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Senviro

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Everything posted by Senviro

  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.
  14. For the record, depending on how Derok imports the feet, the claws ought to be easily removed in nifskope for those who don't want to see them after the release. Or people can simply make their textures transparent, also rendering them invisible.
  15. There is also a mod called SkyTweak that allows you to change that setting in-game, as well as many others.
  16. Based on the responses, something I said must have lightly triggered a sympathy switch somewhere, so I'll try to clarify. If I sounded morose about the holidays, trust me when I say that I positively enjoy it when I'm not roped in to the much ado about nothing of this season. If it was the "unhireable" comment in the 3D field, then know that I'm not perusing a career in 3D. I'm a 3D hobbyist, and the comment was meant to give folks a better idea of my skill level in these matters, to better understand where the progress is, how it gets made and how it can be slowed down. And to damian84, no. I do not think that Derok will want me to change the body shape again. So it should still be fine, and they should work with the armor you have generously taken the time to convert for the mod. Once Derok has the imports complete, and he has finished the normal maps, your armor will make the mod much better when it is ready to be released.
  17. I haven't dabbled with this effect since Morrowind, so I cannot give you any specific scripting details, but I'm about 80% sure that I can give you a principle understanding of it. Again, I have not dabbled much with Skyrim's scripting, but there should be a disable/enable function somewhere, and I recommend you look at scripts attached to the Civil War quests. A good example of this are the catapults outside of Whiterun. If you go into the Creation Kit, and look outside of Whiterun, you should see the catapults. They SHOULD already be there, but are disabled through a script. And that's the important part. The script on the catapults should disable them until a quest stage is reached. Something like: If QuestStage "BlahBlah" is 1, get disabled. If QuestStage "BlahBla" is 2, get enabled. That's far from a true script, but it's the basic idea for that. What you should have to do is design the area a bunch of different times. If you want three different versions of the area during quest progression, then you need 3 different sets of buildings/doors/plants/walls/NPCs for every quest stage, and 3 different versions of the enable/disable script running on them, so they show up during the proper quest stages, and are disabled after earlier quest stages. Again, try to dissect the scripts for the catapults and find the function that disables/enables them, then incorporate that into your own mod, using a separate script of course. I know for a FACT that this method was used in Morrowind during the RavenRock quests, as your character slowly gathered the resources to fund the building of the town. I cannot give you the exact scripts, but hopefully, I've given you the principle of how to do this.
  18. In all my tampering with the Creation Kit, I haven't found anything to add new sliders. However, the folks who made RaceMenu have. Among some of their options, they have a way to add tattoos to the body by overlaying separate textures. The easiest way I would consider doing it is this: 1. Get RaceMenu. 2. Make a new body tattoo texture that suits what you want. 3. Add it into the RaceMenu mod (through the Creation Kit) as an extra option for the Khajiit. Not the most detailed instructions, surely, but in principle it should be the path of least resistance towards what you're after, and would require nothing but Photoshop, the Creation Kit, and RaceMenu. Another method would be to clone the Khajiit race, then assign all the Khajiit hairs to the new race, then change the body texture to what you want, then make sure the new texture data is properly assigned in the Creation Kit. Nothin' special, but that's my two cents.
  19. Yeah... speaking for myself: No. Holidays be damned, I'm doin' things 90% the same, and saving the extra 10% to make time to make excuses in order to avoid all the annoying horse*^%& tied to this time of year. Can't speak for Derok, though. To my knowledge, I've modeled and textured the new bodies as best I could for the templates/concepts we've worked off of so far. Basically, at the moment, it's a matter of Derok's free time and his preferences, seeing as how he needs to import the bodies, then make the normal maps for the new feet. His part is harder than mine. And Didact2401, to address your concern about the UV map, I can't do that. It's beyond me. The feet are new models, constructed with Zspheres, then sculpted at high poly counts, then broken down with Dynamesh. Once I had finished that, I generated the UVs with UV Master. They were made automatically, and not manually, because I cannot manually tie the UVs of the feet to the UVs of the main body... because I don't know how. I have just enough 3D/texturing skills to make something look passable, whilst simultaneously remaining unhireable in the 3D field. As for texture seams, that won't be an issue, so long as either I, or someone as simple as me, paints/projects directly onto the 3D model, using basic color information, rather than painting it with something like Photoshop. The UVs of the feet were generated to be applied to the mesh, not to make sense to the human eye for editing purposes; editing them requires direct model painting. Once/whenever Derok is done importing and testing the new bodies, he'll most likely run them through all the animations to make sure they work, then he'll finish the UV maps, then the mod should be done. In theory. Sometime. Eventually...
  20. For the most part, statements disallowing modification to the "game in any way" tend to mean the source code, as in changing the core programming to implement new codes to the engine that allows for new features, such as putting in a different physics engine other than Havok, for example. If mods were against The Elder Scrolls' EULA, then Bethesda wouldn't have released the Creation Kit, then made a few tutorials on how to use it, and then go so far as to partner with Steam to host and publish player-made files.
  21. Yeah... with Requiem, you'll have to use the menu in SkyUi, or load it with other mods to change the balance.
  22. DRUNKEN TEXT WALL. MUHAHHAAHHAH The first gameplay overhaul I played through with was SkyRe, and I found it fun for a while, but there came a point where it felt too much like "more of the same." After I beat it, I looked up other fantasy action/rpg games, and got my hands on another game. It was Dark Souls, and the way it played almost completely undid the fun I had with Skyrim. Damn-near turned me against it. Dark Souls actually felt like an old school game, but without any of the old school nonsense. Anyone pining for the "old school RPG" days, should just be honest. I, for instance, consider Planescape: Torment to be my favorite game. But I wouldn't be caught dead playing it now-a-days. I've beaten it many times, and the only thing carrying it as a game is the story and the characters. Nostalgia has a habit of wrecking reality, since as a game, Planescape: Torment played the same way Marty Feldman looked. Most modern games pretend to blur the lines between casual and hardcore gameplay, and the combat in Dark Souls felt like the perfect balance, with basic combat, but tough enemies and a huge element of uncertainty. So I tried to replicate that in Skyrim with mods. And the only full overhaul mod that could do that for me was Requiem. If you think Requiem is moronically hard, which it is at first, then tweak the settings in SkyUi, download TKDodge (Script Dragon version for responsiveness), and get whatever weapon/magic/monster mods 'ya like. But that's just if you like the idea of Requiem, and not the execution. As a mod, I love Requiem to death, but won't defend its nonsense. The perks are far too pointed, the new system is far too "build" based, and the design behind some of the damage values (from mages especially) are just facinorous beyond any reason. But I like that kind of crap. Before Requiem, I could kill NPCs with one arrow. Now I can kill most NPCs with one arrow, and most NPCs can kill me with one arrow. Seems fair to me. I refuse to say that Requiem is "better" than other overhaul mods, but I'll say it's funner for me to use, minus wolves and mudcrabs at lower levels. That just feels broken. As for feeling "realistic," I wouldn't bother trying that with any Skyrim mods. Realism isn't exactly something the engine seems capable of replicating.
  23. To all of those mentioning invisible armor, the quickest way to trouble shoot is to only load the UBR Alpha, and to check the edited entries in TESedit, to see if any wonky armor values were tampered with.
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