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toastysquirrel

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Everything posted by toastysquirrel

  1. I've been looking into some tutorials for Blender and learning the interface per the "Noob to Pro" write up. Unforutately teh NtP tutorial is geared to 2.6x while the NifScripts (which is needed to import .NIFs into Blender) is currently only supported up to 2.49. I found this out first hand when I started experimenting with the Armor tutorial and found no "import" .NIF option within 2.62. So now I'm a bit confused as to what to do since I'm still very new at this. The Noob tutorial for Blender seems heavily geared towards 2.6x . Which is fine... except the interfaces between 62 and 49 feel very different as a beginner. And the Armor tutorial seems to rely on 2.49. Is there a way to take the .NIFs that are imported into 49 and somehow convert them into a format so I can monkey around with them in 62? I'm a bit confused as how to proceed since I'm still learning Blender. Kind of like if I spent time learning the Windows 7 interface then had to jump back to using Windows 3.11 for some reason. Not sure how to proceed at this point and I'd love anyone's feedback or suggestions.
  2. I'm new to 3D modeling and based on advice and available tutorials I've decided to start using Blender to create armor models for Skyrim. Basically I need some advice from anyone with the experience. I started using Blender 2.62. However it appears that the Nif Script isn't compatible with versions more recent than Blender 2.49. So what do I do? Scrap 2.62 and start familiarizing myself with 2.49? Or is there a viable work around that allows us to import .NIFs into 2.62? Because of the available tutorials I've come across for creating armor, I'd really like to stick with using Blender. If anyone else has been down this path and found a way to adapt I'd really REALLY appreciate the input. I totally can't wait to start creating some armor mods! :)
  3. I'm trying to do something I *think* is very simple, but not sure how to go about it. I want to create a small mod that allows the character to craft a "special" version of an existing armor, whereby only the crafted armor has the special attributes while the original non-crafted armor is untouched. As an example: I want to craft special "Steel Armor". It will have have all the same characteristics of Steel Armor, except twice the armor rating and take twice as many Ingots to create. The normal steel armor (that is crafted, purchased, or found in the world) will remain as it is. Unique armor rating. Unique crafting materials. Unique name. Meshes, textures, all other variables identical to original armor. How can I make that happen? Specifically I want to modify the forsworn armor with the help ofthis mod. For the moment it will be for personal use but I'll make sure to get the modder's permission should I release it.
  4. I'm thinking about something that combines the updated mesh from MadCat221's "La Femme Lycana Female Werewolf Body" modification to the female werewolf form, with a texture that more resembles Nalim666's "A Female Khajiit nude for CBBE" or KisaFayd's "Kisa Khajiit nude fur textures". In other words it has a body model that's more feminine and a torso texture without the fur (i.e. bare skin) or is just more sexualized. Anyone up for the challenge? I'm still learning Blender myself. plus... <or>
  5. It's been a while and a few levels since I completed the Dragon Rising quest, which is what's supposed to trigger random dragon encounters. But I haven't seen a single dragon since killing Mirmulnir and wondered if there are other factors I have yet to trigger. I killed Mirmulnir at level 12, now I'm almost level 15. I travel around with Lydia almost all the time. This is my 2nd character, my first encountered dragons super-regularly, so I don't think my game's bugged... although I suppose it could be. Everything else is running fine. Have I not ventured enough, am I still too low in level? Any ideas? Thanks!
  6. How simple/challenging is it to use Max to merge the models with a NIF? I'd like to expand beyond just Skyrim, though this feels like a fun medium to start with, so I'd probably go with C4D if the Max NIF merging is simple enough for a beginner.
