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technicalbrutaldeathcore

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  1. Sorry for the double post and the quote, No idea how to tag you or anything. You've got a nice list of different kinds of mods to your name in your signature. Would it be annoying If I asked you a few questions to do with both assets and Skyrim and Oblivion? While this first question might be redundant by tomorrow who knows. I want to find a way in Skyrim to multiply with a spell or perk actor values like Health, magicka, stamina ...etc.etc as well as movement speed..if I'm unable I'll instead have to go through the frustrating process of making multiple effects that edit these values with player magicka checks which I'd prefer avoid...especially as I hate flooding spells with dozens of effects. I tried a similar tactic as above when trying to outright overhaul the melee combat system with one enchantment for each weapon class (had like 150 effects or something crazy.) but whenever the spell activated it lagged the game badly enough that playing with it on would make it unplayable. So many different things the ability to multiply actor values would allow me to do. The second is I'm stumped on trying to import a helmet I made into Skyrim, the textures are completely non-functional, I can never get it attached to the correct bones...it's a complete nightmare. I actually made a thread about it on these forums, shame I got no replies.
  2. Thanks for the response and sorry for the very late reply. The problem is like anything in Oblivion this slowly crept up throughout a playthrough, I don't think I could go through the pain of having several 8+ hour playthroughs testing each mod 1 by 1 to see which one over time is slowly destroying my game. Bows weren't crashing the game early (although there was definitely animation errors specifically to do with the newly added crossbows from Duke patricks archery mod.) and the game started crashing almost immediately after save start up regardless of which actions were taken. That's what's so frustrating, it's not just a when this happens 'bang' crash...the game just becomes unstable over time. Thank you for your reply, I can't believe I was so impatient I stopped looking at this post after only 3 days. I launch the game with OBSE by clicking the exe. I installed them manually I believe because OMM and TESMM installing is just so messy for me (the programs can be extremely unresponsive and frustrating to deal with.) which I'm sure is part of the problem. As for UVIII I might start another game with it uninstalled at some point despite really wanted to play with it for once, the problem is as I described above though. It would absolutely break me if I started again and just as before just half a dozen or a dozen hours in I discover that the game is an unplayable mess. It's why I spend most of my time these days with Skyrim and Oblivion just f*#@ing around in the creation kit and testing my forever unfinished mods when I get time to. I'm actually very disappointed I didn't get any replies at all on my post about problems I was having importing a model of mine into Skyrim despite posting it around this time, apparently dozens viewed it.
  3. Sorry if this is the wrong section, wasn't sure where to post it. I'll put some pictures below. I made my first model for Skyrim (a reasonably poorly modeled helmet but I still really want it in the game.) in blender 2.79 (I think.) First problem was obviously when I imported it to 2.49 it banged up it's appearance pretty dramatically, I've done some very minor edits to fix that, apparently I'm not allowed to use tinypic and I have no idea how else to add files here. I guess look at attachments. Now onto the problem, following a tutorial for this very thing my helmet keeps for whatever reason attaching itself to the chest bone and while the tutorial itself doesn't give any information about this I'm certain this is wrong. Obviously it's a broken mesh when trying to import it to the game. Maybe a basic guide on how to specifically make a helmet for Skyrim would be helpful. The other issue is I export the UV maps (3 separate maps for 3 separate objects), I colour them (very lazily, I'm not good at it and hoping to make the lightning engine do most of the work anyway.) and when I import them to nifskope specifically the main part of the helmet isn't full coloured. The rivets (separate object.) are fully coloured but all of the rivets on one side are completely invisible when looked at from most angles in nifskope...just look at the pictures below. I'm also painfully aware of how poorly put together the models are in case I hadn't already made that obvious. In 2.79 In 2.49 notice how the vertices are all out of order as it tried to triangulate them I guess Only half of the rivets appear in nifskope, others are invisible from most angles Textures are just not working.
  4. Hate to be a pain and of course this has probably been asked a billion times with a billion different problems to address which is why I'm making a new topic. Oblivion seems to be crashing here and there as it does anyway but in a few instances it's frozen (and crashed) immediately on combat startup. I thought it had something to do with bows as it did crash consistently when several npc's fired their bows but recently there's been a crash outright on combat startup. It happened with one character in the area but the last 2 NPCs I've fought in my playthrough have produce the instant freezing as they draw their weapon (both added from "The imperial legion" become a guard mod.) I have just testing fighting the guards and the same thing, I can swing my weapon just fine...it's when they draw theirs it freezes instantly. When it freezes the ambient sound and combat music continues and I can hear the weapon drawing sound play as it's freezing. Again note this wasn't happening earlier. I've isolated one of the problems, it's Duke Patricks archery mod...specifically the addition of crossbows. They don't seem to be working properly at all and there's nothing about it I can find in his crossbows readme. If anyone has any idea what the issue is that'd be much appreciated. Load order below 00 Oblivion.esm01 Oblivifall Master File.esm [Version 1.2]02 Enhanced Daedric Invasion.esm03 DA Run Fatigue.esm04 Alternative Beginnings.esp [Version 1.4.5]05 Unofficial Oblivion Patch.esp [Version 3.4.2]06 DLCShiveringIsles.esp07 Unofficial Shivering Isles Patch.esp [Version 1.5.1]08 DLCMehrunesRazor.esp09 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.6]0A DLCOrrery.esp0B DLCOrrery - Unofficial Patch.esp [Version 1.0.5]0C DLCSpellTomes.esp0D DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]0E Knights.esp0F Knights - Unofficial Patch.esp [Version 1.1.2]10 Oblivifall - Losing My Religion.esp [Version 1.43]11 Enhanced Daedric Invasion.esp12 MannimarcoRevisited.esp13 Duke Patricks - HammerBlade.esp [Version 3.2]14 DA Fatigued Running.esp15 DA Sprint.esp16 UVIII.esp17 MidasSpells.esp18 Duke Patricks - Melee Combat NO RECOIL.esp [Version 5.9]19 300_Lore_Dialogue_Updated.esp1A Idle Dialogue.esp [Version 1.3]1B Duke Patricks - Combat Archery.esp [Version 7.3.5]1C RenGuardOverhaul.esp1D tbskGuardsFeatures.esp1E Guards.esp1F Kvatch Rebuilt.esp [Version 3.0]20 knightsandrealism.esp The bottom mod is mine, the only scripts it comes with are ai packages for a small group of NPC's over in Bruma, it's crashing in the Imperial city though (I assume it wouldn't matter where I was.) this is an issue that seems to have just developed. It does add a lot of NPCs (but not to the game world.) and basically packages a lot of people's armour and weapon assets (It's a personal mod, I do it this way so I can fix their weight and armour values for my liking and to reduce the number of ESPs.) I assume this is a problem with my save but I've had so many broken saves on so many different computers (and xbox 360 even.) that having to start again would absolute crush me. Plenty of other things I'd love help with in relation to modding as well (modeling ----> putting things into Skyrim.) if anyone's interested. I'm making a post on Skyrim forum now.
