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SmedleyDButler

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Posts posted by SmedleyDButler

  1. A while back I was asking about the the Skellige Armour from W3 which, bizarrely enough, was never ported among all the other W3 assets ported over in the last ten years in spite of arguably having the most nordic theme of any armour in any Witcher game.

    While I'd love for someone to port over the armour, as well as a few others from W3 (see below), I'd be willing to figure out the rigging & weight painting and such, doing the work myself. However, I need the assets to start with (obviously in a .obj or .nif I can use, along with the corresponding texture files), and I don't have the resources to export the original assets (mainly the game itself, lol).

    Is it possible that someone could please at least just export the assets? Or even just the parts for the Skellige Armour if the others are too much?

     

    I've looked and asked so many places, Reddit, LL, Gun, etc. without much luck and I'm hoping at least SOMEONE out there is still interested in Witcher-based armour mods. I'm working on a large replacer (About 10-12 vanilla sets done so far, both genders & weights, though I want to revise some of the older ones if I can get the sets below), including hopefully an add-on for Brigandage, and no it's not all ported Witcher stuff, but it's late-medieval and Witcher stuff has been an enormously useful source of components.

     

    Thanks.

    ______________

     

    P.S. The full list of armours I'm ideally hoping for is:

    Besides the Skellige Armour, most of those are only torsos, or torsos & gloves.

     

     

  2. UPDATE: Question #2 is SOLVED.

    Two questions, one cup thread, because they might be related and they're for the same mesh anyway. I have a fair bit of texture-editing experience, so it's not basic tutorials I need here but some more advanced help.

    1) Cannot match cubemap shading - what am I missing?

    The main problem I've been having is that for the life of me, I cannot get the colour and shade of the environment mapping to match up properly between the armour plate on most of my meshes and a the greaves on pair of boots I'm using for this armour set. Some of you can probably recognize most of the assets from this particular project.

    (yeah this is the male 100 weight version, but there'll be sets for all genders and sizes when I'm done).

    lSiRxu1.jpg

    I have gone through all the textures and done as much as I can (as far as I know) to harmonize them:

    - I'm using the same cubemap (duh)
    - I'm using identical settings in the BSLightingShaderProperty settings of the mesh, including lighting types, numeric values, etc. I've gone over these and compared them line by line several times and while it's still possible I might have a setting off, I don't think this is the issue?
    - I've done my best to make sure the saturation, shading and tone of the diffuse (base colour) map, specular map, and the environment map have been made as close as possible. Yes, this includes the alpha channel of the normal map

    - Now that question 2 has been solved, I've also made sure the normal maps are fairly close in terms of texture. Not a perfect match but enough that it's clear that the normal map isn't causing the problem.

    I've done this many times with other armours I've worked on with good results, but this time It's just off enough that a small adjustment somewhere isn't the problem. I must be missing a setting or texture formatting detail somewhere.

    2) Normal Map light orientation changed when saving? What settings to fix this?

    (Question 2 has been solved so I've spoilered it. Not deleting it entirely in case someone else ever needs this info)


    Earlier today I was also trying to manually fix the normal map for the metallic parts of the boots. I don't have a lot of experience with this, but I've worked with normal maps occasionally and there's one or two good tutorials out there for using the NVidia plugin for photoshop if messing with normal maps (I use this one: http://www.bencloward.com/tutorials_normal_maps12.shtml)

    Here's the boots again:

    lHHRpzX.jpg

    You can see that the surface of the metalic parts has a very crappy scaly/scratched texture to it, and in the image in the first question, you can see hat rougher texture doesn't match the other armour pieces I'm going to use it with.

    So I smoothed out the normal map by hand, applied the "normalize" NVidia filter per the steps listed in the tutorial above, and the new normal map was nice and tidy with no artifacts or issues. Except one kind of big one:

    HKrBhtR.jpg

    While the normal texture is perfect now, the direction of the light seems to have changed completely (hard to tell, but I think it might be reversed). I have tried inverting the X axis (as the tutorial suggests), the Y axis (in the plugin settings), and both at once, but no matter how I save the normal map, it generally comes out matching the second image pretty closely when applied to the mesh. I should also mention that, yes, I'm saving these in the exact same compression format (DTX5) as the original normal map.

