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megapolom

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  1. In response to post #64183701. Or... crazy thought right here... you could donate the 2$ and become a supporter and avoid ads altogether.
  2. Something something somehing
  3. I do see why you'd like that, bu to be honest, that was the one thing that bothered me in the fo3 mod. It's true that it gives the user more options, but than again, applying an overlay to a headpiece is so easy if you're not doing them in bulk, that imho it's not really needed. just copy the overlay you'd like to apply, paste it in the correct folder (the one that contains ''Thenameofthehelmetyouwishtoapplytheoverlayto.dds'') and replace the one that is already there. If the helmet doesn't have an overlay already, you'll have to create the correct file path, paste the overlay there and name the file ''Thenameofthehelmetyouwishtoapplytheoverlayto.dds''. Note that the file path must be identical to the one that leads to ''Thenameofthehelmetyouwishtoapplytheoverlayto.nif'' in your Data dir. and the name of the .dds file must be exactly like the name of .nif file (except the extension). Also, now that I'm writing this I realise it might sound... not that easy. Than again, doing what you want might make a mod bigger. Or it may not. Sigh... I don't know... I just draw pretty pictures. I don't think it was in that exact context, though you've been around here longer than me and I didn't go through all the posts for obvious reasons, so I do apologise, if I'm speaking out of my own ass. The discussion I remember was about applying a universal overlay to all helmets that did not have a custom one, as a temporary solution, until it gets covered by an update or a patch. Again, if I misspoke, I apologise. Edit: I do recall something about that now. Configurable in the MCM right? But tbh the list of overlays would be huge so scrolling through them for every overlay you wish to apply would be tedious.
  4. Oh sorry, I meant fur hood and reinforced fur hood (fur hood over blades helmet) - ground model same, different model when equipped. As far as I recall I haven't found a helmet with no male model. Will tell you if I do. So as far as changing the paths of the already made overlays, I'd just have to change the ones that have different world space models and those that have male and female ArmorAddon biped model? Or will I just have to add the helmets that could not be implemented in the current version with the ArmorAddon biped model path? I'll send you what I have for IA today, though I have to tell you some of the hoods don't have correct paths (fur hood for instance is done, but I haven placed it in it's folder because reinforced fur hood is already there). Edit: Oh yeah, there's one thing I wondered if it would be possible to implement. Say you have a helmet and a mask - both having their own overlay. Is there anyway to make both overlays showing at the same time? Helmet on the bottom and mask over it. Also I created a patch for Dwemer Goggles: http://www.nexusmods.com/skyrim/mods/13133/? and it doesn't work, probably because it doesn't use head and hair slot. Will the new version fix that and if not, is there a way I can do that myself without breaking the ability to wear them and helmet/hood simultaneously? Edit: S***, sorry for the 4 days delay. I uploaded the file on google drive, I hope it works. Edit 2: There was a comment I saw that made my bowels feel funny(it could have been something I ate :ermm:). The poster was asking if it would be possible to make a script that would change the sounds depending on the type of helmet worn. More reverb and stuff, like an equalizer. Would that be possible? Theoretically, I mean. Edit 3: Don't want to get ahead of myself, but do you have any plans for fo4? I haven't played the game for more than 20min but I was just wandering if you were thinking about it somewhere down the road.
  5. The next version should be compatible with IFPV. But I haven't heard from scrievener07 for a while now, so I don't know how far with v3.0 is he. I saw your comment on overlays not showing up. Have you tried reinstalling skse? Not saying you did anything wrong but apparently when installing skse it can do it wrong. Rarely though. I had just one report of skse reinstallation solving the problem you describe. I think it was on page 10 of this thread. Hope it helps and have fun :wink:
  6. A few questions: 1. How are you :smile: 2. How far is the 3.0 version of the mod? 3. Are there any plans to change the mod from detecting the ground model to something that is not shared between different helmets? The fur hood, padded fur hood and reinforced fur hood in Immersive armours all use the same GM but have VERY different overlays. 4. Any updates Everlive? Can we maybe get a sneak peek? :happy:
  7. ^This sums up my current situation perfectly :sad: Sorry for being absent for so long, I just popped in to check on you guys. Everlive, hang in there and work by your own pace. In the end, you'll get it done and I for one can't wait to see it :wink: Good luck.
