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About Antioch08
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I'm using ChunkMerge to apply collision to custom static objects using the standard template method, and that all seems fine, but when I check my model ingame weapons, arrows, spells etc all disappear when they hit it as though the havok material hasn't been set correctly or isn't being read (but it should be). The actual collision on the mesh seems to work fine, though. Any ideas on what's missing? http://i.imgur.com/gGXbkJm.png
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- chunkmerge
- static collision
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SSE Undeath: Nif Crashes / Compatibility Woes
Antioch08 replied to Antioch08's topic in Skyrim's Creation Kit and Modders
Bump, any nif experts about? Yes I've already run this through the optimizer but to no avail. This is a problem purely related to the player being the dragonpriest (or any monster race) for that matter and drawing weapons. -
SSE Undeath: Nif Crashes / Compatibility Woes
Antioch08 replied to Antioch08's topic in Skyrim's Creation Kit and Modders
I was able to make the dragonpriest race playable in vanilla Skyrim the first time round by following this tutorial: http://hubpages.com/games-hobbies/How-to-Play-as-Monsters-In-Skyrim The only thing that was needed for it to work correctly was the addition of a 3rd Person Camera bone (similar to the one from the Vampire Lord or Werewolf form) added to a creature race, but unfortunately it seems like something else is needed now with the new nifs to be player-compatible. -
Hey guys, Some time ago I made Undeath, a modification that lets you transform into a Lich using an altered Dragon Priest model ingame. http://www.nexusmods.com/skyrim/mods/40607/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D40607%26preview%3D&pUp=1 I'm in the process of trying to bring it to SSE but I've hit a major snag in the process and need to find out if anybody knows whats going on. The problem is this: Changes to the new NIF files now mean that the dragonpriest skeleton.nif (or any traditionally non-playable skeleton) will crash the game when 'readying' weapons. This crash only seems to occur if its the players race - NPCs play all their animations just fine. The problem may be related to camera bones / controllers but so far all my experiments in this have failed to reveal anything conclusive at all, and the total lack of any crash reports from Skyrim make tracking the exact issue down a nightmare. If anybody's had experience with this issue before or think they know what could be causing it based on the new NIF format pls halp.
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MediEvil was one of my all time favorite games for the PS1 and something that sparked off my interest in scary spooky skeletons, zombies and the like. What you've done here from the screenshots looks epic, and pretty true to the original, especially the New game skeleton. How did you get those custom animations in? Just awesome stuff, I wish you the best of luck!
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Version 1.0.0 is now live! Please PM any major issues to me. http://skyrim.nexusmods.com/mods/40607/? Enjoy!
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Just a quick update folks, Apologies for the delays. I'm currently waiting on some VA work and on some custom music from León van der Stadt which would be awesome to incorporate into the first version, as well as doing some minor bug fixes. While it would be great to have both, I'd rather not keep you waiting for much longer and I can always release updates. With that in mind, I'm tentatively stating August 18th as the launch date. I'll definitely release version 1.0.0 then, whether music and VA are complete or not, so stay tuned!
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The trailer for the project is now live! Check it out from the original post or here: http://www.youtube.com/watch?v=Tzm8kfoqZBk Many thanks to León van der Stadt (Amazingchopin) and to Matthew Wade (lomekian) who provided the music and voice acting respectively, for this. Hope you enjoy it!
- 89 replies
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Voice Actor wanted! As we near closer to release, I'm looking for a voice actor willing to do some quick lines for the trailer as the mod's antagonist Breton Necromancer, before the 14th August. This would likely be a cross between Harkon's dialogue from the Dawnguard trailer, and something more traditionally sinister English-Breton sounding. If you're interested please get in touch by PM with a sample and I'll send you the details.
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He might have a mention here and there ;) One does not simply become a Lich, without any sort of involvement from the King of Worms!
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I would love to do this, but unfortunately I think the mod currently uses too much content, including dungeon kits, scripts and effects from Dawnguard and Dragonborn for this to be feasible. A 'rewritten' version could be made which cuts out both both of the end dungeons, but this would take away a big part of what the mod is about, so for now this is probably off the cards...
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That's awesome, thanks skulleris! I've sent the creator a PM, hopefully he'll share his arcane secrets with me and that will make the transformation and revert that much smoother.
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Update: You'll be able to decide how your Lich form ultimately looks at the end of your transformation ritual by the way you complete the quests and the components you obtain! Make sure you pay close attention to the items you're acquiring and their significance. As a technical downside to this: When you're transforming your chest piece will be removed and though I've searched and searched, I've found no function to reequip it (for some stupid reason Bethesda didn't include a GetEquippedItem function). As a consequence, after each transformation you'll be left wearing just rags. If anyone with the knowledge is able to help out regarding this, excellent. Otherwise, this is probably the best solution for the current version.
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A quick heads up guys: After a hard fought week of fighting with the Creation Kit (an entire worldspace managed to delete itself, but I thwarted it with a backup) and puzzling through various lengthy tutorials, the questline is now completed and implemented. The hardest part is out of the way, however I'd like to delay the release by another week. This is partly because I need to go on holiday for a week, but also because I'd like to ensure the first version is the highest quality it can be, and that I attempt to tidy some things up and package it before I release it. As a consolation however, I'm working on a trailer to show off some stuff and will probably release this before the mod itself to build some hype. Apologies for the delay, but fret not! Unlimited power will soon be yours with patience!
- 89 replies
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I'm making good headway with the quest line. Assuming that all goes to plan I'd like to have an early version released by the August 7th (upcoming Wednesday) and then see if there's any major bugfixes / compatibility issues I need to sort out after release.
- 89 replies