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technicalbrutaldeathcore

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Everything posted by technicalbrutaldeathcore

  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.
  16. you would have to get permission for something like that.
  17. I'm not really interested in the mod myself and although I'm an unexperienced modder this doesn't appear a difficult task....just make a new Container item and give it the model of a stick...allow players to craft it and then drop it down or place it. Make sure the container is not cleared/doesn't respawn
  18. I've never uploaded a mod and nor am I committing to it but this seems like a simple fix, one that I might implement for you. You could probably do it yourself by editing the crime factions as it's likely there's some sort of inherent crime in there for being a vampire. It could also be that the player is placed in a certain faction (that these factions are enemies with.) which results on them attacking you on sight. I'm honestly not sure but my point is it's likely a very simple fix...it might even be something as a keyword or global multiplier. What I'm saying is that in the time it might take me to get around to doing it and/or uploading it you could have tweaked in the the Creation kit already.
  19. Had to retype this. Anyway for all interested what I'm essentially requesting is two separate things. What I mean is aimed at two different groups of modders. Animations and models, obviously the models are armour. Animations. Basically a replacement of especially the basic striking animations for the One hand+shield and two handed sword. As well as perhaps an idle for the sword+ shield, details below. Animation Sword and Shield - I'm proposing maneuvers/strikes inspired by historical buckler/Viking shield combat (videos at the bottom of this segment.) What I'm basically looking for is striking animations from the guard/idle stance (shield held mostly out in front and on a basically 45-50 degree angle relative to the chest, you can see what I'm referring to in the video.) in which the blade will cut or thrust around the shield while the sword hand remains behind the shield. As for the strikes the least telegraphed/more direct they are the better, in other words straight from the guard without pulling back, to the target (opponent's head, torso or arms.) and back to the guard without drawing it all the way to the opposite side of the body. Of course it'd be even better if you could include attacking with the shield at the same time (see the video.) but this is obviously more difficult. There's several mechanics I'd like to implement within my own game (But if finished/requested I might upload here.) that require such animations. Essentially more emphasis on stamina and needing to get through your opponent's guard to deal damage, this will likely include making striking/idle stance similar to when actually blocking. When stamina (which I plan on overhauling if possible.) is at a certain interval it will be easier to actually deal damage. Longsword - Similar to above, basic striking motions from the guard (an emphasis here should be making sure the blade is drawing across the body and not slapping it.) guard ------> target ------> back to guard. (Guard = idle stance.) Also if it's possible (if someone does choose to pick this up.) could more than two animations be added? What I mean is in vanilla there's a standard of 2 standard striking animations per direction. Where as if possible it would be interesting to instead have 6 or 8 striking animations and extend these to all directions instead of 2 per direction (essentially the same amount of animations but all given the same parameters.) Videos [.video=youtube;HNEBpu8eDsU]https://www.youtube.com/watch?v=[/video.] Basic striking motions, if you're interested in taking this further beyond basic striking I'll happily provide source material from videos/interpretations of techniques to some pictures of the plays/techniques in the manuscripts. A point here, the motions don't need to be as stiff...this is exaggerated, more importantly strikes are meant to be initiated by steps and not leaps as he's doing....just in case you were overwhelmed with the possible difficulty of implementing the above seen footwork. I'll happily provide other videos or pictures of the same basic strikes if need be. [.video=youtube;dkhpqAGdZPc]https://www.youtube.com/watch?v=[/video.] Explaining Sword and shield combat with buckler and viking shield. Basic but a great place to start. Look to this mainly for basic guards (what I mean is you don't need to replicate the striking here.) Armour Basically some historical pieces as well as replicas. I'll start with some common pictures/photos and see what you make of it, if you need different angles/pictures I'll see what I can do. http://i65.tinypic.com/15x1f6c.jpg There's a lot more variants in this sort of style I haven't put here at the moment. (image 1) Beautiful depiction, great harness (image 2) Anyone who makes these or any of the harnesses from the "gladiatoria" is a legend. (image 3) http://i67.tinypic.com/33fdmww.jpg Plate with Coat, shirts or Jackets would be amazing (image 1) Late 15th Century Gothic. Could of used some museum pieces and in fact will if requested but this is a very easy to see picture. (image 2) http://i65.tinypic.com/ac9bup.jpg 14th/early 15th Century harness (image 1) Late 14th Century harness, note the Coat of plates. Essentially Leather/linen lining with 6 or more large plates riveted to each other on the inside of it. (image 2) Another great 14th Century style harness, of course decorated. (image 3) Maximilian armour, 16th Century. http://www.steel-mastery.com/media/pages/gambeson2.jpg Example of one style of padded Jacket/Gambeson. http://swordteacher.com/wp-content/uploads/2012/07/italian-fredericki-c1450_896-245x300.jpg It'd be incredible if someone could make this, as well as other helmets yes...but this one specifically. An interesting mechanic I'd love to see if I can work out to do with helmets like these, well several actually. There it is, feel free to respond whether you're interested or not...if you need any further information or details. If you're only interested in making the model, I'll happily put the models into the game and if asked upload it either myself or provide you with the file so you can upload it. I'm only truly interested in the existence of these models/animations for download and little more at the moment. Definitely more requests I have but I don't want to overwhelm anyone here, remember I'm not asking of any single person to create everything here...mainly one piece here and there from different sets. On the last example about, I'm only looking for the Bascinet+aventail, not the mail set...there are many mail sets available already on Nexus...not all of them are exactly historical (of course there's definitely room for more there.) but what I mean is there is a notable lack of Bascinets+aventail. I guess I await your responses. I should point out again that the reason I'm requesting a lot of these is to give a purpose to some mechanics I'm looking to add myself (whether I keep these to myself or upload for others, I'm not a professional however...most of it will be basic stuff but the difference lies in really what I'm looking to achieve rather than anything else.), this isn't something I'm requesting just to brighten up my latest playthrough but so I can implement functions myself to complement these. Thank you very much for reading this very lengthy post, trust me it took me as long to type this thing as it took you to read it. So long in fact that at least for the moment I haven't checked it for errors/typos...sorry if there are oddities. Beautiful depiction, great harness
  20. I'm not here to pick up the banner but to suggest that perhaps you should be more specific as to what you're asking for. Post some screenshots of these weapons if possible. Bear in mind that some will avoid this project because of possible legal issues, something one needs to consider.
