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SmedleyDButler

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Everything posted by SmedleyDButler

  1. It's a PeroPero armour. See here: https://eskrimmods.blogspot.com/2018/04/peroperoarmorpack3-7bo.html
  2. Does anyone know of a mod which includes basic hand wraps among all the mods out there. Leather would be best, but I can make coarse cloth work. Here's some examples of what would be ideal: I've seen a fair number of mods and vanilla objects which have wraps covering the forearm (e.g. Craftable Glove Alternatives, Playable Bandages, Wearable Arm Bandages, vanilla Ancient Nord Armour), and of course there are mods which add half gloves (e.g. Half Gloves of Skyrim) but nothing on the hands ONLY. I've tried using Outfit Studio to delete the arm portions of some of those meshes, but they just cut off unnaturally, so the texture looks wrong and an empty gap is created around the wrist where mesh is missing (not the skin - that's fine. I mean the wraps). Fallout New Vegas has the Boxing Tape, which is basically ideal, but I understand that conversions of FO3/NV armours don't work for hands and arms, unless you're fully exporting them in and out of Blender (which I can't do - I can do quite a bit in Outfit Studio, but that's about my limit). Any ideas?
  3. Well, a new reason to temper expectations has come up. Apparently Fallout 76 (the next Fallout), is going to have no true solo mode. They will have something technically labelled "solo mode" but all characters with the exception of robots will be played by other players (no idea how that's even supposed to work, since most NPCs fill mostly generic roles).
  4. Yeah, I would DEFINITELY temper the "GET HYPE" enthusiasm. This is simply an announcement that "Yes, we're making it", which I think most everyone assumed anyway. It could still be years away or disrupted by many things. It's okay to get excited... but not too much, ok? Don't forget how many times Valve said "Yes, we're making Half Life 3!" over a long decade which eventually ended in nothing but the dispersal of Valve's creative team and effective shuttering of any further game development by them. Maybe it'll be worth talking about when there's more than a single landscape image being zoomed in on.
  5. Imagine if they go big and do several provinces - or even all of Tamriel!
  6. Looks like a mashup + reskin of some vanilla armours.
  7. Huh, been a while since this came up... One of the other ideas that was floated on Reddit was that rather than looking at Nords of the Interregnum, instead look at Bretons. The Volkihars are listed in game as Nords, but maybe originally, waaaay back in time they were Bretons, who came along the north coast, so look at ESO Breton clothes instead. That would also explain architecture which is generally unlike that found in Skyrim (but the architecture might also have been influenced by that of Coldharbour). At any rate, I wound up searching for a while but never really found much that seemed like it would work (also hard to search for ESO images without knowing quest names, etc., so it's tough to find pics of "civilians"). I may just wind up doing whatever.
  8. I want the gradual slowing of Encumbrance mods, as opposed to the over-encumbrance cliff.
  9. A while back I tried some encumbrance mods, but they were poorly coded and I gave them up. As script load is a major concern for me (my GPU is vastly better than my CPU), which of the more recent, stable, encumbrance mods run the lightest in terms of scripts or other background use? From what I could tell, the major ones on offer are: - Cobb Encumbrance - More Natural Encumbrance 2.0 - SOT Hardcore Encumbrance Most of which seem to add buffs/debuffs based on status effects. Of the three Cobb, seeeems to be the one designed for the lightest load, but I really can't say for sure. Does anyone have any advice on this? Thanks.
  10. I think that's a mashup. The shoulders are from the TERA armour collection, but the body suit isn't.
  11. Hey guys. The bump today reminded me that this thread exists. I know the mod is dead and the modders behind it are not at all interested in finishing it. Which is perfectly fine! But I really enjoy this mod - it mostly hits the right notes for me. Of course there were a couple of things I don't like... - The steel & ebony replacers both using the same overused Witcher plate armour set and the textures are kind of blah - The lack of female versions of armours - The Imperials were kind of gaudy - TOO high medieval - The fact that it's incomplete! Some things I solved by using other mods. I play with Becheman's Rebirth of an Empire for a more sober Imperial armour set, which is still fully in keeping with the Credo aesthetic (but keeping the Credo version of Tullius). For bandits I use Brigandage and I have another replacer for the Dark Brotherhood (forget the name at the moment). I also use a variety of mods which make weapons a bit more realistic, such as better shaped weapons, various retextures, real bows, etc. After that, well, I started to tinker... I currently have a number of additional replacers made or in progress as well as some tweaks to existing sets: - Female versions of the more common Credo armours (leather, guard, Stormcloak) - Outfit Studio is a goddamn godsend! - A better version of the Ebony plate based on a very similar standalone mod - Steel armours replaced completely - Iron armour replacer (Banded & regular variants) - Thieves Guild armours - Studded/hide armours (cuirass only) - Orcish armour - Nordic Carved armour - Forsworn armours - Scaled armour (with Chieftain variant) - Glass armour - Dawnguard (boots & gauntlets only) - Cultists (mask, maybe boots as well) - Other bits and bobs here and there Things I am considering doing - Thalmor robes - no idea what to do here (I have however, changed the boots) - Various vampire armours - A Dwarven armour replacer which actually has several armours, to better show that Dwarven armour is scrounged and made of different parts (or sometimes is regular armour newly forged from dwarven metal). Basically a very small version of something like Brigandage just for Dwarven armour - Dragonscale/Dragonbone armours - Reshaping or replacing bonemold/chitin armour Things I do NOT plan to change - Elven armour (using the M & F truly light elven armour replacers and the black-and-gold texture makes them fit in well and look good!) Sounds exciting maybe? Well, don't get too excited yet. First off I'm working fairly slowly. Second, I'm using a huge number of sources either as straight replacements or as parts of mashups, most of which still need permissions before open distribution can even be considered (I would have done this as I went along, but this was planned as only being small and private for a long time and has spun out of control over time, luckily I AM keeping careful track of all mod resources used). Third, there's definitely some blank spots - beast races in particular have a lack of resources for things like helmet replacers. So for the time being this is purely a private work. Anyway, with help, it's possible this could be polished up enough for an actual release complimentary (NOT standalone!) to Credo. Even if that's not possible in full, I may still release some individual replacers for which permission can be obtained, but we'll see. Still, if you're interested (I could mostly use a hand with the various .esp edits which will be required for the Credo .esp), feel free to PM me.