  8. Hey, so I checked IA and all the head gear that comes with it and I'm wandering if the mod will work on things like eyepatches and masks. I know that with 2.0 you support the hiarslot?, I just wanted to make sure. Oh yeah, I heard that you are working on overlays showing during first person kill-cams and I have to say it made me happy. Good luck, hope you can make it work.
  9. Hey man, sorry for responding a little late but I've been traveling and was so far unable to test the latest version. I did check the video however and it looks good. I'll see if I can get some testing done today. Edit: So here's my take on the 2.5b. It's everything I ever really wanted [happy single tear emoji] I tested lightning duration from .20 to 3.0 and I prefer .20 but that's why the sliders are for. The shading doesn't recognise every single shade (trees in particular) the pc walks over but from what I know about Skyrim that's an engine limitation (you're the expert here). Could you just clarify, if the lightning duration is shorter, is the update interval shorter too? And does this mean that if the slider is set to, lets say 5.00 does that mean that if the player walks over the shadow in between updates, the overlays won't detect that shade and change? How long is update interval on 1.00 in seconds? Overall I really really ​really like it :laugh: Keep up the good work.
  10. So if I understand correctly, there is no problem as long as you don't link all skyUI widgets in mcm of iHUD? And not only that you can fix it without gopher doing anything?! You sir, are a god. Btw I watched gophers iHUD v3 video again and I'm pretty sure I heard that it's possible to simply exclude a certain mod from being linked with the rest of widgets. Not sure if it he must be the one to do it or if anybody can.
  11. I know. But even though it isn't complete I haven't covered every single item on it. Yet. I stil have a couple of robes and hoods to make. Totally forgot about tesVedit :pinch: Thanks for helping. ​ Edit: Been testing the experimental version and here's what I've gathered so far. The overlays react to light as intended without any glitches or any other kind of problems for that matter. Sometimes, especially outside on a sunny day the jump from lit to shaded happens to quick. It might help if you can make the transition not instantaneous (maybe 1/4 or a half of a sec.). Interiors look great, the only problem thing that slightly bothers me is that when you look at a light source from a close range the overlay stays dark. I don't know anything about scripting so I'm not sure if these things can be changed, this is just my opinion. Overall, I definitely prefer this build over 2.0 Edit2: So I got a comment http://www.nexusmods.com/skyrim/mods/70006/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D70006%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D3262109&pUp=1 in the forums tab under troubleshooting. I understand 100% what he's talking about, but what I don't know and would actually be helpful is how to fix it. I'll also pm gopher but I doubt he'll get the message. Edit3: Saw your post and just wanted to say if you can fix it I won't write gopher. Turns out he can't receive them even if I wanted to send him one.
  12. This just keeps getting better and better :woot: As far as my part goes, I've been going through the list of helmets with paths you sent me and I have to say, I'm slowly running out. About 90% are done and the last 10% will be in a couple of days. So... my question is what's the easiest way to get the paths of those that are not on the list, including mod added pieces. I know that I can just install the mod and check, but I'm not sure about those that are packed as .bsa file. Do I need to download and unpack these or is there an easier way to look inside for the folder structure? I don't really have a problem with it, just being curious. Keep up the good work. You're making my week better and better :thumbsup:
  13. Works on my end. Even better, she solved the problem. It was a bad SKSE installation :confused:. Reinstalling it solved the issue.
  14. So I got a comment about overlays not showing up. This is the screenshot he/she made. The thing I don't get is why the art path doesn't look for the texture in the correct folders. Is the poster doing something wrong? The reason I'm asking you like this is because I think this is the most common problem people have. If you can give me any help it would be great. http://imgur.com/WeBb41g ​
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