  21. Look to the modeling guides, get blender and of course mirror it...make sure it's attached to the Skeleton.nif/Skeletonbeast.nif and export the thing, mess with it in Nifskope and it should be set.
  22. Edit: Situation update, I can now actually attack from the pose but my character is still displaced (rotated in the wrong direction.), I've read in the links provided that I should change "BIP01 Rotation (Euler R) to 0" and "change BIP01 NonAccum Rotation to 90" if it started at 0.....the issue is that I can't find these in Nifskope. In block details under 'Controlled blocks' I found a bunch of BIP01's (seemingly one for each both......every finger, every leg...arm etc.) << There is one labeled simply 'BIP01' but under that tab I can only see the following Names/types/values Interpolator = 6 NiTransforminterpolator, Controller = None, Priority = 27, String Palette = 3[Nistringpalette], Node name offset = Txt BP01, Property type offset = txt empty, Controller type offset = txt Nitransformcontroller, Variable 1 offset = txt empty, Variable 2 offset = txt empty. I couldn't find anything to do with roatiotion nor this "Euler R" thing. I'm sorry if this appears rather basic but my knowledge of Nifskope is basic. Again I found the above things undern "0Nicontrollersequence {block details} > Controlled blocks > Controlled Blocks = BIPO1" <<<
  23. I hadn't and thank you for the reply, you can bet I'll read up on it today. Thank you for the info and it does seem as this is what's happening, I don't know much about priority either but in one of the steps in blender it had an option where I was asked to click on the thigh bone and set the priority from 20 to 27....perhaps this is what the issue is? Unfortunately I'm not aware if this is the only process required to actually effectively change the priority but I'll try changing this for all bones (or at least the major ones.) and check to see if it makes a difference. If you can think of anything else it would be helpful......I'll respond either later tonight or tomorrow with the results!!! Hopefully it's fixed <<< I just can't wait to replace the sword + Shield animations with at least as close as I can get to actual historical ones. THANK YOU SO MUCH FOR YOUR REPLY, I'VE NOW GOT SEVERAL NEW WAYS IN WHICH I CAN TRY AND COMBAT THIS ISSUE!
  24. Ok so i'll get straight to the point, I made the animation in blender (it's supposed to be a replacer for the Sword + shield idle.) I exported from blender and of course replaced the idle.....(I changed it in Nifscope so the string had it listed under it's correct name and made sure it looped..) and of course I tested it out in game. The idle stance displays in game...wonderful, the issue is that I can't SWING my blade while standing still (idle.).....my lower body moves as if I'm swinging but the upper body is frozen in the idle pose......another issue is that my character appears to be standing somewhat diagonally and not straight....yet it doesn't appear that way in Blender. This is of course extremely frustrating as I was going to start making new animations for the use of the weapons (shield and sword.) as well afterwards......which now seems like an almost impossible task considering I can't even properly implement an Idle. lastly although I have somewhat rectified this, I was/still am sorting having an issue with making the shield actually sit in line with the forearm/handle sit in the hand....(I can't see exactly which bone...if any actually directly controls the position of the shield.) Anyway to recap - Animation appears in game but the upper body is frozen in place when trying to attack. Edit: I'll point this out just in case, I have looked for information on this issue for the past two days and haven't really found any for this specific issue. I've seen others suggesting they had similar issues when using scripts to switch between idle animations....but of course all of the solutions involve changing these scripts where as my issue is either with the animation file itself or the implementation of said animation in Oblivion. I made the animation by first importing another animation of the same type (the previous idle animation.) and of course changing the bones to fit my specific desires (essentially to somewhat mimic historical Viking sword and Shield stances....the animation is of course not even close to finished as finding a way to get it in game is more important than actually playing with the animation itself.) Anyway....some advice or troubleshooting would be nice as I'm out of ideas (Tried various different things already with almost 0 information to work with.)
  25. I personally have no idea how to download mods from steam without a steam version of the game...HOWEVER if you're able to download the files into your downloads folder (or where ever.) you can install them manually......obvioulsly ESP's go in the data folder and usually unless there's Bsa's (Which should also go in the date folder.) if there are sounds, models or textures required they will come WITH their respective folders...therefore you can basically copy all of the files and paste them directly into your data folder UNLESS SPECIFIED TO DO OTHERWISE (You probably already knew this though.) Skse (Skyrim Script Extender.) is required for a large portion of the modifications not only found on the Nexus but most other sites with downloadable content available as well (depending on the content.) and therefore you should be running Skyrim with Skse....every time you open it UNLESS you haven't any mods installed......If you have any modifications that require Skse...you should be opening it with SKse each and every time. I suggest you also download Boss/Loot and Wyre Bash....use Wyre Bash to activate and deactivate Esp's and Esm's (Every time you add a new Esp or Esm from a modification MANUALLY you need to MANUALLY activate these files either with Wyre Bash, another program...or by opening the game via the launcher and accessing data files.) Either way...if you've got mods it's more than likely that many of them require the latest version of Skse...and therefore you should always open the game with SKse unless you plan on A: The modifications not running properly and causing problems B: running Skyrim without any Modifications (or without mods that require a script extender.)
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