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Everything posted by Harla
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Oh, sorry, not to mislead, I was simply meaning, there ,that there had been versions of this race-mod made for both Morrowind and Oblivion in the past, but there's not been one made for Skyrim yet. Hehe, I wasn't meaning to imply that they'd been easter-egged into the core, unmodded games, no, sorry. Though for oblivion the project had the ambition plan of essentially creating a world-overhaul that would integrate the race in all over, in an unobtrusive and seamless way, such that coming across one would be rare and easter-egg like, hehe... sadly, it never got completed.
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Ah, really? Excellent. I suppose you could be a dear then and please link me to the current working version of the Skyrim moogle-race mod then? No? Didn't think so. For one thing, there are many post requests within the first five pages for which appropriate mods do not exist. So you'd be wrong on that count. Within the first five pages, also, there are many mod requests which can plainly be seen to have been looked at, and fulfilled by someone, or else being worked on. so you'd be wrong on that count too. If you -actually- looked beyond your nose you'd have found the answer to your question, which is highly ironic. Another irony, in that the most pointless thing on the front page is, most likely, this post of yours.
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Ok, it's time to try again, and sorry to those not interested, but each time the question comes up there are usually a good many voices raised in support; just none with the skill to make it happen. So, let's try again and see if there's any interested souls out there with the ability to make it reality. Looking for a custom race (or races), being Final Fantasy Moogles. General precepts would be that they're a diminutive race, generally no more than three to four feet, are highly intelligent, socially genial, and very quick on the uptake for most things. Generally speaking they have an innate leaning and aptitude towards magic and science in equal parts (of the style that might possibly describe magic as another form of science). In terms of appearance and style, I imagine different people would have different preferences, and it would be nice if options could be made available, such as varying wing/pompom design, depending on which FF game's moogles a player likes most. Personally, I like the wing and pom style of FFXII most, so that's what I would request, but they have changed visually game to game and people like different ones, so if options were possible, that'd be good. I'm also more a fan of their general form being somewhat anthropomorphised, in TES games at least. There have been iterations of them in Morrowind and Oblivion that did this to varying degrees... I'm personally in favour of retaining humanoid hands and feet, but I know others favour cute over serious and would like the more traditional paws; again if options were possible, this would be another place for them. This is mainly a conceptual sketch, for anyone interest in the idea; if there's anyone interested in taking this banner up again, let me know, and the details can be hammered out more accurately. -Harla, moogle at heart
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A Mooooogle... Moogles are cool. Illusionist and Alchemist, primarily.
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Honestly? Female travelling Moogle. Primary focus in illusion magic and alchemy. And if I need to make the race mod myself I'll try, even though I have practially no modelling or animating skills myself. Really hope someone with more skill does it though...
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Burmecian and all of their related mods seem to have vanished. I don't know why, or what happened, and I've not encountered anyone else who does either. I don't have their Burmecian mod at all, or I'd offer to re-up it int heir name (Though I'd be concerned about getting permission to do so...) I do have their Moogle Mod... sort of. What I've got is a heavily tinkered combined version of their Real Moogles mod, and the older MogMod, mashed together, cherry-picked a bit, and then gratuitously tailored to me own wnats from there. Alas, I don't have the original files any more. I would upload my variant of the mod, however, I can't do that without getting persmission from those involved in the two original mods, which I have not yet been able to do. While I'm here... I've seen screenies of ridable chocobos in Oblivion, and have hunted everywhere for said mod, but to no avail yet. It does exist though, somewhere. It's pity I can't get my hands on it though... my Gurdy is itching to set up a new series of Chocobo stable-points across Cyrodiil... -Harla
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(For the record... because I'm a LotR fan to some extent... The horses that the Nazgul rode, were just horses. Black horses, and very good horses... but just normal every-day horses. They were stolen from Rohan stock.) Ahem... sorry. Pelase do continue in your quest for some good evil-looking monstery horses. Good luck. -Harla
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Is it possible: A less clothes - more stealth mod?