    You can see it in the output quite easily if you look at the normal map itself. The colours are technically the same, but...

    (Original is on the left, probably obviously, every version saved after editing comes out like the one on the right)

    7TcWSLT.jpg

    So it must be something else I need to do when saving or filtering... but what?

     

  3. Good question!

     

    Skyrim is an Imperial Province at the time of the game, but there is a civil war, so maybe that's why only the crests of the holds are seen?

     

    The Imperials and pro-Empire factions uniting under the Solitude banner might not work, politically, as it may seem that Solitude is a rebel faction and Cyrodil will want them fighting under the Imperial banner. Also, no self-respecting Jarl would fight under another Jarl's banner for the Empire.

     

    It might work better for the the Stormcloaks uniting under the Eastmarch banner for Ulfric in Windhelm, but they have their own Banner anyway.

     

    There are symbols for Imperials and Stormcloaks, but I don't know of one for the "united" Skyrim as an Imperial province.

     

    In any case, I think the Nords elected their High King, so his House's banner would be the pre-eminent banner.

     

    Also, I don't think there's a banner for High Rock and Hammerfell etc, and Daggerfall was part of High Rock, while the game centred around the Iliac Bay between the two. Each petty kingdom and barony had their own banners.

     

    :smile:

     

    Multiple banners is a thing you tend to see in feudal societies where there's hierarchies of lordships and loyalties are highly localized. The middle ages are a prime example of this, but even real-life armies had variations on this tradition well into the 19th century.

     

    To translate that to Tamriel, in the days before the Great War (or even during the Great War), a regiment sent from - for example - Eastmarch could potentially have displayed the Eastmarch banner, while the army from Skyrim as a whole would be under the command of the High King at Solitude, who would have his own troops flying the banner of Solitude. In this example, only the soldiers from Imperial City itself would actually wear or fly the Imperial symbol.

     

    However, Bethesda has pretty consistently depicted the Empire as being along the more cohesive lines of the Roman empire, which means a more consistent heraldry. The most obvious aspect of this in the game of this is that Imperial troops in Skyrim may be locals, but they all still wear the Septim dragon and share the same uniform. To be sure, you can actually have both systems coexisting - High Rock's armies might fight under their own local banners, as might armies from Morrowwind, even though they might fight as part of an overall Imperial army. But Skyrim is consistently described as being nearly as core a part of the Empire as Cyrodiil as well as being much more strongly integrated with Cyrodiil than other provinces.

     

    At the same time, the Civil War pretty much comes down to the Nords arguing if they're Imperials first or Nords first, so there's clearly still some sort of pan-Nordic identity, distinct from Cyrodiil, that a Nord might recognize. Which is what makes me wonder if there's any visual token or badge or symbol that Nords might all recognize as "Nordic" or as a symbol of Skyrim.

     

    The main reason I'm asking is because I'm tinkering with some armours, and it would be neat to add some shields with decorations along those lines, something that anyone in Skyrim might wear without it necessarily being Imperial or Stormcloak, or from any one hold. A plain shield is both unlikely AND boring, but if I want to make something widely distributed around Skyrim (i.e. to add to levelled lists or use as replacers), it should be something anyone might wear. The patterns on the Steel Plate Armour are an example here, but there's no special shield just for Steel Plate armour.

  4. So, this might seems like a weird question after Skyrim's been out for so many years, but... Does Skyrim, as a whole, have an emblem or symbol, or anything like that as a whole?

     

    Each of the holds has their own crest, as do many of the smaller factions, and I'm sure that in a medieval sense, the crest of Solitude might serve as a banner under which armies from Skyrim as a whole might serve militarily (that's only a guess, but it would be consistent, with the crest of the Empire as a whole being that of the Septims), but is there a more neutral or "generic" symbol which represents Skyrim as a whole? Or even something a Nord might simply wear personally without it standing for any sort of territorial allegiance, except maybe to Nords as a people?