  5. If you're still active, you are the answer to my prayers as I launched a mod request a month or so ago for armours. http://i65.tinypic.com/15x1f6c.jpg Really any of these, If you get through these (somehow) I have so, so many more...you have no idea. http://i67.tinypic.com/33fdmww.jpg For the first picture either Robes that can sit over armour...or some Gothic/Maximilian transitional pieces with a tabbard, coat or robe over them. http://i65.tinypic.com/ac9bup.jpg Late 14th Century, yes! Any of the three, all of the three?? Maximilian how could leave this out? http://www.steel-mastery.com/media/pages/gambeson2.jpg You would be my absolute Hero. http://swordteacher.com/wp-content/uploads/2012/07/italian-fredericki-c1450_896-245x300.jpg Great bascinets, please!!! If you're interested in making any of these definitely give me a message back. If you want more or perhaps some different examples (or extra angles.) for a specific style here or different historical inspirations I'll be more than happy to oblige. Also if you want historical Frankish and Scandinavia (Viking.) Type stuff I also think that would be an awesome idea. Good luck =)
  6. "Immersive Armors: Adds over 50 new pieces of armor. Immersive Weapons: Adds over 200 new weapons. Bob’s Armory: Adds over 100 new weapons. Nicoroshi’s Creations: Adds 10 new weapon packs. Omegared99 - Armor Compilation: Adds over 20 new weapons/armors. Pauldrons - Morrowind Style: Adds two armor slots for newly added pauldrons made to fit the vanilla armor sets. Warrior Within Weapons: Adds over 20 new weapons." It's at the bottom of the page, clearly it's one of the above armour mods.
  7. You could literally edit the player character in the creation kit...add a spell to him that increases all of his damage by X and add X amount of health to him...or you could literally add damage resistance to him.
  8. This is the incorrect section for this, use the search bar on the main Skyrim nexus page and if you can't find what you're looking for then make a request.
  9. As the person suggested above, that is one way of doing things. However this mod for the most part sounds actually quite simple to make...it wouldn't take you very long I don't think. Make new recipes (similar to temper.) and therefore you can reinforce your own weapons and armour further and further.
  10. You could do almost all of these yourself in using the creation kit for just 5 minutes.
  11. Could you please tell me the location of this thread?
  12. There are mods that already do such a thing, however you could very easily do this yourself. Merely download the armour mods in question and then edit the Guard base npcs changing their outfits.
  13. I'm not sure if there is a mod but you could just edit the "slow time" spell and make a secondary effect that increases the player's "speedmult" experiment with the number until you've found the perfect figure.
  14. This could be rather easy to mod yourself. Make a magic effect that will paralyze the enemy once they reach X amount of health (you put the amount of health of your enemy in conditions.) and then in the actual spell, you set a timer for how long you want them to be paralyzed for. Any questions or?
  15. I'm not really planning to take on your mod but will respond anyone (I should point out I'm working on a mod myself where a work in relation to smithing exclusively on the recipes.) In relation to enchanting, what are you actually asking for...and how would editing to perk tree address it? Sounds like you want more to do earlier on...which doesn't really appear as a perk tree issue. Why would you level while using staves...you're not actively using any of your skills to use the staff..... Ahhh, the smithing skill as the name suggests pertains to smithing...what logical use could it have outside of the forge? Would a larger array of items to smith as well as a longer list of requirements for weapons and armour remove the feeling of grinding? Strangely your statement about not being a dedicated smith is all the more reason for it to take a longer amount of time if anything, at least from a logical standpoint. Realistically your character shouldn't know how to smith anything...nor is it likely they'd learn throughout a playthrough...maybe an improvement could be made in forcing the character to actually learn how to smith? My mod is focused more on realism however, the penalties for wearing heavy and light armour are things I plan on addressing...namely making them almost one in the same, at least in relation to speed/short term stamina usage. I've also changed the weights of weapons and armour as well.
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