Jump to content

jiffyadvent

Premium Member
  • Posts

    50
  • Joined

  • Last visited

Everything posted by jiffyadvent

  1. Such a great interview. Much appreciation for the passion and effort put into your content and the contributions they've made to the modding community. :) As someone who's taken a break from modding but has always had the interest to create informational content, more so in the manner of modding course tutorials (ie. creating custom assets, mod tools/devkit [Creation Kit] workflows & scripting) and all the porting and paradigms that come along with getting it functioning in the game; some of which resources are quite scant in general I feel. Reading some of the stuff mentioned here gives me some inspiration and motivation as well to give something back to the community and get more individuals looking to get into creating mods more stepping stones.
  2. this is part of my compilation for Revamped Assets for Skyrim. then open parts of the mesh was just something I tried to see if it would work with the look, most likely won't be part of the release aside from just the new texture and base mesh assets. http://imgur.com/a/pO8yQ
  3. This helps a lot in deciding the next steps, appreciate it. Thanks for the resource links as well!
  4. Greetings all, I've been working on my first follower mod for Skyrim. Just recently started about a few days ago. Since I am still in very very premature drafting of the character type and personality, planned content I can only give vague info on what I initially had in mind; Follower mod will be a young male follower (stealth/magic) nightblade class character sort of a dark type of character with morality values of being of lawful evil affinities. Hardest part at this stage (I guess to anyone new to creating and breathing life into a follower) would probably be creating character background, story, questing framework, base world integration, and most importantly voice acting. Which is sort of my dilemma as of the moment, I don't know if it's just that I am new to this or just over-thinking too much of what comes first and what can come last. Thing is find benefits to getting the potential voice actor/acting done first and content creation done for the character done later since the end content creator can somewhat always mold the character into the sort of essence of the person irl playing the voice/role of the character. There might be advantages as well for reversing the process or doing them both at the same time but I know all has its disadvantages. Also for one I need to spend time writing content (Most important part) for the character; currently as of the moment around 6 quests and 270 lines of dialogues have been drafted down. I am looking to open a voice acting audition, which I think would be the best option to start looking for voice over work early on. I tried doing some voice over stuff as well (but sucked badly): https://soundcloud.com/jiffyoomm/2a-1 ^(never done anything of the sort just a heads up, I just tried to give it a go :unsure:, English also isn't really my first language ) I also honestly hate the sound of my own voice. :mellow: ^Thankfully that's not the main part of the prognosis I need advice on but more on whether I should go invest my time looking for the VA part first or finish the content/draft creation of the character first, or do them both at the same time. :blush:
  5. A feature I've always wanted for NMM was that of it's already built in feature to recognize and categorize mods from a given directory, however it's always been a sort of "read" feature of NMM. Maybe and only maybe if it could do some organizing by letting it read a directory full of mods just scattered in un-organized and cluttered sub directories it would be swell. Especially for us who do manage/install mods manually and don't have heavy reliance on 3rd party tools. Also anyone else having issues with the site not loading images? Esp. on mod their own mod pages header or body page that images can be linked to or displayed.
  6. A question about the Supporter and Premium membership types: Do both of them grant access to viewing the full complete list (to the beginning of the creation of an account) the users *download history*?
  7. In response to post #9026880. #9028080, #9029312, #9029848, #9030173, #9030185 are all replies on the same post. I don't think having them on or off helps much, the only thing that is taken into account are the ones who are really interested in the ads.
  8. Was just wondering as if the M&B Nexus is being moved to a subdomain or something? As it appears there are two: http://mbwarband.nexusmods.com & the old one: (which I found out that there was a new one because the mods I visited were showing up as "file not found in our databases" http://mountandblade.nexusmods.com
  9. What GrimyBunyip said. Also at least finish the vanilla game once, once you start it's hard to go back playing vanilla. My recommendation is to immerse yourself in the every aspect of the vanilla gameplay and take down notes and let your creativity flow on what you think you can mod/manipulate in the game, get intimate with the creation kit. One example is when I first played Morrowind in 2006 not knowing about the thousands of user created mods at that time, also Morrowind based on my experience assement was had the # of mods game back in 2004-2008 game for pc. Then eventually I got Oblivion when it came out and decided I was really going to delve into modding, I played the vanilla extensively (with a few mods - purist approach) and had an analytical view on aspects of the game that would be great to mod and expand upon. I have a really long list for the hundreds of mod ideas I have for Oblivion, sadly I have never gotten to put a single one into action as I was busy procastinating on learning the CS for Oblivion so I guess the best thing to transition or progression to beocome by my personal standard an "elite knowledgeable modder" is to 1.) play the vanilla game extensively 2.) replay the game vanilla style, make a journal take down every nitty gritty and aspect than can be improved/modded upon. 3.) Learn modding tools extensively and intimately, includes the devkits and other 3rd party tools 4.) Play heavily modded play troughs, this gives you more depth and experience on seeing what's already been done, how it's done, learning from errors of other mods, troubleshooting, getting to know your favorite mods intimately. and lastly 5.) Mod, mod, mod mod mod till you drop. :)