  7. So I found a couple tutorials that seem like a good place to start. But the catch finding a tutorial for WHAT I want to model with a SPECIFIC program. There's a great tutorial on creating a new weapon, but it's for Cinema 4D. There's a (potentially) great tutorial on creating a new armor, but it's for Blender. Then of course there's the one referenced by Ghosu, but it's for 3DS Max 2012. Are the various programs similar enough? Cinema 4D looks cool enough to get the demo and start to learn it but so far I haven't found an armor creation tutorial for it. Blargh! :) Which do I choose? O.o
  8. I started going through the tutorial and was doing fine until, "Import or create your own model you wish to add. Position it where it would be on the armour." and then "Unwrap and texture the model." And from there I'm just sort of scratching my head. I tried importing a random armor (hide/f/cuirasslight_0.nif) and tried my luck from there, but for the life of me couldn't figure out what the "Unwrap and texture the model" was supposed to be about. Almost sounded like they were saying something akin to, "after you've downloaded the schematic for a Dodge 2012 Charger, now completely deconstruct it and build your own car." Wait, what? O.o
  9. I began a new game off of an uploaded save game file where the main quest is disabled. I've since enabled the main quest (setstage mq102 30) and started doing "stuff" along the main storyline I recently wandered across Helgen which (because of the save game) has not been destroyed. It contains all the characters and buildings that are pre-dragon attack. Helgen's interior is also inaccessible. Are there any console commands to either open Helgen up or get the location back up to speed with my current stage of the main quest? Thanks!
  10. Thanks guys. I'm going to marinate on both your suggestion. Sounds like an excellent place to start. @centurion101, yeah I'm basically looking to mess around with non-overpowered armor that should be moreorless lore friendly. I currently have my eyes set on some revealing ideas for the CBBE body, as -- even among so many really high quality armors out there -- they don't quite fit my tastes. So the armor might not be totally realistic in terms of protection, but even with that in mind it should be fairly sensible. Plus like the possibility of sharing my creations.
  11. Forgive me if I've overlooked a preexisting tutorial or post, perhaps I'm not sure exactly what to search for. Here's what I want... I'd like to try creating some custom armor (create new model from existing source material?). I'd like to start with something from the stock set (Leather or Hide, etc) and modify that. I'd like to create it for the CBBE replacer. Where do I go from here? In other words... What modeling program do I need or should I use to modify the stock stuff for the CBBE stuff for the new models, etc? How do I test it? How do I get it in game? What do I use instead of the CK (the latter will not open properly for me)? Is there anything else I need to know? I have *some* knowledge of MODIFYING mods from Oblivion, but it's very basic knowledge. I also have an excellent grasp of how this stuff works and I'm a fast study, but this would certainly be my first foray into modeling (although I'm a 2D artist) and modding. If anyone can point me to the knowledge I seek: explanations, how-tos, tutorials, that'd be awesome! Right now I just don't know where to begin.
  12. Of course this request is seconded! :) In order to help illustrate what I mean by, "Minimal Upper Body Apparel", here are some examples of armor. They may not be exactly what I have in mind, in which case read the applicable commentary to grasp my intention... <<contains some nudity>> These two images really blow quality-wise, but notice the lack of torso armor, yet the lower body armor is totally intact: Look at this armor set, now mentally remove the chest piece. And again, use your imagination to picture what these sets would look like without the torso armor. And without the cloaks... screw the cloaks. This one however is perhaps a perfect example of what I mean by maintaining regular lower body armor but "minimal upper body". Someone do this. :) There, now with a few examples to reference, perhaps some of you insanely talented modelers and modders might have a whack at it.
  13. Yeah, kinda like that. That's a fine amount of "cover up" for the top, although bare would be fine as well. But I'm still looking for more armor in the greaves, that chick in the first image is still sporting a skirt. If you get what I'm saying. :)
  14. One of the things I miss about Oblivion armor (sometimes) is that you could mix-and-match your character's upper-and-lower body armor. Or, as some of us might prefer (though clearly not me, no never) to have no upper-body armor at all. Or, have really cool full-play or chain-mail greaves but little-to-no top. I'd like to see some new armor out there that keeps the nether-regions covered and protected, but either ignores or is very liberal with the upper-body portion. But the "skimpy" armor collection just doesn't quite do it for me, maybe because I don't care for the skirt-like lower-body armor (???). That'd be cool.
  15. Now that the CK's out, I'd like to 'resurrect' this seemingly popular idea. :)
  16. There have been a lot of great Werewolf improvement mods, and now that the CK is out it seems like it's got to be possible to allow characters in Beast Form to cast spells. Aside from the necessary spell-casting animations, it seems like this has got to be an easy task -- though I'm no expert modder. The "regular" melee werewolf was fine for my warrior, but as a mage.... not so much. Any takers?
