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varsaigen

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  1. Replying to this old thread. I find it strange the solution wasn't posted, and it would be unlike me not to post it. Thank you GroovyMinja for PMing me about the thread, and sorry for the horrible delay. In short, the solution would be to use joint-skeletons/animations. You would combine two skeletons into a single file and animate them, and then assign them as two separate entities. I am going off the top of my head here, but I believe the animations were then split off into their separate skeletons so that they only had their assigned role in the animation. It has been a long time and I never got around to attempting it. After a bit of digging, I found a rendition of the tutorial I originally found: https://www.nexusmods.com/skyrim/mods/49311/
  2. They are probably holding things like Changing Seasons for their next ES game. There are so many things they could do with changing seasons when it comes to battles and quests.
  3. What I think would be fantastic is tying in such a mod with the 'Beyond Skyrim' series, allowing us to sail all the way around Tamriel, and IF Pyandonea and Akavir are created, include them. From there, not only would the various region world spaces have quests, but so would the oceans. And in tying them together, quests sending us to any of the other areas respectively (in a believable manner).
  4. As it happens to be, I'm making a complete Khajiit retexture (cougar, leopard, jaguar, cheetah, lion) with quality that surpasses Cover Khajiit, so you will certainly get your snow leopard appearance. :smile: Cougar is done, and I'm moving on to Jaguar. With so much in my life at the moment, I can't really give a time estimate on just when I'll be done. But its getting there. If what you are looking for includes new meshes, then hopefully the new mesh will be perfectly aligned with the old texture so that my retextures look great :P
  5. Ultimately, I think such a mod would require that the Beyond Skyrim: Cyrodiil mod be complete. That was, as a mod dependent on Beyond Skyrim, you certainly could take over. The mod would be dependent on: Skyrim.esp Update.esp Beyond Skyrim:Cyrodiil.esp (or whatever they name it)
  6. That change is a work in progress. Having looked at Bethesda's Game Jam video, it is shown that it CAN work, and look quite nice! It took one person in Bethesda one week to do so (the duration of the Game Jam), which shows that it must be simple enough to recreate. It's just a matter of figuring out what it was he did, and duplicating it. Its a shame Bethesda doesn't release the results of their Game Jams, now that they aren't making any more expansions for Skyrim...
  7. If you are going beyond Tamriel itself, it would probably be best to focus on those, and leave the lands of Tamriel to DarkCreations. That way, you are more likely to finish the project, and less likely to conflict with them. By doing this, you could better ensure that people will be drawn to your mod, as DarkCreations isn't making anything you could show off!
  8. There is a voice acting thread already created. Also, if you are going to offer your voice for mods, you should upload a sample of the voices you can do, to not only advertise your skill, but back up your claim. Voice samples are how people get selected for mods, because the modder knows which individuals will match which roles. :)
  9. Looks great! I'm very eager to play this. :3 Loving the Wereboar
  10. thing is, while knowing different languages is all great, and allows you to participate in mods using those languages, the voice acting component for Skyrim (really any game) is to be able to mimic the types of voices found within (Khajiit, Argonian, Orc, etc) So ultimately, that's what you need to show. (Though mods in other languages do have a shortage of quality voices for them. :/)
  11. Already in the works! I'm making a Cultural Wedding mod for all races but Imperial and Nord, as Skyrim seems to have that covered. Argonian is a bit tough, due to what little information we have on them, and the Mayan/Incan culture they are based from.
  12. This idea has been passed on to me as well, so if no one else makes it, I'll give it a shot. Currently working on a Khajiit Armor mod. :P
  13. From a game designer's perspective, the animations with a serpentine body make such models unwieldy. Turning is often strange, and you'll see this with dragons sometimes if they glitch. It's why game developers often stick to humanoid races (or creatures with legs in general) But I agree, it would be neat,
  14. Doesn't exist yet, but I had a similar idea for a Follower mod of mine. Actual archery training. But I like this idea too! I'll work it into another mod of mine :D (still a chance its a stand-alone)
  15. Referencing, but not relying on the DLC files itself? That might actually work!
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