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Everything posted by ShimoOkami
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Ohh, you're doing the crossbow too? Sweet~ It looks awesome already. I know that feeling. Once you start modding, you're never done. Don't starve your kids though lol. XD I actually started working on U653748's sword myself. There's a lot of texture work to be done since it seems to have been made from scratch rather than using pieces of the bow. It's not particularly difficult, just time-consuming. I might take a crack at the longsword when I'm done.
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Was it The Gemstone Collector?
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You're probably not finding anything because ENB is not actually incompatible with CoT. The reason you have problems is because CoT changes the lighting, so it usually doesn't look very good if your ENB preset wasn't made for use with CoT. There's nothing special you need to do to make them "compatible". Just tweak your preset so that it looks good while you have CoT installed. I wouldn't be able to help you with making it though, as I don't actually use any of ENB's graphical changes myself.
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Animation paths are determined by the behavior files, so you'd have to learn how to work with animations if you wanted to change them. You could however use only the behavior and animation files from PCEA and edit the Ohmes race to use them. I can't help you with GIMP though. I know nothing about it as I use Photoshop. Edit: I just realized that my above solution might not work. I'm not sure what adult mods you're worried about conflicts with, but I remember reading that there's some adult animation mods that are incompatible with FNIS, and you might need it for my solution to work. Or you might not. I don't know too much about FNIS or how the game handles animations. It's probably worth a try though.
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Oh hey, ghosu. That was fast. Hopefully I'll be able to get far enough in Dawnguard tomorrow to see it in-game. Dat description though. XD But seriously, you're amazing... in more ways than one.
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I really hope somebody picks this up. Or at least comes up with a design. I've been wanting this for a long time, although admittedly, I've forgotten about it recently. I suppose I could try come up with something, but I'm not very good at designing weapons and I'm still very new to Blender. The modder that made the crossbow actually has a sword design as well. It'd be pretty easy to modify it to make a dagger. Even I could do that. I've been meaning to make some textures for the sword from the vanilla bow textures, but it's been low priority since I'm always starting my game over because I keep adding new mods. My character is only like, level 3, haha. Anyways, I can probably modify the vanilla textures to work with U653748's meshes, but it'd be nice if someone could make better ones. There's also the matter of rigging the crossbow. Hopefully it's reasonably similar to rigging creatures or armor. So, yeah, now that I remember that this was something I wanted to do, consider me on board with this project unless someone who actually knows what they're doing comes along. Honestly, I'm just here because something is better than nothing.
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LE Replace player voice with Link? (Legend of Zelda)
ShimoOkami replied to StealthicKhaos's topic in Skyrim's Mod Ideas
Well, there's a difference between taking assets directly from a game and making your own assets based on copyrighted ones. The problem is with the former because you are providing content that can normally only be accessed by purchasing the game to people who may not have bought it. Recreating things from scratch is allowed on the Nexus, although the copyright holder can still ask you to remove it as it's still their intellectual property. Generally companies won't go after people for fan-made works as long as no money is being made, but there have been a few cases where modders were asked to take their work down. -
I'm not a staff member or anything, but my understanding is that mods containing DLC assets must require the DLC they came from because otherwise they may be providing DLC content to people who have not paid for it. Since the official HD texture pack is free for anyone who has Skyrim on Steam, I doubt this an issue. In addition, the pack does not contain an .esm and instead contains three dummy .esps that are there so that the associated .bsas get loaded. Since you can't normally add dependencies on .esps in the CK, you wouldn't be able to require the pack anyways without using third party tools. You might want to wait for the Nexus' stance on this from a mod though.
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Ehh, it's hard to tell what people mean when they say "furry". In any case, I kinda doubt you'll be able to find much in the way of legal resources beyond these. If you're serious about this project, you're almost certainly going to need to learn to do some of the modelling work yourself.
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Check out Nuska's resource collection. It includes assets for a deer-like race.
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Nuska has released some modders' resources that include assets for a faun-like race. I know DreamBurrow was working on a pan race using them. You can find some WIP shots on her Tumblr, but she hasn't posted in a while. Nuska's Avatar of Hircine resources are essentially complete, with the exception of footwear, so you'd just need someone to put them together.
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You're welcome. I'm glad that fixed it for you. I think maybe HiAlgo Boost doesn't work well on laptops or something.
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Have you tried running it without HiAlgo Boost? I tried it on my laptop a while back and for some reason it took my FPS down from about 40 to 15. I never figured out why that happened, so I just removed it.
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What happened to the Populated mods?