     

    I was surprised that I couldn't even find a yes or no answer to this question after searching in various places (The Skyrim wiki, UESP, etc.), let alone an actual answer with an image.

     

    Any information or suggestions would be great, thanks!

  5. Hi all,

     

    A few years ago I used a mod and then deleted it. Now I would like to re-download it, but I can´t remember the name.

     

    The mod allowed to tweak a lot of things. It had a quite big MCM menue. You could tweak the experience you get for every Skill and how effective every skill is. For example how much dmg destructioin does etc. There were more tewaking possibilities tho.

     

    Can anyone help me find this mod, please?

     

    Thanks in advance.

    Was it SkyTweak, perhaps?

  6. Again with the questions!

     

    Could anyone let me know which mod pack the hair COCO is using for in the frontpage splash image for their new T Shirt mod is from (actual style name would be a plus)

     

    Screenshot:

     

     

     

     

    100432-1575727910-599300523.jpeg

     

     

  7. Here's proof that Beyond Skyrim: Cyrodiil has gone Skyrim SE-exclusive direct from BS - Bruma's very own Wiki page folks:

     

    https://beyondskyrim.fandom.com/wiki/Beyond_Skyrim:_Bruma?fbclid=IwAR0IQfBeeEnFU6Stgm6Hy-JgoPBQEzZtbqjYoQq8GEolPZuNy6xHSfRkuWY

     

    Further proof: https://i.imgur.com/PEl0Oy5.png

     

    Oldrim's 32 bit engine simply cannot handle exceptionally large worldspaces/maps like Cyrodiil. The full release of BS: Cyrodiil/other Beyond Skyrim mod projects won't come to X-Box One due to Micro$oft's 5 GB space cap for mods. PS4 users are entirely SOL when it comes to any Beyond Skyrim content due to Sony's outright ban on any external assets in mods for their platform.

     

    That's from 2017. I was relying on the same outdated information you're referring to.

     

    The information posted above by phillipjohnmc is much more recent.

  8. Yeah, it'll be a while before we see anything, which is fine. There's some other modders doing interim projects we might see sooner. I'd really like to see someone release some work with Skyrim's eastern border... (there's one project on Nexus already but it's landscape only at the moment - towns and quests and such are a long ways off). The western border has Beyond Reach, which may not be perfect but has reached a pretty playable and stable state, so it'll do until we see Illiac Bay (which might be a very long way off given it's TWO provinces).

     

    Atmora I was excited for before. No idea where they're at now, because they were originally hoping to release in early-mid 2018. We'll see, I suppose.

     

    You're right that we're still a long ways off TES6. First, no one knows what they're going to do with the disaster that is Fallout 76, and they're still meaning to launch an entirely new flagship franchise before getting to TES6 (can't recall the name at the moment). I assume we're looking at 1-2 years minimum before they even start WORKING on TES6, let alone releasing it.

  9.  

    In response to post #66387126.

     

     

     

    SmedleyDButler wrote:

    In response to post #66107861.

     

     

     

    SmedleyDButler wrote:

    In response to post #65374531.

     

     

     

    SmedleyDButler wrote:

    In response to post #65327026.

     

     

     

    SmedleyDButler wrote: I think that the most disappointing aspect of the BS project was the decision to move entirely over to SSE, even though several years of work had already been done in LE, and - regardless of which version any of you may personally think of as better - the numbers still show that over two thirds of the player base are sticking with LE and that this is not changing much over time.

     

    I understand the point being made that many of the modders are doing this for themselves first and fans second, but I can't imagine that the BS team is entirely made up of people who don't care much about seeing their mods played and enjoyed by others. I know that when I release mods, the more people who have access to my mods, the better. So cutting out two thirds of the player base seems like a very odd decision. But perhaps that's just me.

     

    Anyway, in the Good News department, I'd like to mention that Rigmor of Cyrodil is going to be released very very shortly, if not tomorrow. Just one more demonstration that when it comes to ambitious mods. Modest goals, pursued by a small, dedicated team - or even one person working alone - have a much greater chance of success and release, hinting that perhaps focus is more important than actual hours worked, or the size of a given team.

    you have a source for that population claim?

