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Everything posted by CaseysLaw
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Hey, thanks for the reply. I've decided to send it back for a refund, xbox support were really lovely about it and spent a couple of hours trying to help me fix it. Eventually, by myself, I managed to get it down to playable latency 90-95% of the time. Basically, from what I figured out, it's just not built for lower end pcs and you might have problems if you run two screens with one being a lower end or older HDTV. I still think it's an amazing controller and I highly recommend it but it's a waste of money for me until I upgrade to a half decent gaming rig. The fact that the chatpad has full keyboard hotkey support is mindblowing. I'll be buying a new one as soon as I can run it smoothly and I can't recommend it enough.
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If your not in any rush to do it, I'll eventually have to figure it out for my mod. Happy to pass on whatever I figure out but it could be a long while off.
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Let us know what you think of it! :)
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Hey folks. Really need some help! I've just moved back to PC so I shelled out on an Xbox One controller and all the add ons. Sadly the delay and lag is unbearable and has made the game completely unplayable. I'm not running an outstanding system here but without the controller there isn't a problem. Looking online, a lot of people have had this problem and some of them have managed to fix it. Annoyingly everyone seems to have a completely different fix and from what I've read a lot of it depends on the game you are playing. I'm not savvy enough to figure this out and I don't want to blindly start testing out these fixes which often require admin command prompts or the like. I'm sure one of you lovely people knows the magic words to get this sorted. I really don't wana have to return the thing because I think this is a teething problem and I love the controller. Thanks in advance, Casey.
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Haha, it's all trial and error! :D I'd highly recommend Nightasy's Tutorials on youtube. Very informative and he covers a lot of material, just start at the beginning and see where it takes you.
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Hmmm, I see what you mean now. I'm working on the same animation problem. I want to use draugr animations on the player character for my mod. The problem is that they use different skeletons so are incompatible as is. I'm currently researching something called "animation baking" which allows you to attach an animation to a new skeleton in 3dsmax. So far that's the only way I can see to do it and although it looks like a plausible solution it's a steep learning curve. I wouldn't wait for me to figure it out as it's going to take a long time. Maybe someone here knows or you can try and figure it out yourself. I'd love to hear how you manage it if you figure it out! :D If we think about this a different way it might be easier to accomplish your specific task at hand. If I understand correctly, what you want is a Draugr that looks like a beast race but uses Draugr animation. If I'm correct it would be easier to make a new mesh and texture for a Draugr. You can take the standard Draugr, replace the head with the beast race in question and retexture the mesh to match. The tail might be more difficult, I've not looked into it. I know the tails use their own animation/physics stuff so it might be easy enough to add it and retexture, but I would be surprised if it didn't need it's own skeleton bone that won't be present for the Draugr. If this is the case I would think that adding the stub of a rotted off tail to the body mesh would be easier than having a fully fledged one with it's own movements.
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There is a mod for Khajiit and Argonian skeletons on Nexus, I assume they use skeleton animations but I'm not certain. Maybe asking the mod author would be the best place to start? He/she would be able to tell you exactly how they did it so you know how to make Draugr versions. This is the mod is Beast Skeletons and the author is PROMETHEUS_ts. From what I know, I think you are going to need to make custom textures in 3dsmax and then make custom textures for them. Save those files in your data folder, link them in nif and create your new npcs in Creation Kit. Then you can place them where you want in game. Best of luck, I really like mods that add variety, the more lore friendly you can make it the better. :)
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Found one of them!! And it turns out the starting spell and racial mods were the same one so actually found both. You have youtube to thank because it put it on my dashboard this morning. :D Disparity Actually I think I'll download it too, awesome roleplay mod!
