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varsaigen

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Everything posted by varsaigen

  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!
  16. sounds good. thanks! Your suggestion on listening and mimicking the Middle Eastern accents and voices will certainly help push me in the right direction! As for the deception part, I notice many voice actors that don't push emotion into their samples, thus sounding bland. If one is to be the voice of a character, they should LIVE the role, and bring life to it! :D So far, I've only found 5 great khajiit voices on Skyrim Nexus (you included.) that perfectly match the Khajiit voices in Skyrim and Oblivion. :D Your tips should inspire more towards that quality! ^^
  17. Your voice samples are GREAT! Adding you to the list of voice actors to seek for my mods. :3 I'm trying to get into voice acting myself, working on a Khajiit voice. Perhaps I could inquire you sometime on how you manage such a perfect Khajiit voice? (It sounds like it came from Skyrim! Great job!)
  18. I was going to say what wiseman303 said (truly, he lives up to his name :P) Going through the khajiit skeleton for my own projects, I noticed that they DO have a tail. If the tail were hardcoded with its own animation, it makes me wonder why they bothered putting a tail in the skeleton at all. Why not just stick with the human skeleton and attached the tail? By this logic, it would seem simple enough to import the animations to a program like 3DS Max, and simply create animations for the tail in conjunction with the animation being edited. This way, its all in one animation file rather than being separated. Would the game ignore the default tail animation to go for the new body animations? I have not experimented with it yet, but I would imagine so. (I happen to be working on an animation for a khajiit character. I'll have to update you all when I get it into testing.)
  19. As nice as it would be to be able to use some DLC-only gear in vanilla Skyrim, the above posters are correct. This is Because they are part of DLCs one must pay for, and thus, any modder to do so would be making the DLC (any part of it), free to acquire, reducing the value of the DLC. For example, Zenimax (at the time of this post), just released the Imperial Pre-Order package for Elder Scrolls Online. In it is the Imperial race, the Imperial horse, and even a pet mudcrab. Well, no one else can get these without having gotten the Imperial Pre-Order. But were someone to make the horse or pet available for public use, without Zenimax's permission (which only they can release these things. Public never gets permission), it would only devalue the Pre-Order. If you can get the horse and crab for free, why would you pay for the content? It'd be a waste of time and money! :/
  20. That could be arranged. I can give it a go when I work on the Nordic Armor for one of my projects :) [Assuming no one else has beaten me to it :P]
  21. hmm... sounds like a solution would be to have a custom sleep animation, and a new bed marker to be applied to Bedrolls?
  22. Fortunately for you, that is one of the ideas I'm tackling. It's in my to-do list, but I'm unsure to when I'll be able to get to it. I have a few other mods and projects I need to finish, and such a busy schedule these days. It ought to lighten up in half a year, then I can get really busy making mods! :D Three campaigns, armor mod, follower mod, marriage mod (Cultural Marriage mod for that. A wedding per culture). Fun stuff. The marriage mod should be quick and fun. Think I'll get to that one first, actually. Later on, I'll need to address the issue of Families... There are so many ways that can be expanded, and its super easy to do it in the Creation Kit. XD So, Cultural Wedding mod is in the planning stages, as is a Family Mod. No time estimate on when the latter will begin production. :/
  23. I was working on an alternate Skyrim (alternate dimension) mod, and was informed that one member here on the Nexus is working to create an alternate Skyrim worldspace. It would be FAR easier to scrub the alternate worldspace clean of all magical items, books, characters, etc. BECAUSE their is only terrain and buildings. That way, you can add who you want, what you want, how you want. It would also be advisable then to have a region-wide 'spell' that drains or negates mana and shouts. Still, I have to think that a magicless world would be dull. It is because our own world can be dull that we seek out adventure, fantasy, and sci fi, right?
  24. I have plans to make a Family Mod very close to this already. Though mine is still a long ways away (Too many things to do, and not enough time to do them. Also a list of projects to complete), this thread is much closer to what is possible than another mod I recently read on the same subject. (It got crazy) On this subject, I had been thinking of what is simple: ---Scheduling: Children may follower spouse to their shop on some days, while attending classes in the city on others, or helping around the farm. On other days, they might play in the woods, or in the house during certain hours of the day. Family meals, scripted with a number of dialogue options and scripts for topics (voice acted preferably). --- Interaction: Custom animations like hugging, kissing, reading with children, etc. (I'm actually looking into Paired Animations for a carry option I can use in my mods. Carry wounded, livestock, pets, children, etc.) Play songs around the fire. Much of this is simple enough to create in the Creation Kit, though one might have to set up paths and boundaries for wandering. There would be little we'd have to add to further expand it. But suggestions are welcome. (Just keep it sane) :D
  25. I wouldn't say that all modders are self-absorbed, selfish, greedy, popularity-seeking people. (Also, that's not the way to entice them to make this mod for you) Now, being a modder myself (other games. Just starting here), I do have my own plans for a family mod. Most of the things listed in this thread are not impossible to do, but are extremely script-heavy, and very difficult to make. Most games don't dare attempt such a level of detail for a family recreation. Besides, Skyrim is an adventure game at its core. If the player were to use a family mod of such scope, with the constant requirement of being at home, they'd have to give up their adventuring life! They'd never be able to travel past the next town! I like realism as well, but there must be a way to create a believable family mod that isn't so... chaotic(?) and restraining. It has to be able to maintain the player's freedoms while enticing them into the RP element towards their family. The chaotic events described earlier would be more likely to drive them away. Families may have conflict, but surely they should be happy? Best implementation: Timed, random quests. Random personalities for children upon initialization of the mod, and a good level of interactivity between the player/spouse and the children. (Custom animations required for the latter.)
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