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rcarass1

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About rcarass1

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    Metal Gear Solid 3

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  1. Okay. All of that info was really easy to follow and worked perfectly, but I have hit a snag in CK. I am trying to make the clothes re-colour standalone. But, when I duplicate the Miner's Clothes, and attempt to change the appearance of the duplicate with the .nif I made, it also seems to change the original item's appearance as well... Have I missed something glaringly obvious? I tried creating a new FormID (I think?) in the sub-menu to change the .nif, but when I did that and tried to view it in game, the new armor just had the look of the original, not the retexture. :confused: Update: Using this handy thread, I've figured out that, in order to get the standalone item using a standalone texture, you need to create a new AA form for it by duplicating the original in the item list. However, I am now stuck trying to figure out how to add that new AA form to an armor duplicate. When I duplicate the Miner's Clothes, I seem unable to change the AA from the options menu therein. Some tips or info would still be much appreciated! Help me, Obi-Mod Kenobi! You're my only hope! Scratch all of that. I figured out that you have to just Right Click on the current AA in the list, delete it and add the new one you made. I forgot how obtuse CK can be... >.<'
  2. Hey GreyFox (watch out for those liquidy snakes!), Thank you so much for laying it all out so clearly and taking the time to screencap stuff. I really appreciate it! I will give this a go and hopefully report back with success! \o/
  3. Looks good, dude. =) A little self-promotion: Though the player-home I made, Reachman's Respite, has no accessibility restrictions, it is deep in the Reach, near Old Hroldan, so you'd have to get past Forsworn, military patrols and beasts of the wilds to get there. I designed it as a sanctuary for Reach-Native characters who would typically be rogues, nightblades or witches considering their culture and the marginalisation they face. A believer in the Old Ways or practitioner of Reach-Magic is likely to dabble in potion-craft as well, so the house is stocked with plenty of alchemical materials and reagents. And a shrine to the Old Gods...
  4. Hi guys, Apologies if this issue has been brought up and resolved in the past but I am thoroughly stuck and could really use some guidance. I really like the style of the Miner's Clothes in Skyrim, but I've been bored with the limited (2) number of skins for the outfit for some time. So, I wanted to try make some standalone clones of the outfits with new textures. So far, I have been able to extract the texture .dds files from the game files using Fallout Mod Manager. I then edited the .dds file in GIMP (simply recolouring the tunic) and exported it as a new file. This is where I get stuck. I have downloaded NifSkope and have tried to follow various guides and tutorial videos like this one ( ), but none of the ones I have found seem to offer full instructions for the specific task I am undertaking (which is a tragedy for an editing n00b like myself!). None of them seem to deal with editing the properties of a pre-existing chest piece, which has the matter of body-sliding to deal with. Of the .nif mesh files relating to the Miner's Clothes, I have found 2 files (a pair each for male and female): minerclothesm_0.nif and minerclothesm_1.nif I assume that, like in the video tutorial I linked, I will have to add the new .dds texture file to the .nifs somewhere and save them as a new file (which I can then add to a new armor piece in CK), but I can't find where I am supposed to do it. I see a lot of mention of the 0NiTriShape node, but I can't find one for either of the .nif files I have looked at. The first NiTriShape tab I can see starts with a number in the 20s or 30s... Other guides I have looked at talk about doing all this for new pieces of armor, not pre-existing ones, so I can't figure out what I need to do next. :pinch: Any help you guys can provide would be greatly appreciated! Thanks!
  5. Hey guys, the mod has been published: http://skyrim.nexusmods.com/mods/44291//? :blush:
  6. Well, I think the aMidianBorn silver swords look quite nice and not too extravagant. http://skyrim.nexusmods.com/mods/24909//? I thought the vanilla silver swords were pretty horrible but after installing their weapon texture pack, I found myself tempted to use one.
  7. Don't worry. I'm really grateful to ghosu and will be putting out a co-authored mod (with replacer and craftable variants, both 1h and 2h) within the next couple of days. =)
  8. Street Shark dovahkiin? I'd be down for that. Seems like something that would require a lot of work and know-how though. Like race creation and 3D modelling. I'd probably limit it to being an Argonian were-form as well. Seeing as they're reptilian and likely non-mammal. Mer, men and Khajiit, I get turning into wolves. But, lizard wolves? Wuh?! >.>
  9. That's awesome! It looks great! Thank you so much for your work on it! \o/ If it's okay with you, I would quite like to release a mod to make this weapon available to people (perhaps as a replacer model with tweaked values and a stand-alone weapon). I would credit you as the 3D modeller, of course, with a link to your profile.
  10. I'm glad somebody else thinks it looks good too. :laugh: I'm aware of Insanity's Red Eagle's Bane replacer mod and, while I think he's made a mighty fine looking sword for it, I don't think the cutlass shape suits the Celtic/Gaelic/Barbarian feel of the Forsworn and their ancestors and it feels too clean and polished to have been held by an ancient Reachman. Plus, I'd probably make some internal changes to the blade as well, replacing the enchant and base damage to make it viable to use for end game content (with sufficient Smithing skill). I actually tried having a go at Blender myself, using some .obj files of the Steel Sword and Rueful Axe, but being completely new to 3D model generation, it's all a bit overwhelming and confusing to me. >.> Especially considering I'm rubbish at visual art generally. I don't have a clue about shortening/reshaping the Rueful hilt and things like that. If you would be willing to have a stab at making the sword (which would be awesome!), I'd happily link you to the downloads for the necessary pre-made .obj and .ntl files (.c4d available too) of the separate weapons I managed to find which would probably be a big time-saver for someone with experience. =)