     

    because if I go and look on steam right now it's pretty even.

     

    and then steam charts claims that it's pretty much a 50/50 split.

    No, you're right; my numbers were out of date.

    However, the same Steam Charts show that both editions of the game have been about even for nearly a year. I think that the argument that going SE is unnecessarily exclusionary still holds up with 50% instead of 66%.

    It's a matter of necessity, not which version's player base is bigger. Oldrim engine wouldn't be able to handle a new full-blown province added.

     

    And it's not my opinion, that was said by the devs themselves on Roscrea stream

    Which is funny, because the project (and many others) were undertaken on the assumption that the engine could handle another province just fine, and 5+ years of work were done under that assumption. Nor is the BS team the only group to have undertaken a project of similar size and not one of the non-BS parties has ever made that claim.

    If they'd said they changed the because they wanted to, that's something else. Make the mod you want to make, sure, whatever. But trying to bolster a justification with a claim which directly contradicts their own words and actions of the previous several years is... questionable.

    They've directly claimed that they cannot do it on oldrim mate.

    You're literally just repeating an earlier post with nothing new.

    So I will also repeat myself too: If it was impossible in Oldrim, then why did they spend 5 years working on it in Oldrim, with the expectation that it would be released for Oldrim?

    It only became "impossible" after SSE dropped.

    You don't want to make it for Oldrim, sure. But don't lie about why.

    if you want definitive proof on whether or not they're making the mod in oldrim or sse, watch:

    timestamp: 22:50

     

     

    This is actually very good news and the first I'd heard of this anywhere. I'd given up following the project very closely after the announcement that they were going to move development entirely to SSE, which frankly seemed very firm at the time. I expect that's why the streamer doing the interview is also surprised.

     

    Whatever internal discussion took place, well, thank goodness they changed their minds to revert to the original plan.

     

    I suppose this is another confirmation that development of such large modules all within Oldrim is perfectly feasible.

     

    Well, thanks for the heads-up!

  10.  

    In response to post #66107861.

     

     

     

    SmedleyDButler wrote:

    In response to post #65374531.

     

     

     

    SmedleyDButler wrote:

    In response to post #65327026.

     

     

     

    SmedleyDButler wrote: I think that the most disappointing aspect of the BS project was the decision to move entirely over to SSE, even though several years of work had already been done in LE, and - regardless of which version any of you may personally think of as better - the numbers still show that over two thirds of the player base are sticking with LE and that this is not changing much over time.

     

    I understand the point being made that many of the modders are doing this for themselves first and fans second, but I can't imagine that the BS team is entirely made up of people who don't care much about seeing their mods played and enjoyed by others. I know that when I release mods, the more people who have access to my mods, the better. So cutting out two thirds of the player base seems like a very odd decision. But perhaps that's just me.

     

    Anyway, in the Good News department, I'd like to mention that Rigmor of Cyrodil is going to be released very very shortly, if not tomorrow. Just one more demonstration that when it comes to ambitious mods. Modest goals, pursued by a small, dedicated team - or even one person working alone - have a much greater chance of success and release, hinting that perhaps focus is more important than actual hours worked, or the size of a given team.

    you have a source for that population claim?

     

    because if I go and look on steam right now it's pretty even.

     

    and then steam charts claims that it's pretty much a 50/50 split.

    No, you're right; my numbers were out of date.

    However, the same Steam Charts show that both editions of the game have been about even for nearly a year. I think that the argument that going SE is unnecessarily exclusionary still holds up with 50% instead of 66%.

    It's a matter of necessity, not which version's player base is bigger. Oldrim engine wouldn't be able to handle a new full-blown province added.

     

    And it's not my opinion, that was said by the devs themselves on Roscrea stream

    Which is funny, because the project (and many others) were undertaken on the assumption that the engine could handle another province just fine, and 5+ years of work were done under that assumption. Nor is the BS team the only group to have undertaken a project of similar size and not one of the non-BS parties has ever made that claim.