Harla replied to angrytigerp's topic in Oblivion's Discussion
I can empathise with the idea, certainly... but I also know that without proper chest suport, I would most definetly not want to be being particularly acrobatic. From an rp point of view, I'd suggest that all armour could be made to penalise your sneaking ability, the same way your footwear choice does in the vanilla game; so the less armour-class items you're wearing, or the less weight of armour you're wearing, the closer to your 'true' sneaking ability you would be. I don't have a lot of time on my hands so I can't look into it myself, sorry, but here's line of thought that might be helpful: Dig out the part of the original gme that handles the boot-weight penalty for sneaking, and see if it might be feasible to extrapolate that function to all body slots, rather than just feet. In the orignal game, beyond a certain actual sneak ability, you automatically negate the boot-weight calculation, and can sneak equally well in anything; perhaps this would also need to be re-worked slightly to account. If you wanted to get a little more complicated, it might prove possible to extrapolate a similar, perhaps lesser, function to clothing items that take up two slots; that would cover most robes, and account for the difficulty sneaking in a full undivided robe. Alas that might also cause penalty to apply to some outfits that -would- be good for sneaking, if you had a catsuit-like piece that covered both slots, for example... I'm not sure. At any rate, it seems like ,onthe face of it, allthe functionality for creating the mod you want is ready to go inthe original game... it just needs someone with a little bit of time to crib and extrapolate it out. also, if i've gone rihgt off base, then feel free to discard all that; just my own thoughts on the matter... spurred by the wince that ensured what I thought about doing a lot of running and jumping with nothing on up top. -Harla -
Mmm, yes, I know. I said as much in the original post; hence my utter confusion as to why it would even be possible for a double application of the same texture on a single body to occur, given the the use of the body mods I mentioned. I've checked and re-checked the actual .esps and data-files that are used, but as far as I can tell, it seems like it should be displaying correctly.. it just isn't. Since the female replacer is esp-less, I instead confirmed that the data files folder, where relevant, was correct. As it has always been, the foot file for females appears to be the correct full-body texture. The orignal other body part files are also all still present, however, they have always been so; they're simply not actually used any more. I've tried a complete removal of body-mods and a subsequent re-application after a load of the game to ensure it was displaying vanilla again, but the problem simply returns along with the mod. The only thing I can think of is that somehow, for some unknown reason, the game has decided it wants to read each and every body-part file again, and thus creating the double texture... but the mod-manager and the construction set both point to that not being the case... they seem to claim that it's just as it's always been, no changes. If it is the case that the game is persistantly reading from each body-part texture file again, despite being told not to, would simply deleting (or relocating) the orignal other body-part texture files (arm, upper and lower) force it into behaving correctly? Or would that just confuse it further? Any ideas? -Harla
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Looking for the threesome and riding sex mods
Harla replied to OracleOfHades's topic in Oblivion's Discussion
Hey, and welcome to the forums. For the record, Harla here, female gamer, and I love me a good sex mod every now and then. Now then. People have been mentioning sexlivion. There is currently a full-engliis, full unisex variant out there, being a combined mod that caters to both male and female PCs, with the dialogue gone over by a native english speaker to make it read better. Sadly I can't find the link right now, but if you pick up Sexlivion, try to get your hands on that latest one. There are a few other less known adult mods that have various amounts of sex in them ,but the vast majority of other adult content actually tends to come from PoseMods... Mods that give you in-game tools for poses and animations between characters, or on your own. If you just do a general search for posemods, you're sure to find a handful that advertise themselves as haivng sexy and/or adult poses and animations contained in them. One other thing you might look at is a mod that's showing a great deal of promise. Claudia's Little Secret looks like it may shape up to be a truly excellent adult quest mod. It's still marking itself as a beta at the moent, but a lot of folk use it anyway, with good reviews. -> http://www.tesnexus.com/downloads/file.php?id=33863 that should be it, I believe. Hope something in there helps, and good luck. -Harla -
Appologies if that came across poorly, it was intended in good humour; it's just a little disheartening, you know?
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40 people have looked, and no-one has had anything to suggest at all? You make me sad, Nexus forums...