  17. The crowd that gathers around Brynjolf when he causes a "distraction" for you when you first begin the Thieves guild quests, are still stuck in their audience positions. How can I reset their behavior? Okay, so initially I ran into a dialog loop with Brynjolf when he distracts the group, he kept saying "You've got to hear this" over and over. I ignored it and just finished the pickpocket and planting the item. Then I talked to Brynjolf and the quest continued. But everyone stayed still. A little later right before joining the guild (after meeting everyone at the Flagon) I ran into Brynjolf in his thief's armor on the streets of Riften. He rejoined the audience and proceeded to give his sales pitch. He finished and continued to stand there and the audience remained. I talked with Brynjolf and the Thieves guild quest continued and he took me to the Cistern. Now the audience is STILL standing around unmoving in the plaza. Any ideas how I can reset them? It's really wierd. :)
  18. Random melee kill moves can be very satisfying, but if you're a mage or an archer you totally miss out. It would be awesome to see these implemented for magic and ranged. For Talos' sake, the devs have already done it :) http://youtu.be/AYOFLqItuW4?t=2m7s My name's Dovahkiin, and I support this mod. :)
  19. I'm surprised I haven't seen this video already posted in the Nexus forums. If it was and I missed it, I apologize. I did not create this video, just stumbled upon it this morning and wanted to share. :) http://youtu.be/M2DshotexMU
  20. Ah, so in other words I should figure out which perks I plan to spend my points on, then add them directly? I suppose I can work with that if that's the only way to do it. :)
  21. I downloaded a leveling mod (can't remember which one it is, sorry, no URL in the readme) which slows everything down so only combat skills apply to leveling up. It definitely takes longer, I'm still only level 4! The author recommends adding more perk points to start your character, but my character was already created. Is there a way to add unsigned perk points via the console?
  22. A thousand 'thank yous'. No, a thousand and ONE 'thank yous' good sir.
  23. I started a new game off of an uploaded save game, it's pretty cool actually. The author of it modded the PC so they're part of the Bandit faction (and gives you a bounty of around 1400gold in 3 holds). Yes, I tried to contact the person directly, but have had minimal luck thus far. Anyway, once my character's bounty has been resolved, for the most part all interaction within the various holds is fine (Whiterun, Falkreath, the Reach). However, if I enter the Longhouse or approach the Jarl I'm attacked. WTF man? :( Also, when I began the dialog with Valdrall was fine, but after I healed him, he went aggro on me and began attacking. Just like the Jarl and the men around him, so I'm pretty sure it's because of the same setting. Does anyone know what I need to do to restore "normal" faction status? I've tried the following console commands (separately and also within a single game load) and the only thing they seem to do is make bandits aggressive and have no impact on the afore mentioned soldiers and guards. player.addfac 000e0cd9 -1 {{bandit ally faction}} player.addfac 00044ef6 -1 {{bandit friend faction}} player.addfac 0001bcc0 -1 {{bandit faction}} All I'm trying to achieve is to restore my character's faction status to "normal". Even though my character's only level 4 and has done very little questing, I don't want to start over. Thanks everyone! :)
  24. I thought about that, but -- maybe I'm just being anal about it -- I'd rather not have any NPCs calling my character Dragonborn or anything like that. Let my PC be oblivious to it all except that there are occasionally giant flying lizards attacking people. :) I imagine this should be a snap with the CK.... but who knows when that'll come out. It doesn't get much more like "the end of January" than it does now. Removing every instance of the word "Dragonborn" from all the dialogue in the game would be... problematic. It might be possible, but your odds of finding someone with the patience and dedication for the job are minimal, unless you feel like doing it yourself. That being said, I always thought it would be fun to release a mod called "Can't someone else do it?" that involved escaping Helgen with a third companion, who turns out to be the Dragonborn. The main quest would slowly progress on its own, without the player doing anything. Every so often the player would run across the Dragonborn, either out in the wild, in a dungeon, or talking to one of the MQ NPCs. This would give the MQ a lore-friendly way to progress, and allow the player to take on a role other than Dragonborn. Oh no, don't get me wrong... Basically I'm just after a mod that would allow you to go on with your non-DB business and interact with the world as it would be if you never slew the dragon that attacked Whiterun. EXCEPT... you still run into dragons and can use/collect Shouts. So, it'd be like you killed the dragon... but without actually doing anything to bring that part of the quest into play. Couldn't there just be a console command like, "EnableRandomDragonEncounters", "enableShouts", and "EnableShouting". Something like that. :P BTW, very cool idea about letting someone else be the DB. I'd dig it. :)
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