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cinderry

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  1. If you mean texture modding ... I found it hard to find up to date tutorials now on the internet, but it so happened I dowloaded this oldie but very very goodie yesterday from Reddit - there is (an old) post there about DDDA modding you could try ... Also, there is a good video on YouTube to get you started, entitled [Tutorial] - Modding Dragon's Dogma Dark Arisen (PC) Textures ... I tried it, and it works (though it barely scratches the surface). Hope this helps, I am struggling too to mod this terrific game :mellow:
  2. I carefully followed various tutorials on forums, YouTube, etc, and managed to use ArcTool with pc-dd to open up a specific arc file and eventually get a dds file, hoping to tinker in Gimp or Paint.net. [i actually did the same using the Arc and Texture Extractor tool, as a matter of interest]. In both cases, when I opened the dds file, all I got was a small square file which looked like a fuzzy black circle. I tried this with various other arc files, both originals from the rom folder, and also arc files from various mods, and only got the same little fuzzy black ball ... Now these were clothing files, so as an experiment I followed the YouTube tutorial, which was to retexture a knife, so the arc file was from the wep rather than eq folders in rom. This time, both in Gimp and in Paint.net, the dds of the knife opened up perfectly! So far, I have not managed to get any clothing dds to open up into a full file which can be edited. I'm baffled why this procedure works for one type of file (eq) but not another (wep) ... obviously other people can get eq files opened using this procedure, what can I be doing wrong? Any advice would be greatly appreciated.
  3. Am I the only one bothered by the incessant endorsement nagging popups? Is there a way to disable this big brother/auntie feature? Really irritating if you download a lotta mods ...
  4. I haven't yet had time to peruse all the posts [i will, I promise] so may I ask a quick question here? I am seeking to change the speech of certain NPCs in game, eg the irritating beggar in Solitude, who says "A coin for a veteran .. it's not much to ask" repeatedly. After some scouring for tutorials (scarce indeed) this is what I did. 1. Used a Nexus voice reference identifier tool to find the fuz file for that particular line. Gave me the name of the fuz file (without the bsa folder, unfortunately) 2. Unpacked the Voices.bsa and scoured the folders for that file, finding it at last in the malecoward folder. 3. Used the Nexus Unfuz tool to extract a wave file of that line (ignoring for the moment the other 13 fuz files for this guy, which he also repeats as nauseum). 4. Used Audacity to save a different wav file into the new folder I was using, then removed the original wav and renamed the new one to the original fuz name. 5. Used Unfuzer to make a fuz file with the name of the original, but with the new audio inside. 6. Checked to see if it worked by unfuzzing my amended fuz and playing the wav, which played fine. 7. Fuzzed it all up again, and had a coffee. 8. Created a mod, using the folders path from the extracted ie Data Sound Voice skyrim.esp malecoward, and dropped a copy of the new improved fuz file into the malecoward folder. 9. Dropped the Sound folder, (with the others inside it, of course) into the Data folder. 10. Tested in game. Did not work. The beggar kept right on begging, and looking at me funny. The above procedure was what I came up with after reading various posts in various forums, also I have used the same basic procedure many time with amended textures. As I understand it, the "loose files" (the folder nest I dropped in) are loaded last by the system, and should overwrite any file of the same name in the bsa files, if the folder path is created correctly. Works for textures and meshes, no problem. So, obviously, I am wondering why it does not work for my sound file mod. The modder who posted Unfuz in Nexus says he tested replacement wavs which were both longer and shorter than the original wav, thereby making a new fuz of a different size, but they worked ok. And the mod file path was endorsed by other posters in other forums as viable and working, for sound as well as textures. Wonder what I did wrong? Any advice will be gratefully received. Thanks for reading ... Eddie PS. I discovered a beautiful infallible way to completely silence NPCs using the Creation Kit, but it only silences them, not changes the speech, which is what I am after. You know that preacher in Whiterun? Look out Herman, here I come! :geek:
  5. Hi and thank you for this resource. Many times I have been disappointed by YouTube videos, for all the reasons people are aware of, (some are abysmal, some are outstanding [see Nightasy] and prayed for a list of text based tutorials. I understand clearly the OP, and am amazed at the posters who seem determined to give you a hard time, with no good reason I can see. You are more patient with them than they deserve. Please ignore the negative nellies, may their gods bless, keep and take them soon :-) Keep up the good work.
  6. I have the same(ish) problem. I tried it this way ... I used unfuzzer from Nexus to unfuz the file, which produced a wav file - I changed the wav file, and refuzzed to the originak fuz file, which was supposed to just change the sound file inside the original fuz. I put the new fuz in the same place as you (same as I do for textures, etc) but no luck ... the NPC still spoke the same old diaogue. I also tried putting a copy of the whole malecoward folder with the file renamed, but it did not work either. Just thrashing about in the dark, cannot find any sensible tutorials on how to change fuz files :-(
  7. Hi all, new to sound mods ... help, please? I actually wish to create my own mod(s) to be able to silence (not bother changing) certain specific very irritating npcs (short of killing them :-) One example is the preacher npc in Whiterun raving outside the Companions' palace - there are others (bards, maybe). I've extracted the sounds.bsa to the desktop, so i am seeking a tutorial on how to find the sound file I want, and repace it with an identical, but silent, version. Any help will be appreciated.
  8. I see this question asked in various places, and I would also be very pleased to know, for modding purposes ... If you make a change to the basehumanfemale skin, for example pubic hair colour change, it not only affects your character, but some companions [well, Piper, anyway], and also some, but not all, female raiders. Is there any way to restrict the change to one character, rather than any female who is pre-programmed to use the basehumanfemale skin? Thanks for help ...
  9. Hi all, I have a quick question. I can achieve full transparency in modding clothes, armour, etc ok, using bae, nifskope, material editor, as taught in the tutorials. I can make it work both in gimp and paint.net. However, I would like to be able to achieve partial transparency [see thru] in some clothing mods, but this baffles me. It seems the game will only see [painted on alpha] either no transparency (white) or full transparency (black) , and any shade of grey is ignored. I have tried various types of clothing, both in gimp and paint.net, but i cannot get it to see partial transparency whatever method I use. Anyone know is this just a thing in the game, or am i missing some adjustment in the texture file or the nif? Grateful for advice, it's driving me nuts! :laugh:
  10. Yea! You are a star ... much appreciated ... regards ... Ed
  11. Hi all, newbie here ... :confused: I am seeking to mod the above dress, however I am baffled that although it is named as a separate item in the console item lists I have checked, and you can player.additem it under that name, I cannot find it in the BA2 files to extract the files. To do transparency, I would need all files, that is the nif, texture, bsgm - but I have searched thoroughly and I cannot find them under that name. If anyone can advise the names they are hiding under, I would be most grateful. Thanks.
  12. I am experimenting with mods, and made some rough and ready changes to the bathrobe texture and created the mod structure. This went ok, then I tried to just shorten the length of the bathrobe a little , using transparency in an alpha channel, but I cannot make it work - the area I am trying to disappear just shows up black in game. I have tried in Gimp 2.8, and tried many different combinations and suggestions picked up from Googlre, but no luck. Would anyone to whom this is child's play be kind enough to instruct me in detail how to do this, preferably in Gimp, or in Paint.net (I am equally beginnerish in both), or perhaps point me to a tutorial which tackles this particular issue. Any assistance is much appreciated ...thanks.
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