  12. So I ended up contacting Ousnius directly and he very kindly provided the answer to the mystery. I'm putting it up here in case anyone else ever has this problem and comes across this thread:
  13. EDIT: All updated information has now been collected into the OP. See above.
  14. I've been working on some Witcher based mashups, one of which involved creating a female version of the male Nilfgaardian armour from Witcher 3: Basically, I've been working on some mesh conversions in OS. Mostly converting male armours to female by rescaling them and then applying the push-pull comands to do the actual reshaping. Here's the current project: My workflow in this case was to use an existing female mesh with legs & trousers, then paste in the male torso meshes to be transformed. I have also tried the inverse, a male mesh with female legs added. Neither seems to change anything. I've done this sort of thing previously but used to do my rescaling/moving in Nifskope first and only using OS for reshaping afterwards. I realized this was silly and that it would be both easier and more accurate to do the entire project in OS, but have run into a problem. Any meshes edited in OS in this way (I have tried multiple), have an additional hidden transformation added by OS. I do not add the extra transformation myself, and I can only see it when I open the file in Nifskope. Here's the above file when opened in Nifskope: Not so good! When I look at the edited torso meshes using the edit function, I can see there's an unapplied transformation which was added at some point: If I apply those transformations in Nifskope, the mesh appears correct in Nifskope, but if I go back and open it using OS, the torso is distorted THERE instead (being huge instead of tiny, of course. I am using the latest stable build of both Nifskope and OS. You can access the meshes themselves here: Original male source mesh for the torso elements Converted mesh after my editing in OS Weirder still, someone was trying to help me sort this problem out and opened and edited the mesh successfully in Outfit Studio v3.2. Apparently when they loaded it in the older version of OS, it appears the same as it does in nifskope - with a tiny, rotated torso. So they fixed it by eyeball and sent me their version edited in OS v3.2, which you can see here: Mesh edited in OS v3.2 (alternate reference body added by other party) As this was not quite back to what I'd done in the first place, I opened OS again and tried fixing it up to see what happened. THIS time I was able to transform, edit and use any tools with the mesh with no conflict between Nifskope or OS. Everything worked just fine! So whatever Outfit Studio 3.2 correct, it do so permanently - only I still have no idea WHY! Final mesh So, I've been given a fish, but I'd prefer to learn how to fish, as it were; to solve the issue without having to revert all the way back to OS 3.x (especially since newer versions of OS have features and fixes I've wanted for a long time). Any help would be greatly appreciated, thanks. EDIT: Updated post with clearer information and additional details.
  15. Hi folks! Trying to find a mod which caused the player to be stunned/ragdolled/forced to stumble on any fall where the character took damage. Does anyone know which mod this might be? Thanks!
  16. Probably depends on the computer. Before I installed ENB, I would get purples and pinks.
  17. Purple textures are often an example of the game running out of VRAM. Regardless of your specs, there's only so much VRAM Skyrim can use - so you see this issue as textures fail to load. HOWEVER, there's a relatively easy fix - have you ever installed the ENB framework? Even if you don't use an actual ENB, you should be installing it since it greatly expands the memory Skyrim can access. It's practically mandatory for many larger mods.
  18. So wait... I was actually kind-of sort-of partially right without knowing a damn thing about the underlying code?! xD
  19. A thought just crossed my mind... It might be a clunky workaround, but what would happen if you triggered a cinematic so short (say 1 second) that it had little relevant effect and then used that to initiate the forcegreet? If you need actual cinematic content, it could just show Serana's expression change or her looking towards you or something. Maybe this is completely unfeasible for what you're planning, and as I said it may well be a pretty inelegant solution even if it does work, but I figured I'd suggest it on the off chance it's your best option here.
  20. I'd be happy if there was even one mod out there for a plain old REGULAR coat (a lore-friendly one, that is).
  21. iAFT is a more reliable and recent update to AFT. I believe that the developer of iAFT is still active as well? Not sure?
  22. Just the idea of an untrustworthy follower who might leave you is pretty neat from a game perspective. Not sure how you'd implement it in-game to keep it random - if it's a story character then obviously that's all scripted in advance, but for random follower mods? How would you make them "unreliable"?
  23. Well, the mod uses the default elven textures. So any elven armour texture replacer will work. EDIT: If you want to have both the regular Elven armour AND this, then just use the standalone version of the armour and apply the retexture to that. That is the issue. I have the standalone version and yet it uses the default armor texture. I would like to have it use a complete different texture but cant find anything to help. I want the default elven armor to remain gold and get a mod to make the truly light elven armor silver. Oh, for that all you need to do is edit the .nifs to point to a different texture file. If you don't know how to edit .nifs (this is a very simple edit, you just go in and change a pair of text lines pointing to a file location), then just google up one of the many tutorials covering the subject.
  24. Well, the mod uses the default elven textures. So any elven armour texture replacer will work. EDIT: If you want to have both the regular Elven armour AND this, then just use the standalone version of the armour and apply the retexture to that.
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