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Senviro

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    Planescape: Torment

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  1. I can try, Drohung. Just send over the sketch and I'll see what I can do. Edit: Oh, and Bobman, I'm basically just a zbrush hobbyist. If you're trying to get into 3d stuff, blender is the free go-to program, but I'm incompetent with it and can't help with that. Should be able to answer most Zbrush questions, and a few photoshop/nifskope questions.
  2. At this point in time, Bobman, to my knowledge, Drohung is waiting to get the right meshes from Damian. I think once all of the files are put together correctly, the first version will be released. I haven't been too active lately, but what sort of work did you want to help with?
  3. To keep mod files cleanly arranged ----> http://www.nexusmods.com/skyrim/mods/1334/? (Very important/helpful) Overall graphics ----> http://enbdev.com/index_en.html (Small learning curve, mixed results, usually good.) Misc graphic tweaks for chars/game world l l l v v v http://www.nexusmods.com/skyrim/mods/10168/? (Many new hair styles) http://www.nexusmods.com/skyrim/mods/3563/? http://www.nexusmods.com/skyrim/mods/141/? http://www.nexusmods.com/skyrim/mods/14227/? http://www.nexusmods.com/skyrim/mods/28642/? http://www.nexusmods.com/skyrim/mods/2674/? http://www.nexusmods.com/skyrim/mods/836/? http://www.nexusmods.com/skyrim/mods/27563/? http://www.nexusmods.com/skyrim/mods/35303/? http://www.nexusmods.com/skyrim/mods/51097/? (For argonian feet; pretty good until UBR finally sees the light of day :tongue:) Other stuff l l l v v v http://www.nexusmods.com/skyrim/mods/12801/? --- Sometimes, mod authors are not sure how to export their textures in dds format. You might not notice it, but some mods have textures between 20-50mbs per file. Running this program in your texture folder, or on BSAs, will optimize the files. http://www.nexusmods.com/skyrim/mods/46465/? --- This is good once you start getting into SKSE mods. http://skse.silverlock.org/ --- SKSE, The Skyrim Script Extender. Many mods use it to enable cool features. But it is a double edged sword. Papyrus is a fickle mistress, and tends to do things one at a time. So if you have too many script-heavy mods, you might encounter slow down, CTDs, or save file bloating. http://www.nexusmods.com/skyrim/mods/19/? --- Patch. There is one for each dlc. And, of course... http://www.nexusmods.com/skyrim/mods/searchresults/? --- The advanced search page. Look for mods with specific key words, tags or titles. Have fun. EDIT: Oh, and as far as the controller goes, I'm not sure about playstation controllers, but xbox controller support is built in.
  4. http://i.imgur.com/SdzmEVm.jpg People say I shouldn't drink and draw. But screw them.
  5. There wouldn't be much of a point in changing any item stats. The visual changes would be purely visual.
  6. Making more variations is possible, but there's quite a bit of stuff needed to make them happen. When the first version of UBR is released, we can probably start working on adding extras. And of course there's the possibility that other modders will use the UBR framework and expand on it in all sorts of different ways :p
  7. The main issue with that, Nekollx, is that it would be simple. Adding a new race of khajiit isn't all that hard; simply copy the race in the CK. Nor is assigning the proper textures to the bodies; simply duplicate all of the body data and change the entries to the new files for the new linked race. Nor is linking the proper tail; just change the new race's tail file to the new/different nif. Nor is retexturing an existing head mesh for the less beast-like khajiit; simply paint over it in photoshop or gimp or, to make it easier, open the head in nifskope, export it to obj, import it to zbrush, then paint the new texture there - then export the texture and convert it back into dds format. Nor is assigning a vanilla voice type for the race; about 5 minutes in the CK should do it. Nor is assigning the new races of khajiit to existing npcs; simple drop-down menu under the sheets of npcs you wish to change. Nor is checking all of the dialogue individually to ensure there are no tags restricting lines to being said by vanilla khajiit, and vanilla only. Nor is pressing ctrl+f4 for all of the faces to undo the gray-skin error on any edited npcs. Nor is talking to every npc changed to ensure the race changes didn't break any quests or dialogue options. Problem is... that sure is a heap of simple stuff that would need doing, then testing, then fixing. It's a lot of stuff that, frankly, not many people have the time to do.
  8. (Bad Google translate incoming) Cuando se suelta el mod, el khajiit incluirá pies digitígradas. Si ha descargado este mod en la página 1, era prueba de alfa. Incompleta. Cuando la versión completa está lista, khajiit tendrán pies.
  9. Well, I can most likely make JazzJR's textures compatible with UBR. My only problem with those textures is that I cannot use them for some reason. It's a slightly different dds format than what I can open and edit. If one of you guys can convert his textures to a bmp format, I should be able to do it. As for permission, his mod page says: "Credits You can upload the File on other Sites as long you name me as creator of the Mod. Also you can add this to your own Mod, just give some credits for the work."
  10. Late reply is late. Sure Drohung. Unless you've already got Derok on it, message me the details and I'll see what I can do.
  11. Can't wait for it to be finally finished. It sucks making models and not being able to put them in the game :pinch: Huzza for the modding community.
  12. Props to all who are keeping UBR alive, and apologies for my recent silence and lack of ability to contribute anything beyond the bodies. Without the knowledge/time you folks have put into reweighing my wonky meshes, miraculously making normal maps that work for them, and adapting armors to fit the shape, I couldn't imagine how this project would have managed. Huzza.
  13. Challenge accepted, confusion ensued. After installing the mod, looking at the armors in the CK, and then changing the meshes around, it seems that the mod does indeed affect changes on the Deathbrand set. That means (from where I sit) that the possibilities for what's going on have been slightly narrowed down. You either have some other mod conflicting with Stalhrim Redone, you installed it incorrectly, or you want the Deathbrand set to look the same as the heavy stalhrim set. With the information I've gotten from looking at the mod, I can only address my last guess (other than moving Stalhrim Redone to the bottom of your load list in Mod Organizer to override the conflict... if you're using Mod Organizer.) The Deathbrand set uses the same meshes as light stalhrim armor, and the meshes added from Stalhrim Redone include differences in the light and heavy armor sets. Deathbrand is "DLC2dunHaknirArmorCuirass" in the creation kit, and the light stalhrim cuirass is "DLC2ArmorStalhrimLightCuirass." Both of them use the mesh information from "DLC2StahlrimLightCuirassAA," meaning Deathbrand and light stalhrim armor look the same - because they are the same. Again, going on what little information I have on the situation here. Here is my assessment. You want this ----> http://static-4.nexusmods.com/15/mods/110/images/48894-5-1387234894.jpg (Heavy armor models) But have this ----> http://static-4.nexusmods.com/15/mods/110/images/48894-2-1387234936.jpg (Light armor models) To make Deathbrand appear the same as the heavy armor (with large pauldrons), you need to: 1: Be sure Stalhrim Redone is installed correctly - NOT the "Alternative light armor" version (as it does not contain the needed files.) 2: Go into meshes/dlc2/armor/stalhrimheavy 3: Copy both the "M" and "F" folders of the heavy set 4: Paste the folders into meshes/dlc2/armor/stalhrimlight to replace the M/F models of the light set. This should give Deathbrand the same appearance as the heavy armor, with the only down side being that everyone in stalhrim armor will look the same; but it's not like everyone's running around it it anyway. ...Or you already tried that, and have some problem of which I haven't seen nor can currently conceive. Hope it helps. If not, you could try to elaborate a bit more and I can take another swing at it.
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