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The Voice Actors of Skyrim (Nexus)
CaseysLaw replied to Hotemochick1992's topic in Skyrim's Skyrim LE
Hey folks, I'd be interesting in trying my hand at a bit of voice acting if anyone wants to roll the dice on me? I don't have much relevant experience but I'm Scottish which might be of interest to someone. :) Casey's Law Gender: Male Accent: Scottish Age: 24 Notes: I'm a big guy, ex-rugby player, but I've got a decent vocal range. Better suited to serious parts, simply because I'll struggle to commit to sillier, more light hearted stuff. Feel free to drop me a pm. -
Thanks for the replies guys! I was a little worried, this being the internet, about what sort of response I would get but you've all been very helpful and, more importantly, encouraging. :D Brillant, I'm really glad that I'm not doing this totally backwards! I've chosen 4 minor mods to work on which means if I get stuck or bored with one or two then I can do something fresh for a while and give myself some time to think of solutions without losing momentum. I'm sooo glad to hear that my second idea isn't impossible to do. I won't be tackling it any time soon but it's given me a target to work towards. Thank you, I may well take you up on that offer of a pm next time creation kit makes me cry! Fantastic, thank you for this information, I've had a look into these mods and it's filled me with confidence that everything I want should be possible as long as I can get good enough! :smile: Seriously, you guys are great. I was totally expecting to get told that it was all a pipe dream and would never happen but if these things are being done then it's achievable. I'll patiently watch and wait for these mods to arrive and see how they do things. Maybe when they drop it'll enlighten me and push me to start working on my big mod. In the mean time I better get busy learning! I'm starting Uni in October so I've got plenty of time to learn, create and publish some mods before then! Plus I'm doing programming as one of my modules so it's like homework, right? :tongue: Thanks again all of you, I'll probably be back soon with more questions so please do check back in. :smile:
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Hey there. I'm in a similar boat to you, just getting my bearings at the moment. The first thing I did was spend a couple of weeks watching youtube tutorials and playing around with all the necessary programs for modding various aspects of the game. That has given me strong base of knowledge to work from. Now I've joined this site, and soon I'll join TES Alliance, to build on the foundations I have. I'd assume you have some things you'd like to create if your interested in modding so I'd suggest choosing something simple and just get your hands dirty. If you are driven to learn how then you will find the right resources and the community seems friendly and happy to assist. Good luck! :)
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Which one do you think is more realistic?
CaseysLaw replied to SkyTaylor21's topic in Skyrim's Skyrim LE
If I had a rig that could run Skyrim properly I'd be all over it. For what that's worth. -
Which one do you think is more realistic?
CaseysLaw replied to SkyTaylor21's topic in Skyrim's Skyrim LE
That's really, really cool! Definitely the top image of your two is the most realistic of the three. I think that's the non-ENB one. Absolutely stunning. Great job. -
I've seen a few very cool looking treehouse style player homes on youtube you should check out. I believe there is also a mod that gives you more starting spell options(remove or choose your own) and I recall seeing a mod on Nexus that really distance each race's special abilities to make the playstyles unique. Sorry I don't have the links but they should be easy to find. If I come across them again I'll come back and link them for you.
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Hey folks! I just recently introduced myself over here where Lisnpuppy has kindly told me to check out Tes Alliance, which sounds like a great resource, but I thought I'd start here. Firstly, I've identified my biggest hurdle as biting off more than I can chew! I've already got three substantially sized mods in my head that I'd like to make and I don't want to get carried away with grandiose plans. To counter this I've been picking small standalone aspects of these ideas and trying to create them without worrying about the bigger picture. I think this is working out well, it's certainly easier to learn these bite sized tasks and I know that eventually I will be able to start putting the jigsaw together. I would like to run a few things by you veteran modders though to make sure I'm on the right track. I'm a little worried that I'm wasting time trying to learn things that are actually impossible or chasing down non existent information. Here we go(please be gentle I'm very new to this): 1) I am playing around with animations and I'd like to pull some humanoid creature(draugr/giant) animations and convert them for use on the player character. First thing I did was stuff the animations into a PCEA2 file ...and quickly called an exorcist to deal with the hell-spawn that I had created. I was already pretty certain it wouldn't work because a) it was far too easy and b) I had spotted what I'm guessing are unique skeletons for each creature? If I'm correct about the unique skeletons does that mean there is a way to attach the creature animations to the player character skeleton in 3dsmax? If anyone can point me in the direction of some information or a tutorial on this I'd be very grateful indeed! 2) Somewhere far down the line when I can consider myself a capable modder I have my heart set on building a very particular mod. I would want the start of the experience to be at the title menu where there would be a second 'New' option below the original, clicking it would start a cut scene and at the end of that place you in the world at a new starting location. All of the original quests would need to be removed during this play through too. There would be a few quests created by myself and after the final quest was completed the game would end and you wouldn't be allowed to play any further on this play through. Is any of that even remotely possible or is this a total pipe dream? I'm really determined to realise this idea one day and although there wouldn't be a whole lot I'd have to add to the game, there would be a few fundamental changes to how Skyrim works that may not even be implementable. I would be very interested to hear if I need to go back to the drawing board or if these changes are plausible. Thank you for reading, and hopefully replying too, I'm sure I'll have more questions but I think that's more than enough to keep us all going! Haha!