    If they'd said they changed the because they wanted to, that's something else. Make the mod you want to make, sure, whatever. But trying to bolster a justification with a claim which directly contradicts their own words and actions of the previous several years is... questionable.

    They've directly claimed that they cannot do it on oldrim mate.

     

     

    You're literally just repeating an earlier post with nothing new.

     

    So I will also repeat myself too: If it was impossible in Oldrim, then why did they spend 5 years working on it in Oldrim, with the expectation that it would be released for Oldrim?

     

    It only became "impossible" after SSE dropped.

     

    You don't want to make it for Oldrim, sure. But don't lie about why.

  11.  

    In response to post #65374531.

     

     

     

    SmedleyDButler wrote:

    In response to post #65327026.

     

     

     

    SmedleyDButler wrote: I think that the most disappointing aspect of the BS project was the decision to move entirely over to SSE, even though several years of work had already been done in LE, and - regardless of which version any of you may personally think of as better - the numbers still show that over two thirds of the player base are sticking with LE and that this is not changing much over time.

     

    I understand the point being made that many of the modders are doing this for themselves first and fans second, but I can't imagine that the BS team is entirely made up of people who don't care much about seeing their mods played and enjoyed by others. I know that when I release mods, the more people who have access to my mods, the better. So cutting out two thirds of the player base seems like a very odd decision. But perhaps that's just me.

     

    Anyway, in the Good News department, I'd like to mention that Rigmor of Cyrodil is going to be released very very shortly, if not tomorrow. Just one more demonstration that when it comes to ambitious mods. Modest goals, pursued by a small, dedicated team - or even one person working alone - have a much greater chance of success and release, hinting that perhaps focus is more important than actual hours worked, or the size of a given team.

    you have a source for that population claim?

     

    because if I go and look on steam right now it's pretty even.

     

    and then steam charts claims that it's pretty much a 50/50 split.

    No, you're right; my numbers were out of date.

    However, the same Steam Charts show that both editions of the game have been about even for nearly a year. I think that the argument that going SE is unnecessarily exclusionary still holds up with 50% instead of 66%.

    It's a matter of necessity, not which version's player base is bigger. Oldrim engine wouldn't be able to handle a new full-blown province added.

     

    And it's not my opinion, that was said by the devs themselves on Roscrea stream

     

     

    Which is funny, because the project (and many others) were undertaken on the assumption that the engine could handle another province just fine, and 5+ years of work were done under that assumption. Nor is the BS team the only group to have undertaken a project of similar size and not one of the non-BS parties has ever made that claim.

     

    If they'd said they changed the because they wanted to, that's something else. Make the mod you want to make, sure, whatever. But trying to bolster a justification with a claim which directly contradicts their own words and actions of the previous several years is... questionable.

  12. So a number of new, interesting voice followers have come out recently. I've thought about something similar, albeit on a more limited scale.

     

    What I'm trying to get a sense of is, when a creator says something like "2000 lines of dialogue!" how much more is that than what you get with a vanilla voice type, plus the very common Relationship Dialogue Overhaul mod? After all, all characters have a fair number of basic grunts, greetings, combat lines, and so on. If you add RDO then you gain a number of idles etc. for each vanilla voice type.

     

    RDO has the information *somewhere*, but I'm not sure about the vanilla game. I've used the Voice File Reference tool, but because the vanilla voice types are all pooled, it's hard to make a count.

     

    Anyone know? How many lines do you have to have in a mod just to match a basic vanilla voicetype? Just a rough number is fine.

  13. I've always been surprised at how little there is in this regard. Plenty of mods let you kill Maven (which just ends up breaking a ton of quests), but few let you actually deal with her.

     

    However there IS, "Thieves Guild for the Good Guys", which allows you to repurpose the guild somewhat to be a bit more Robin-hood like. The author seems to have only fully completed the SSE version, but the most recent LE version has most of the key parts, I believe. There are also some complimentary mods, like "Just say no to Nocturnal", which eliminates the requirement for you to become a Nightingale.