  11. So, I'm somewhat of a Forsworn enthusiast (the Reach Native history/culture fascinates me) and love the story of Red Eagle, but I was always really disappointed by the appearance of his legendary sword which simply shares the rather ugly skin of the Ancient Nord Sword that we see every draugr and his mother carrying in every dungeon... Well, I was admiring the bestial/savage looking handle on the Rueful Axe and I realised that a shortened version of it would make a great hilt for a Reach Native blade and after a few minutes of terrible GIMP and Paint.NET play, I combined the hilt of the Rueful Axe with the blade of a Steel Greatsword and I came up with this: http://i.imgur.com/64YBusp.png I think, if a mash-up like that was done by someone with a talent for Blender (or whatever programme one might use to create such a fusion), it could create a really cool and unique looking sword. One worthy of an ancient and formidable warrior like Faolan and one that it would be worth crawling through Red Eagle Redoubt to claim. I know I'd sure as hell use it! I'd be thrilled if someone was able to take on the task and I'd be happy to help them come up with enchant ideas for it and stuff. If people are unable to do it themselves, I'd really appreciate someone pointing me towards a tutorial or list of programmes that might help me put something together myself. :blush:
  12. If, like me, you are a bit of a softy, you perhaps feel a pang of guilt for only being able to adopt two of Skyrim's many orphaned children in the Hearthfire DLC (multiple adoption mods notwithstanding). Well, to get around this, I thought it'd be a great idea for a mod if, through careful selection of a few choice NPCs and some creative dialogue scripting and AI manipulation, the Dovahkiin was able to talk to people throughout Skyrim and ask them if they would consider becoming parents to one or more of Skyrim's countless younglings-in-need. I imagine the easiest and most immersive way to go about it would be to have the player-character "say" most of the contextually relevant and topical stuff and have prospective parent NPCs respond with simple and generalised 'Yes' and 'No' type acknowledgements. This could perhaps vary with the Dovahkiin's Speechcraft level, invoking favours the player-character has done for them through questing or just stopping Alduin from eating their soul! Once a suitable parent NPC has been found, the Dragonborn could perhaps talk to an orphan, tell them they have a new home waiting for them and then, I don't know how exactly, the child could have an AI package added to their load-out that makes them idle in their 'parents' homes, watch their market stands with them or accompany them in working the fields and the likes. Blaise could help Angeline in her potion shop (and help her get over the grief of losing her daughter), Lucia could help Ahlam at the Temple of Kynareth (and turn Nazeem into less of a giant douche) and Sofie could become the brat-child of whoever the Jarl of Windhelm might be, giving even Dagny a run for her money! Wouldn't it be heart-warmingly wonderful! :laugh: If anyone would be interested in creating a mod like this, I would be more than happy to help however I can. Though, the most I could probably do is help compose the Dovahkiin's dialogue for the scripts (eg. "I have fantastic news for you, child!" or "Please, open your heart and give an orphan a happy home". (Persuade)" etc.).
  13. Whilst making my way into Proudspire Manor and, for the umpteenth time, getting irritated by Jordis' highly obstructive greeting, blocking the entrance way, in a display of idle rudeness unbecoming for a lass with such a soft-spoken manor, I got to thinking it would be really cool if you were able to release the default housecarls from their duties and hire someone who you were perhaps more fond of or more confident of their fighting skills to be your new bodyguard and house-sitter. I thought that, with so many characters in the game sharing the same voice files, it wouldn't be a problem for someone with the know-how and patience to work with the game's scripts to make it so that certain NPCs had the dialogue available to be recruited as a housecarl, adopting the AI pattern of the previous housecarls upon being hired for the task and speaking housecarl-specific lines of dialogue recorded by the shared voice-actors, and to make it so that the current housecarls could be 'fired' either re-adopting the AI patterns of the housecarls who idle in their respective Jarl's hall while the dragonborn does not own property in that hold or simply returning to the AI patterns they held as non-housecarl NPCs. For example, Lydia and Annekke Crag-Jumper share the same voice-actress, so, in theory, you could fire Lydia and hire Annekke. Or Jordis and Brelyna Maryon also share the same voice so they could potentially be swapped out without issue. I would suggest only making certain NPCs who have already proven their ability in combat (ie. NPCs that can already be followers) potential candidates for being hired as a housecarl. After all, a housecarl is like a personal, live-in bodyguard, so you want to know that they can cover you and/or your spouse and children in dangerous situations. It'd be nifty if a similar type of script editing were used to increase the number of potential stewards in the game. Selecting notable NPCs who share voice-actors with currently available stewards. I think adding this 'pick and choose' style housecarl recruitment feature to the game would be a great way to increase character customisability and roleplay immersion and I could see it becoming really popular. I know I'd sure as hell use a mod like that! I'd be more than happy helping someone in composing dialogue for the recruitment and dismissal scripting and drawing up a selection of potential NPCs if anyone would be interested in taking on such a project. Thanks for reading! :blush:
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