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Thanks Lisn! :) That's cool that we were brought here under such parallel circumstances but separated by an 8 year gap, is that a common story for people in the community or just a coincidence? Tes Alliance. Gotcha! That sounds really awesome actually. I'll make a few posts here, get my footing and then venture over to see what it's all about. At first glance it looks like a brilliant resource for learning and discussing. I'm surprised to hear that people wanting to make their own mods is a rare thing but I guess I understand it too. Some people like to make things, some people like to play things and both are awesome hobbies. I'm actually taking a break from the miniature hobby at the moment and I never played any games, just sculpted and painted, so I'm really excited about being able to create something in a new medium. Hopefully see you around the forums as I start to wander out and about to see what's ado. Next stop, I'll post a few questions about some ideas and problems I've had, see if we can shine some new light on things.
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Hey folks! Here to meet like-minded people, share ideas and learn how to mod... first Skyrim, then, the world! It's been a while since I did much foruming so forgive me while I indulge in a little typing which may or may not be of interest to you. Probably Definitely the latter. A few weeks ago I was playing Skyrim on the ole seXbox 360 when I managed to get myself into one of those game breaking positions that are all to common. I'd put a lot of time into that particular play through and without an auto save to fall back on I took my plight to Google in search of a cure. After a bit of research I found a way to move my save file from the 360 to my laptop where I could load up Skyrim and console command my way out of a jam. Everything went to plan and later that same night I was back to the Xbox playing away like it had never happened. But it had happened, and I felt drawn to return and see what else these console commands could do for me. Over the next couple of days I swapped my file back and forth at least a dozen times, tinkering with bugs, reclaiming lost followers and turning my Necromancer into a ghost. The more I tinkered the more I read about the kinds of stable modding that was available to PC gamers and the more I saw the limits of editing my 360 save files. My hand had been forced, I traded in my Xbox, got myself a legitimate copy of Skyrim for the PC and shiny new Xbox One controller. Soon I dipped my toe in the water with some of the most downloaded mods on this site but after watching a lot of youtube videos my confidence grew and I heard about more and more mods I wanted to integrate into my game. Gopher's videos in particular have been immensely informative and enjoyable to watch, I think he may even use this forum which is exciting. It wasn't long until I grew restless again. I had my own ideas that I wished to be able to implement and I had heard about something called Creation Kit. After watching a few tutorials I started messing around on CK but quickly realised that I needed more to execute my ideas. Nightasy's tutorials, among others, were an invaluable resource while I started messing around with custom meshes. No sooner though had I started to get the hang of 3dsmax than my interests had widened to include animations and scripts. So new tutorials were found and new paths beaten as I dabbled in Papyrus scripting and custom animating. That brings us almost up to date. With so many new things to learn and answers to problems not always possible to locate I have arrived here, bloodied but unbowed, hoping to find answers, meet people and hopefully produce some mods that the community will enjoy. Peace and crisps, Casey.