  10. I doubt it's the number of scripted mods running or clashing, it maybe either of the two - vram peak overload (which I think may in turn relate to lagging, game responsiveness, stuttering when turning), or a save file with significant papyrus debris due to mod removals. What's your overview system specs? Another hunch of mine is you have vsyc off. CoT doesn't use scripts from what I know of.
  11. Greetings, I've spent the last two hours searching for info and a mod for the .ini entry lines that affect the 3rd person zooming in and out in-game. Can anyone provide mods/info on what to add to my SK config files?
  12. Try setting your texture quality to high. I dug through my older posts on the Beth forums, might help you: http://forums.bethsoft.com/topic/1448298-issues-with-bsas-not-properly-loading-textures-graphical-glitches/
  13. I think I left out a few pointers from my personal experience, on what I said about (*no accurate way of determining if the texture you loaded in PS using the Nvidia DDS plugin has alpha) well not really as when you save it in a format that doesn't support alpha ie. DXT1 compression the plugin will give you a warning message. I guess that was the main reason why I was suggesting converting DDS with transparency channels to other image formats then working with that on PS, that way the alpha channels will load and you will see the checkered-type default transparency of PS in the loaded image, then from there it's just a matter of resaving into a DDS file with formats that support alpha. Also the somewhat wise way to choose what format to save the textures to is generally between DXT1 & DXT5, for optimization, and efficiency purposes. Happy to help :smile:, no need for any sort of credit.
  14. Retexture the skin again and save it in either DXT5; ARGB DDS format, or 8.8.8.8 ARGB. Whenever you see the "A" prefix for the different number of formats you can save to it means that it supports alpha channels. What I mean by the neutral grey thing was that PS fills in the transparency layer of a DDS with grey on load, so there is no way accurate way of telling if the texture you loaded has transparencies.
  15. I just checked the "werewolfbody.dds" and it does have alpha channels. I think that maybe just about the problem there. I see it from the arm just below the elbow. You need to be able to load up werewolffbody.dds in Photoshop with it's transparency channel. As I said again I don't think the Nvidia DDS plugin loads it, you can check this by loading again the texture and you would see the transparency channel has been filled with a neutral grey background. Usually what I do is to convert the DDS to another format such as TGAs & PNGs and load it up in Photoshop, then re-save as a DDS.
  16. I also suggest to get Nifskope and view and extract the werewolf mesh. The right click on a specific part of the werewolf mesh and select -.> Texture -> Edit UV which you would get something like this: http://s20.postimg.org/age3gnon1/Untitled_1.jpg Which really comes in handy as you get to see the UV mapping and how it warps and wraps to a specific part of the mesh. Sometimes it could be, as the Nvidia DDS plugin doesn't load alpha channels of textures. You could use an external DDS to PNG converter if the texture has a translucency or transparent channel. Yes I think a daylight shot would be easier to see what the issue might be, as the image is still somewhat shady.
  17. I viewed and brightened up the image, couldn't see a thing. It seems like you may have painted over the edges of the Werewolf's skin. Which could be the most likely cause, as that those edges are where the UV mapping might be repeated/wrapped/reused by the map. The UV mapping is defined by the mesh on how a texture will wrap around in different ways to a specific area of the model.
  18. This project aims & seeks to give Spell Tomes in general unique appearances (covers, meshes, textures) in Skyrim, all the Official DLCs, and hopefully be able to be a continuous project to support those from other mods as well. http://static.skyrim.nexusmods.com/images/5099468-1368452726.jpg This project of mine I decided to shift into 3rd gear and pursue mainly because of the definitive decision to hold back on my other 1-1/2 project similar to Book Covers Skyrim by doccdr, of the lack base concepts and great deal of procrastinating over a year and only coming up with 50+ book design/covers. I'm glad that Book Covers Skyrim was released as I finally had a reason to get started on more solid projects and had great Book Cover mod I could use. It will also allow me to see what's already been done and strengthen the foundation of my own Book Cover-type mod project. Anyways the current of the project is that there are already 15 fully made templates and base concepts for the tomes and 4 of these I've already released/published as a general standalone Spell Tome replacer mod here on the SK Nexus: Jeclredured - Spell Tomes II These 4 designs concepts are what I'm previewing and to give a general idea of the baseline concepts to be further implemented. Also I cannot preview or post of other concepts and the remaining 11 designs mainly because I would have to attribute/credit all the assets just for the previews and it would be only best to preview the ones released. Also the main reason I released a somewhat baseline concept standalone tome replacer was to poll and garner feedback from hopefully the downloads I would get from the different variants, whether the majority who would download the mod preferred this type of thickness of tome, similarites to vanilla tomes, etc.. http://farm8.staticflickr.com/7285/8736802127_c5b547718e_c_d.jpg To put it into