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Lyalle

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Everything posted by Lyalle

  1. https://github.com/E66666666/GTAVBasicModdingGuide Read this, top to bottom. Once you've got the basics installed (OpenIV, ScriptHook V, ScriptHook V DotNet), come here and download/install mods by following the instructions on the mod's page.
  2. Great to know, thanks both. It's a big relief.
  3. Hey, this question is more for the purpose of easing my anxiety about it, but I guess it could facilitate some sort of discussion as well. How long do you think Skyrim modding will be popular? I.e. how many more months/years does it appear that people will continue to consistently release new content? Or, do you think people will continue to mod until the release of a new ES? I've got a large-scale mod that's been in my mind for the past two years but due to trouble and inconsistency with my learning, I've still got a lot to learn before I could release it. Hence the worry about not getting it done in time!
  4. Hi all, I was just wondering what the best way to model capes and cloaks in Blender is? My end goal is a 3/4-length cloak with a large hood. I've experimented a little bit with the cloth simulator + sculpting in detail such as the hood, but I wanted a little more guidance in terms of proper practice and any tips on making it easier. What's the best way to get the detailed folds etc in the hood and cloak itself?
  5. Anyone? Is there not a bump feature?
  6. What exactly will I need to know how to do with 3DS Max and NifSkope to create mods (weapons, armour, architecture etc)? I want to know what specific skills and knowledge of tools is needed so I can create a list and work through it methodically rather than hopping around doing different tutorials that don't help.
  7. 10x better. Your version like said above has much more character and depth!
  8. I am confused as to how to go about creating detailed textures (textures meaning embossing or bumps etc) on custom armour and weapons and the steps in doing so. I'm moderately proficient with modelling in Blender and was wondering how to create detailed breastplates or hilts etc. As an example: Hilt Scales Prometheus' custom objects. Do I model a basic shape in Blender and then use MudBox to detail it or what? And how do you create dynamic textures such as fur, i.e. fur trim on a cloak that moves when running in-game?
  9. How much of the architecture in this mod is custom made?
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