Jump to content

thePhilanthropy

Members
  • Posts

    193
  • Joined

  • Last visited

Everything posted by thePhilanthropy

  1. I have no idea if it will work. I just know that this is how you can reduce seams on the body itself. As I said, the EGTs are kind of unpredictable. Just because they all use the same color doesn't mean they will all show up the same way. And as you said, I kind of suspect this thing doesn't exist because it's probably not that simple after all. The only way to know for sure is to test it out. But you know what? If Imrinfected doesn't do so before me, I will test it out tonight and report back.
  2. With facegen texturing turned off in the ini, those races still have the right tone, it's just the tone changes in the facegen for that face that don't appear. sorry, I misunderstood you earlier. Didn't know about the ini stuff. Still, if that doesn't help, you may want to try what I suggested earlier.
  3. Probably. The problem is that nothing would be recoloured. Redguards would be as pale as imperials, High elves would no longer be yellowish, etc.. plus, I'm not sure that this would even work at all. And I have no idea how you would go about testing it, anyway. hmmm, maybe you could make all the tgas in both egt files black (or white) and see what happens? You can dl a tool to do that here:http://www.oblation.eu/downloads/egtpacker_static.7z Maybe I'll try it myself when I find the time. But, frankly, I don't really want to. It's very tedious.
  4. The problem has nothing to do with the textures or meshes*. The seam occurs because body and head use different EGT files. Egt files control how the sliders (when you start a new game) affect the skin tone. They are not matched up very well and seem to react differently to identical changes. They consist of ~150 packed tga texture files. So far, I don't think anyone really knows how they work. One attempt that was done, is to unpack the internal tgas, make them all unicolor/monochrome and pack them into an EGT again. It "kinda" works, that is, it reduces some of the obnoxious seams on the body. But until someone figures out how to match them up, the sliders will always produce neck seams. Hope that clears things up a little. *provided that both meshes use the same material (material != texture). Check it out in nifskope.
  5. Probably just a hobby like any other. The game provides a playground of sorts. Did you ever play with LEGOs when you where young? This is the same for me. I don't really care about consistency with canon or about the vanilla game itself. But I like doing my own thing with the tools and possibilities the game (and the community) provides. :smile:
  6. I didn't mean that you shouldn't use 3ds max. Quite the opposite. If you already own it, by all means, use it! But if a tutorial for one software is bad you can always read a similar yet better tutorial for another software and try to replicate it in your own software. That is, if you know how to.
  7. Most modders around here use Blender becasue it's more accesible (freeware), not because they hate it. I use 3ds Max and have to say that you either didn't look hard enough or were too narrow in your research. There are many good tutorials out there: http://cs.elderscrolls.com/constwiki/index.php/Category:Modeling_Tutorials http://niftools.sourceforge.net/wiki/Category:Tutorials If they are not detailed enough, just read a more thorough Blender tutorial to understand what steps are necessary. If the problem is not Oblivion-specific, simply search for a more general tutorial. Hope that helps. If you really can't find a solution to a problem, feel free to ask me directly. I might be able to help.
  8. EDIT: sorry, i didn't read your question careful enough. Nevermind hope it helps, though First you'd need to deactivate/remove or alter the script on the bed that lets you pass the time. One way would be to change the base object of the bed so that no script is assigned at all. In other words: Just a plain bed to sleep in. The real scripting would require that you make a quest that activates once the player goes to jail. This can be checked for with IsPlayerInJail. Then you need some way of determining how long you need to wait. I guess in vanilla this is just the bounty multiplied by x (no idea what x is, though. Just take some number). The quest(or better, the script the quest is using) would then compare the date of imprisonment with the current date and get the player out of jail once the time is up. The script on the bed that normally lets you skip the time in jail probably does this (get you out of jail, that is), so you could just copy that in to your script. If it doesn't then I guess it's just something like setting the bounty to 0 and teleporting the player to another cell and giving him/her all the items back. For scripting help always check out this site:http://cs.elderscrolls.com/constwiki/index.php/Portal:Scripting Some specific funtions: Crime_Functions, Time_Functions, Quest_scripts
  9. could you be more specific, please? What exactly do you want to achieve?
  10. IIRC you can have both active at the same time. I don't remember having any problems.