     

    It's not ideal, and a mod to outright overthrow Maven (if she's Jarl) and replace her with say, Saerlund Law-Giver would be nice. It's something I've thought about and have discussed with other modders. It's not a difficult change, but the work involved would be pretty tedious.

  14. Hi guys,

     

    If no one has any answers here could someone at least suggest where or who I could go to for help with this one? The Nifskope team's github page doesn't really have a discussion or posting area, so I'm not sure where to go from here.

  15.  

    In response to post #65327026.

     

     

     

    SmedleyDButler wrote: I think that the most disappointing aspect of the BS project was the decision to move entirely over to SSE, even though several years of work had already been done in LE, and - regardless of which version any of you may personally think of as better - the numbers still show that over two thirds of the player base are sticking with LE and that this is not changing much over time.

     

    I understand the point being made that many of the modders are doing this for themselves first and fans second, but I can't imagine that the BS team is entirely made up of people who don't care much about seeing their mods played and enjoyed by others. I know that when I release mods, the more people who have access to my mods, the better. So cutting out two thirds of the player base seems like a very odd decision. But perhaps that's just me.

     

    Anyway, in the Good News department, I'd like to mention that Rigmor of Cyrodil is going to be released very very shortly, if not tomorrow. Just one more demonstration that when it comes to ambitious mods. Modest goals, pursued by a small, dedicated team - or even one person working alone - have a much greater chance of success and release, hinting that perhaps focus is more important than actual hours worked, or the size of a given team.

    you have a source for that population claim?

     

    because if I go and look on steam right now it's pretty even.

     

    and then steam charts claims that it's pretty much a 50/50 split.

     

     

    No, you're right; my numbers were out of date.

     

    However, the same Steam Charts show that both editions of the game have been about even for nearly a year. I think that the argument that going SE is unnecessarily exclusionary still holds up with 50% instead of 66%.

  16. So about two weeks ago, Nifskope froze up on me. No big deal, killed it in Task Manager and reopened it.

     

    However the next day, I noticed that I could no longer open multiple .nif files by double-clicking them. Previously, I had the file association set up, such that .nifs were associated with Nifskope, so .nifs could be opened like most files in Windows, with a simple double-click. But for some reason, the file association is now still active, but the only way I can open multiple instances of Nifskope is to to into the menu option and select "New Window". If I'm working with several .nifs at once, this can get really tedious and annoying.

     

    I've checked my file association in Windows (I'm on Win7), and set it again, just in case.

    I've tried reinstalling Nifskope (and yes I'm using the latest version).

    Obviously I've rebooted etc. many times since then.

     

    I'm stumped as to what's broken. Does anyone have any suggestions of what I could try to fix this?

  17. I think that the most disappointing aspect of the BS project was the decision to move entirely over to SSE, even though several years of work had already been done in LE, and - regardless of which version any of you may personally think of as better - the numbers still show that over two thirds of the player base are sticking with LE and that this is not changing much over time.

     

    I understand the point being made that many of the modders are doing this for themselves first and fans second, but I can't imagine that the BS team is entirely made up of people who don't care much about seeing their mods played and enjoyed by others. I know that when I release mods, the more people who have access to my mods, the better. So cutting out two thirds of the player base seems like a very odd decision. But perhaps that's just me.

     

    Anyway, in the Good News department, I'd like to mention that Rigmor of Cyrodil is going to be released very very shortly, if not tomorrow. Just one more demonstration that when it comes to ambitious mods. Modest goals, pursued by a small, dedicated team - or even one person working alone - have a much greater chance of success and release, hinting that perhaps focus is more important than actual hours worked, or the size of a given team.

  18. This post has helped me many times, but does anyone know where a more detailed tutorial can be found regarding the exact nature of the shading flags? i.e. what each setting actually means, etc. (text over videos, if possible please)

     

    I googled for a while and wasn't able to find anything specifically and it seems the old in-depth Nifskope tutorial linked int eh OP is long gone (fair enough, seeing as the post is four years old).

     

    Any help with this would be appreciated, thanks!

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