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In response to post #46171105. Awesome :)
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What if the TLDR was too long to read?
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Because moders aren't doing what is needed/wanted, or doing it wrong, or I can do it better. Non of my mods for any game Rainbow Six/Arma/Skyrim/League of Legends have ever received negative comments or trolls. That's like 20 mods. Mostly, I just get thankful people. I feel mods that get trolls is one of three things, 1: The author is a kind of a douche and is asking for it. 2: The mod is bad/broken/useless 3: The mod is misrepresented (I.e. a non lore-friendly mod advertised as lore-friendly) Honestly, I'm really happy that people liked my work. That gives me encouragement to continue. One thing I don't like, however, is, what I consider, useless mods that receive more credit than mods that actually are useful. It doesn't bother me a lot, because my first reason to modding is personal use, not recognition and most people on the internet are well.. you know. But I do try to support unknown useful mods while downvoting useless "titty statues".
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Voice Actress Looking for Roles
PhysicsPunk replied to Anduniel's topic in Dragon Age: Origins's Builder Troubleshooting
You know, this is a good idea, mods, can we get a seperate section for voice over portfolios? There are a lot of talented voices out their who need to build their portolio before they do it professionally and modders who need those voices. This would be a much appreciated section by many, including myself. -
Yea, who knows what they are up to these days. Of course they didn't support their stuff very much when they were active. I mean, .Nifs are a good idea but nifskope is rudimentary at best. They should of made a separate nifskope for each game, fix their broken .obj import and export, and create an algorithm that if you load a different game version .nif, that it gives you options to convert blocks that are able to convert and the option to delete them if you can't convert them. Oh well, guess we should be happy with what we have.
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Well, lol, use blender then. It's not bad, you just have to manually paint the weights per bone rather than 3ds auto skinning modifer, then touch-ups. And, you have to do the annoying nif edits afterwards to convert it from pseudo skyrim (fallout 3 port) to real skyrim and be forced to use 2.49b. However, you can use blender 2.7 and then save as a old .blend file when you are ready to export it. Also, blender has better .tri scripts, although to combine them, you'll need to edit the import and export matrices under the "import 90" option, else it'll join shapes opposite of what you want. But, hey, if you don't want to use 3ds max, I am all for blender. Mainly because the controls and tools are better layed out in 2.7 than they are in 3ds2010/2012/2015, plus the sculpt and painting is a cool feature to have if you don't have mudbrush or zbrush. Zbrush does give you better normal maps, though. But yea, go for blender if you really don't feel like using 3DS Max, it'll get the job done, just not as quickly or easily as 3ds max. Mostly because gamebryo (nif creators, which I dislike) support 3ds far more.
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If anyone wanted to do this. It might be easy just to combine the quiver and backpack into one mesh. Then make a simple script that says if backpack&quiver equiped then display custom quiverbackpack mesh, else show only <whatever is equiped>
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You can get the educational version for free, after registering. You only pay the 3.5k if you use it for commercial purposes. But, many indie game companies use it illegally anyway, as well as off-shoot animation companies. Claiming that they used Blender or another freeware to make their material.
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As far as advice goes. Use 3ds Max for armors. I'm a big fan of blender but believe me, max .nif scripts, as opposed to blender nif scrips, will make your life 100 times more easy when skinning an armor. Not to say, you can't do it in blender, but you'll save time and energy in 3ds Max.
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type in console weaponspeedmult .5 See what that gets you
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Rather than catch the fish for you, I'll show you how to fish yourself. First, download LOOT. Run it, look at the warnings n what not. See if you still have the issue. If so. Quick save (or create a deleteable save point) outside the problematic area (in this case, riverwood door), if you aren't there, you can type (coc riverwood). Assuming you are using Nexus Mod Manager, using SHIFT+click, select half of your current mods. Then click the check box buy them to disable them. That leaves half the mods enabled, the other half disabled. Run the game, does the problem still occur? If so. the error is most likely in one of your enabled mods. If not, then the error is probably in one of the mods you have disabled. If the error is in the mods you have ENABLED then disable, half of those, to see if the problem still exists. If the error is in one of your mods you have DISABLED, then DISABLE your ENABLED mods and enable HALF of the other DISABLED mods. Catch my drift? Now you don't have to go half, half half, every time. If you know what mods might be causing the issue, just disable those under the 'plugins' section and see if you still have the issue. Once you figure out the issue, you can try to fix the mod or just delete it and report it the mod creator (would be the nice thing to do). Once you fix the issue DELETE the save you created, in order to help prevent save corruption.
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What was the last thing you did when your body changed texture? Installed a mod? Deleted something? Either way, find the mod with the body texture you want in it. Open it in 7zip (or similar program). Find in it: /textures/actors/character/male malebody_1.dds , malebody_1_msn.dds , malebody_1_s.dds , malebody_1_sk.dds Copy those 4 files into your skyrim data directory under /textures/actors/character/male your problem should be fixed.
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Global setting in creation kit to set skin tones?
PhysicsPunk replied to PhysicsPunk's topic in Skyrim's Skyrim LE
Ah, was hoping to avoid scripts all together, but if there is no function for it, then there is no choice, I'll have to learn the system. *Edit* Actually, looking at the pictures, nvm, I'm going to see if I can use the original face texture and mess with specular alittle bit to create the desired effect. I WAS planning on using a modded item for elf ears, to make them kinda like the 90's anime elf style like from record of lodoss war, but instead I think I will make a balance between lotr and exaggerated cartoon style. The worry I was having is stretched textures looking bad, but after looking at nume's ears and lotr/record of lodoss wars ears, they are allll low detailed. I think I'll just get by with editing the .tri's