  11. If the esp is the only file, then there is no need to. If you have other files included in your mod (e.g. textures, meshes, sounds, etc), read this: http://lhammonds.game-host.org/obmm/tutorial_create_omod.asp
  12. I also doubt the engine would recognize it. You can however convert the fur modifier to geometry.
  13. I also thought that the amounts of gold we're talking about here are ridiculous. Immersion-wise it makes no difference to me whether you cheat your money in or carry around fifty metric tons of "real" gold. It's not a good thing either way. No item should be worth that much. [ramble]these days gold seems to be worth nothing. The last game I played where money was handled somewhat realistically was The Witcher. The most you ever got was about 50-200 gold. Because, you know, it's friggin' GOLD. IRL gold has a universal value in order to compare GDPs internationally, for [insert favourite deity/swearword]'s sake. With just ONE piece of gold a generic Oblivion commoner ought to be able to pay his bills for weeks. Consequently the PC would be loathed everywhere, introducing monetary inflation wherever he/she goes...[/ramble] but we're basically trolling here. penguinking wants to solve this problem. I gave some technical advise; let's see what he makes of it.
  14. Have you even tried to change the variable to something other than integer? anyway... Then just put some activator on the counter of the shop that exchanges the token money for real money via script. for scripting help go here: http://cs.elderscrolls.com/constwiki/index...ortal:Scripting if that's all to much work you could also just cheat in the missing gold. Might break immersion though (which is probably why you don't do it?). hope that helps.
  15. I'm pretty sure 65536 is the maximum because it's a 16 bit integer (2^16 = 65536). So, no: you can't really increase it. Maybe you can change the variable from an integer format to something else (i.e. float). Or, if that doesn't work, introduce some items with a high money value that you can use as a substitute for the missing money. In other words, token-money.
  16. this is my guess: Humans and Skeletons have different skeletons (armatures, rigs, whatever you want to call it). The skeleton mesh is not properly weighted to the human skeleton (the bones that are used for animations and havok). You need to fix this in a 3d app (e.g. Blender, 3ds Max, etc) by weight-painting the vertices to the correct bones. I may be wrong and they do both use the same skeleton after all. In that case, please provide the nif, so we can take a look at it.
  17. So, how much are you paying? Seriously though, good luck finding someone who will do just as you want him/her to. For free. You have better chances of getting stuff done if you learn it yourself. There are tons of tutorials on the net to get the basics down pretty quickly.
  18. not by simply replacing existing music. But it may be possible to mute the original music and handle special tunes via the Construction Set (or via scripts, for that matter). Not sure, though.
  19. I'm working on a resource package for some custom creatures, Xenomorphs (ALIENS, I'm sure the name will ring a bell somewhere, no?) to be specific. It's almost finished. All that's missing are a whole effing lot of animations and some minor texture revamping. In my eyes this IS a big project. It took me a year (of sporadic, yet constant work) or so already to get there. It's not a dead project at all, chances are vast it will be released in *someones's* lifetime (hopefully my own). No seriously, I anticipate I will be able to realease somewhere in the first quarter of the next near... I'm not lazy myself, but I would appreciate all help in whatever area of expertise; I have some YT videos to show, at least: cheers and merry Christmas!
  20. there you go: http://www.tesnexus.com/downloads/file.php?id=1815
  21. well, he could just make special copies of each set. Whenever a clannfear equips one of the originals, a script just swaps it with the adjusted copy. @clannfear1: This is a lot of work and not exactly the easiest stuff to do. I wish you luck!
  22. yes, but that only really works when the creature fits to the human skeleton. Otherwise it will just look very wrong. but maybe you can try this out: http://www.tesnexus.com/downloads/file.php?id=5814
  23. Tes4Gecko can do that. you'll need to have JAVA installed, though. Good luck with your mod. Big projects almost never get off the ground.
  24. the best way of making the mods or admins aware of a post is to report it. Like I just did. The report function is not only for negative posts. @Zuzaski: nice one! Kudos!
  25. hmm, true. I haven't actually tried it out myself. I was hopeful you would test this stuff yourself to some extent. There will be no way around it anyway if you plan to succeed. What I mean to say is: It's just an idea. I can't guarantee you that my ideas will work. But I think it's worth a try, no? some other functions: http://cs.elderscrolls.com/constwiki/index.php/SetSize http://cs.elderscrolls.com/constwiki/index.php/SetScaleEX hope that helps. PS: as vagrant0 pointed out, Wrye Morph seems awfully unstable and I think it doesn't even really adress the problem at hand.
×
×
  • Create New...