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6Domino6

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    Skyrim

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  1. The robe reminds me of the thalmor robe but if you try to repurpose some of the current models be careful with how it makes the polys work. There may be guides for blender or 3d that have suggestions on how to reduce Polys without breaking them.
  2. They are highly possible but if the straps are intended to be fairly thin you could use the textures to emulate the feel of more polys than you actually have. If you use any armor mods that you really like I would suggest asking the person who made them how many polys they try to stick to in their armor sets or look at the vanilla armors at a baseline for armors. They normally go minimalism on their polys and you should try to do the same whether you or somebody else makes it. A lot of what you see in the game on your armor has to do with the textures. When I used to dabble in 3D I made a shield with deep scratches just by using 2 textures and around 50 polys (but keep in mind that was a 3D movie test for a class and games probably handle the polys different). One thing to keep in mind when it comes to your design is if you look at the vanilla jester outfit the way the armor falls is way different than how it's intended. Below the waist on the front (for females anyway) the armor juts to the side abnormally and it looks overall ugly thanks to that. And from one armor mod hopeful to another...if you want to make armors in the future you should take the time to learn how to make your own armors now because you will be able to figure out in the future what designs are possible and you can get closer to what you want in less time as you progress.
  3. Hmm I suppose my Dunmer is dark then...but she's more Chaotic-Neutral if you want to go with D&D types. The way I decide what she does is a combination of will it benefit her and how it could potentially change things for better or worse. For example: But I consider a dark character's priority to be themselves. They would let the weak die if there is no benefit to them but not because they particularly enjoy death but because protecting the weak and risking their own being isn't something they find smart. They would stop at almost nothing to get what they want but perhaps try 'gentler' methods first like stealing, move up to bribery or intimidation, and then finally bash in a skull if they don't get their way. If a 'dark' (read: chaotic-neutral) character were to start a war (most likely one that was already brewing) by pulling the strings it would be because they hoped to get something out of it. Evil is...well...generally less calculating. My characters in TES are normally more Chaotic-Neutral or Dark...but in Fable (first one) my character was evil :D I killed people to get their houses! I killed people because I didn't like their faces! And...well..I killed people generally because I could.
  4. I love the idea of this mod! It always did seem odd that there were werewolves but none rampant (I miss Morrowind: Bloodmoon on another note). Werewolf hunters seem interesting as well...but would the werewolves and the hunters only appear during the moons or would their frequency be tied to the % chance to transform? Another thing I'm curious about, that I've heard in various werewolf tales, is somebody who gives in completely to their feral side still returns to their normal form but they act deranged/eccentric etc.
  5. Looks very interesting, I usually go the 'neutral' route on my characters...doing as much crime as I do good deeds if not a little more. Murder wasn't a frequent one, but it was definitely on the list...but I'm sure that my dunmer warlock could find time in her busy schedule to assist Lorcis :D Good luck, looking forward to seeing how this progresses.
  6. I thought Charizard was fire/flying because he's NOT A DRAGON >_> Pretty sure he's a pseudo dragon type like Gyarados... On topic: Whether you're making it a total overhaul or just adding a new zone with the pokemon it would be a long time before it sees the light of day...it would be hard finding a team that would have that sort of dedication. Not to mention as much as I still love pikachu I'm not sure if I want to see chu in 3D form again...
  7. Essentially what I want to do is once a quest is completed I want the merchant to sell more items than they previously did and when their chest respawns I want them to continue to sell that item. I know that MGRitual01 (http://www.uesp.net/wiki/Skyrim:Destruction_Ritual_Spell) does what I'm trying to do but I cannot quite understand how their method works (papyrus + global variable). Has anybody seen a mod (or another vanilla quest besides the MGRituals) that adds items to a merchant after a quest is completed, a tutorial that covers this, or perhaps found their own method of doing it (papyrus or otherwise)? Any help is appreciated :)
  8. I'm curious, what voice type are you using for them? They need a common voice type used by NPCs or a personal one that you made (I don't know how yet, sorry) that enables them to 'talk' to the PC in their dropdown menu on the page where you set their race when you edit them. Not sure if that's already been covered.
  9. Ah it's too bad that the way they did it would make so many conflicts...I hadn't been in need of it because I'm a mage but if I make a warrior I'll have to keep away from that one...I do have mods that affect items and I would prefer those over his unfortunately :( As for your issue, I looked over 'drawn', 'sheathed', and 'weapon' in the CK and out of all of them I think that maybe weapon's results may have a starting spot but it's mostly packages and maybe a few others that might hold what you're looking for. I'm not familiar with the logic inside packages yet but perhaps you might have more luck?
  10. I don't think WIP is a bad thing...Personally I believe that most mods are WIPs because they release an initial version of something to get feedback from players. I finish a good chunk of my mods before I feel good releasing them (ie I wouldn't release a house mod with no furniture and no npcs if they are planned to be added). But for some mods adding new things in new versions is a good way to learn from things you may have overlooked in the past. On one of my mods a person contacted me to ask if the NPCs respawned their inventories or just their gold and what they sold...and I realized I had left something out (had forgotten to complete their loot lists). So I fixed all of the NPCs before re-releasing it. WIPs are more appealing to me if the mod is a good chunk along because that typically means they are releasing it to get feedback.
  11. Buying with gold is a temporary fix because I would have to find the time to make a method retrieving them worthy of 251 perks. I would be more concerned if they found it on the ground or did a lackluster quest to retrieve a master perk. That alone would take me several hours and I want to release it this week so I could get feedback from people interested in the books. Would you rather have spent time paying vast amounts of gold or simply retrieve some nightshade for a perk? I mean c'mon the amount of finetuning it would take to make the quests would probably push the mod back further than I would like, and testing 251 quests would be a PITA. The gold is merely a compromise for now and the only other perk book mod I could find last week had the same delivery system except in fewer books and from ONE npc. I'll edit the OP after work to include my plans for the actual mod since people seem to have an issue with the delivery system. Edit: Stupid auto correct on my phone.
  12. Given all of the responses while I was at work, am considering 1mil for the 100 perk skills, since most people will not buy all of the perks, only some of them. Considering doing two different options, one with a similar pricing as skyes and fg109 were suggesting and a lighter pricing mods meant for players who are still leveling up, with a challenging gold requirement but still achievable with enough work, I'd need to toy with the gold per rank to make it suit my taste. Thank you for your feedback :)
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