ShimoOkami replied to Legendzerox's topic in Skyrim's Skyrim LE
You can read this, but I'd suggest not arguing about it as that will probably result in this topic getting locked as well. -
LE ENB that removes and replaces objects
ShimoOkami replied to DoctorCrimson's topic in Skyrim's Mod Ideas
Umm, I think you're misunderstanding what ENB does. This primary purpose of ENB is to change how things appear by enabling additional effects. It has nothing to do with the actual meshes or textures. All of these extra effects will cost you some performance. ENB presets are often released with a performance version that leaves out some of the more taxing effects in order to minimize FPS loss. There is a mod for ENB called ENBoost which changes how Skyrim handles memory, improving performance. ENBoost can be used without any of the graphical changes people associate with ENB, so you can use it to boost performance even if you want to avoid the performance decrease that comes with installing a preset. I'm a little confused about what you're asking for. It sounds like you want a summer overhaul that also increases performance by removing some of the less noticeable objects. Is this correct? -
Oohh, I really like this idea~ Reminds me of all those times I got trapped outside at night in Ocarina of Time, haha. This would work great with mods that add secret entrances to cities. I'm not sure this can be done without scripts, but I'm not particularly knowledgable when it comes to this kind of thing. In any case, it's probably worth looking at how NPCs lock the doors to their homes at night.
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How to make NPCs treat custom race (Ningheim) as Nord
ShimoOkami replied to DZ302's topic in Skyrim's Skyrim LE
Actually, I think all you need to do is add the proper keyword to the custom race. I can't remember what the race keywords are off the top of my head, but you can just look at the keywords for the race you want your custom race to be recognized as. They're pretty self-explanatory. Let me know if that works or not. I can take a closer look if necessary. -
Try Dragon Remains.
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Total noob needs help with skin textures!
ShimoOkami replied to Trassel's topic in Skyrim's Skyrim LE
Ah, I forgot that tutorial doesn't really explain why you need things or what they do. You don't even have to copy the hair and stuff. Just leave them alone and your new race will use the normal Argonian assets. The only things you need are texture sets and armor addons for any body parts you're changing the texture on, a naked body "armor" combining all the armor addons and headparts for the head. Then just make sure you replace the references for your race with your new parts. If you give the racial bonus a different ID, it won't conflict with SkyRe. Sorry for my late response. I may also be making some mistakes here. I'm kinda sick and my brain feels like mush. -
Total noob needs help with skin textures!
ShimoOkami replied to Trassel's topic in Skyrim's Skyrim LE
The Nexus Wiki has a custom race tutorial as well as a bunch of tutorials on various other topics. You'll need to set up your race using these resources if you want to be able to use other custom races. There's a tutorial in the downloads section and an updated version to get your race to work with Dawnguard. By "body types" do you mean the different body weights on the race menu slider? You only need to make a single body texture and it will work with any body weight. If you're talking about different body meshes (UNP,CBBE, etc.) you will need to make different textures if the UV mapping is different. I think UNP uses the same UV map as the vanilla body while CBBE has its own UV map. I'm not sure about other female bodies or male body meshes. SkyRe will make things a bit inconvenient. You could edit SkyRe's race plugin directly. If SkyRe updates its races plugin, you'll have to manually make the changes or merge it with your edited one with TES5Edit and carry over any changes made to Argonians to your custom race. Or you could just not update it I guess. I've never gotten TES5Edit to work properly, so I can't help you with it, but it's easy to find tutorials. Making SkyRe's race .esp into an .esm and using it as a master for your plugin is probably better, but that's also something I can't help you with as I've never done that before. Apparently you can do this easily with Wrye Bash. If you want to be able to share your plugin with other SkyRe users, it's probably best to duplicate SkyRe's .esp, make your new race, and use TES5Edit to delete anything your new race isn't depending on. You're welcome. And don't worry about your English, it's very good. I only need clarification because we're dealing with technical stuff and need to be precise with our terms. -
Yes, Nords and Bretons are separate races in the CK. You could even have different animations for Nords and Nord vampires as they are also separate races. I don't actually know much about FNIS or .hkx files, but since PCEA requires it, it's likely that this would too.
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Any race can be given its own animation path if given its own .hkx with unique animation paths. With PCEA, only non-vanilla races will use the normal animation path, so yes, the player needs to be a custom race. This also means you can install any animation replacers as normal and they will only apply to custom races.
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Total noob needs help with skin textures!
ShimoOkami replied to Trassel's topic in Skyrim's Skyrim LE
I know, it's really weird. There's a lot of things about the CK that are really weird. It might be possible to add your texture through RaceMenu's body paint feature, but I'm not sure and you may have problems with your skin texture appearing on top of other overlays. It wouldn't be difficult to create a new race, or races, I guess, since you probably want vampire support, as you can just create a copy of the original Argonian and Argonian vampire races and use them as a base. There's also some other stuff you need to do if you also want to use other custom races, but there's a tutorial for that and I can help if necessary. Alternatively, if you're not already using it, you could use Custom Races and replace the textures for CustomArgonians. -
Total noob needs help with skin textures!
ShimoOkami replied to Trassel's topic in Skyrim's Skyrim LE
Are we talking about skin tones (the skin colors on the slider in the race menu) or skin textures (the pattern of the scales and stuff)? If it's the former, you can just use RaceMenu to select any color you want. If it's the latter, you'll have to make a new race. -
Actually, PCEA redirects the animation path of the vanilla races so only custom races use the default path. Normally it does only affect the player simply because there aren't usually any custom race NPCs. If you want your custom race to have animations that are different from other custom races, you'll need to create a new animation path. I believe this involves editing .hkx files, but I may be wrong.