perspective all the concept design/art here are all super-rough drafts and should not be limited to this type of scope also note again I will not be able to post or preview the other designs. I know there's really little concept to preview here but as I said again, these concepts for the 4 design types are just placeholders for ideas, actually nothing of the designs I've focused on these 4, at the current state I've done about 50-100 for one design-type I've been working on on. Anyone can give suggestions/advice/feedback and contribute to the project. All the suggestions on the design like below which would all be generalized and be put into the perspective of the project. http://farm8.staticflickr.com/7288/8737757890_a5c9bf990f_c_d.jpg Ie. of types of feedback: Person 1: "I don't think any type of Daedric-font face would fit for the tome" Person 2: "I think they do! I'm no loremonger but if I were to put it into perspective, let's say I were to say that the most primal form of magic is the Thu'um and I relate that the Aedra, Thu'um = Aedric. Then let's go to "magic" which is somewhat the evolved and sometimes weaker form of the Thu'um (Primal magic) so then I guess that would go for spells that use magicka = High level magick and relate that to Daedra = high level magic = Daedric form of magic. Could be I guess in some distorted way. Person 3: "Hmm, how about a stripped down ultra lore-friendly type of tomes? One's that would look like they're written down with quill and with less fancy embellishment stuff." Person 4: "I want tomes with pentagrams and stuff!" Person 5: "Spell names should be non-existent in tomes, just let them have illustrations." Again any sort of feedback is welcome.
  19. Thanks for the update & site feature! The feature nukes a lot of trolls, quick mod glancing critics, and integrates a very very helpful communication function.
  20. Is the "hot files" 10 minute featuring feature exclusive to the "categories" section only? Does it also happen on the front page?
  21. Bethesda moving to a bigger project means that them working on new scopes of gameplay features and mechanics that could hopefully later be implemented upon in their next games: The plot and everything left hanging has never bothered me, as personally I feel Skyrim will get more & more saturated with content that would only in the end turn out for cosmetic roleplay value which Skyrim suffers enough of.. Skyrim already lacks roleplay value mainly because of the reason of it focusing on the more "open world" perspective, in fact this is the reason it lost it's balance for me - it's too open that the game is devoid of consequences open=do everything you want you're Dragonborn (This just lead back to the casualization debate and I don't want to go there). In a nutshell for me more DLCs with Skyrim's mechanics = just means more content that is experienced the same way, the plot/storyline would be hindered by what is already boring = same consequence mechanics = same use of cunning = which ultimately leads to another plot-line hanging (then eventually Bethesda makes the Skyrim:Ultimatum DLC where the Dragonborn gets more pimped up with the same old glory scheme but same game mechanics) Also one thing I would hate is that if Bethesda had made DLCs that add more gameplay features to the game.. This is just not a good name for DLCs to ponder upon as DLCs should always stick to content not game core mechanics. Bethesda already mentioned this that they would not be sticking to changing the core mechanics of each release of new DLCs the make (which is a very good thing as these kinds of things should be implemented in updates). It's time for Bethesda to explore and reinvent the new and old fields their game development. For the balance to be reachived again like what Morrowind had = 50% old school RPG, 50% open world, 50% simulation, and 50% of what it's successor was (Daggerfall) = 200% an Elder Scrolls game. Skyrim has what? 80% non-impact oriented open world and 20% cosmetic roleplay.. We may hopefully expect another one in the making. It's about time to move on. Let us grow again our crushed and stagnant wet dreams of expectations of what was all good in an ES game, and hope we will see these dreams come to play fulfilled in the next Elder Scrolls...
  22. The Nexus sites & Morrowind will always have a special place in my heart..
  23. Finally finished my WIP mod for the enchanter's workbench & workstation replacer that has hi-res glowmaps and de-noised and detailed vanilla textures, particle effects such as smoke and dust, and a molten fluid flow theme. http://static.skyrim.nexusmods.com/mods/images/34444-1-1365241555.jpg Downloads: Skyrim Nexus Screenshots: 1 2 3 4 5 More info: Replaces loadscreen art, workstation, and worktable. Lightened the darkwood texture of the vanilla one and revealed the wood texture. Work station texture features a texture with removed veins as I personally think the vanilla one did not make sense.
  24. What I don't get is how a lot of people were debating and flaming the mod and what it does. The mod description clearly stated "Added a cabbage in a pot near Riverwood" it placed an pot in a cabbage for aesthetic purposes either for humor (which is subjective and irrelevant) as humor is just a state of mind. When I first saw the mod I though "Ha funny, "hours of new adventures" lol" that statement the author made was not an objective description and should not be treated as such he meant that it was up to the mod user to decide what do to with the content he meant. I don't even get how people even call it a joke and flame on it, I mean it's just a cabbage in a pot placed in a decent location. A joke mod for me would be considered a mod that has a description stating it "does this" and does completely nothing or the opposite in-game or I may have simple just gotten a dummy plugin of a mod. I mean seriously the only maybe error of the mod author was a misleading "Hours of new adventure" which for some reason a lot of people didn't seem to get and demand reason for that subjective opinion of the mod author
×
×
  • Create New...