player other than fast phalanges. I already know how to adjust the probability of npcs performing different maneuvers in combat from blocks to dodges, and the windows players have to do the same. My question is this: How do I make defense angle have a greater affect on Perfect block time slots? Another thing I've been interested in is blocking attacks from behind. I've noticed that enemies occasionally block attacks from behind them. How can I make Henry do the same thing, using the green shield indicator as a sixth sense to know when he is getting attacked? This is to make 1vx situations more bearable.
  3. The paths are setup correctly, and the uv maps survived being exported. Is there anything else that could cause the textures to not show themselves? It is missing in game too.
  4. In nifskope my textures are missing, giving me a spear made of white diffuse stuff. I also got the model in game (morrowind) and still have a texture-less spear. I am using blender 2.79 with "Blender Nif Plugin 2.6.0 Pre Alpha 0 Dev 4 - Nightly build" and "Nifscope 2.0.0 pre-Alpha 6". the latest version of everything. in nifscope->options-> settings-> resources my path is set as "C:/Program Files (x86)/Bethesda Softworks/Morrowind/Data Files". I have the texture for the blade set as "textures\antikneetextures\spear_knee_slay_blade.dds", and the texture for the shaft is set as "textures\antikneetextures\spear_knee_slay_shaft.dds". I have the nif stored in "C:\Program Files (x86)\Bethesda Softworks\Morrowind\Data Files\Meshes\AntiKnee" because nifskope apparently expects the textures an meshes to be under the same data folder. I checked if the uv maps survived the export from blender by right clicking on the object in nifscope, ->Texture -> Edit UV, and the uv map looks like what a had in blender. I also triangulated the mesh in blender. In blender's object panel, BS Num UV set is 1, the consistency is set to ct mutable and the object flag is 4, and in blender's scene panel nif version is set to 0 (because this value is defunct and works fine if set 0), user version is set to 0, and user version 2 is set to 0 the like all Morrowind weapons seem to be. I think part of the problem is the warning I get when exporting from blender, saying that my materials got merged and are identical in the nif, even though they are on two different objects. here are the files https://drive.google.com/file/d/0BwcCIxeR1vNpcXBscl9wTDVKN0E/view?usp=sharing
  5. This solution works perfectly for me. It is a compatibility patch for NifSE and DR 6. First, install the latest version of Nifse: http://www.nexusmods.com/oblivion/mods/21292/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Foblivion%2Fajax%2Fmoddescription%2F%3Fid%3D21292%26preview%3D&pUp=1 Then install the patch: http://www.nexusmods.com/oblivion/mods/40336/?
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