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Hi all, I've been looking around latel,y but I havne't been able to find anyone or anythign that has led to a solution here, so I'm just going to put out a specific question and see if I can get any info... I play Oblivion primarily wiht a custom race cahracter, who happens to be only about half the average height of normal PCs (her height is .5, weight .6 in the CS, males are h .5, w .55). Because of this notable stature difference, any interraction the character makes with just about anyhitn in game is rahter distorted and out of line. I can't sit on a chair, for example; she'll sit -in- it. Lying down on beds usually ends up with the character invisible completely, as she floats somewhere inside the mesh. Up util now, this has been something I've just lived with, becuase hoenstly it doesn't have a huge impact, and I don't know how, or even what, I need to alter to customise the race animations to make them line up better. Now, however, I'm doing a lot more work expanding the race's presence in the world, quests and stories, and more importantly, other NPCs with their own behaviour... and that means I need to try to sort this before I can go much further. Any information or help at all would be appreciated if anyone can offer anything... I don't know a great deal about animating; only what I've been able to intuit and extrapolate from what I've seen other people do... otherwise I'm sure I'd simply create fresh animations specific to the race, or something like that. Alas, that's out of my reach at the moment. -Harla
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Hi all, I've looked around for an answer for this but no luck yet. Here's my problem: Recently, I noticed that the foot texture on a custom race I play has gotten messed up somehow. Upon closer examination, I discovered that her feet had her entire body texture wrapped around them (so, tiny nipples, genitals etc. on the feet). Even so, the rest of her body texture was also still perfectly in place (nipples in the correct spots and such). I've looked in the editor to see if there was a problem, but everything looks as it should be; most body textures these days use just the foot file, and wrap that around the whole body, and that's all still as it was, as far as I can tell. I went back into game and tested a few things, to discover that it wasn't a problem with my race-mod, but rather that ALL females, of all races were doing this. So, they appear to be using the same file twice over; once to wrap the body, and again to wrap just the feet. My males are all fine and pretty and seamless still. Of note, here's what I'm using: Robert's Male v5, The complete options omod of HGEC (I use of the preferences: normal build, a-cup chest, medium waist, nude variant) I have the complete compatability skeleton, but I can't say whether it was on or not at the time of this problem occurring, though neither applying nor removing it fixes the problem. I don't have Wyre-bash or anythign of that description, and have never needed such before; this break seems to have happenned recently, though I can't, unfortunately, pinpoint what or where or when it actually kicked in. All I've been doing lately has been tweaking the race-mod I use, as well as a small housing mod that I'm working on to go with it... neither of these thigns, as far as I can tell should have been able to cause this glitch. Has anyone here encountered a similar bug or problem, or know how I might go about rectifying it? -Harla
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Thanks, I'll give that a go and see what falls out. EDIT: I feel amazingly daft now. I feel more stupid than I can recall feeling for a long time, in fact. I've had the UOP for a long, long time. Had the little key sitting in my inventory and never needed to use it for anyting much... I can't fathom why it didn't occur to me to check if it had a stat restore and use it. Needless to say, problem largely solved, and thankyou for the advice. What happenned was this: first tiem I used it, it claimed to be fixing and adjusting the fatigue by the 295 that it was out. however, it only actually effectively adjusted it by 244. Second time I used it, it again calimed to be adjusting it and fixing, this time by 51, as expected, but the actual adjsutment was only by 50. Further uses won't fix that one point difference, so I'ms till one point shy of my apparent maximum, but frankly I don't much care about that at this point. glad to have it fixed. This begins to feel a bit like a 'problem arising from an old game' sort of deal... like the animtion glitching on files beyond a certain amount of paly hours. This game file has more than 500 hours on it, so if it's just something that has occured from build-up, then any time it bugs again the UOP should fix it fine. Thanks again, and sorry for being such a nub. -Harla
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Hi all, got an in-game problem here. I've seen this bug reported by a few other people here and there, but not found an answer anywhere, so, since I've run into it myself I thought I'd start here. Currently on my main character, my fatigue is reading at 295 points less than my actual max. This means that my character has an effective fatigue bar max capped at less than one quarter of her full bar. The fatigue recovers normally and decreases normally, and all spell effects and whatnot affect it normally, however, it will only recover to this mark, ~300 lower than it ought to me. The number decrease is exact and constant: If I forcefully fortify my max fatigue to some stupendously high number, then my bar looks full, because 295 is a tiny fraction of, say, 5 million, but I'm not willing to cheat like that. For some details: I have nothing affecting my stats in the negative in this regard, no diseases, no stat damage, no drains etc. for trial purposes, I can do a full initialise of my character (console changing race/class/birthsign etc., then console removing those new augments and effects), so that when completely naked and unbuffed, my stats are all 'plain' colour, unaffected, and I have no spell effects listed in the active effects panel. The result is my fatigue reading, fixed, at about 100 of 400, and claiming to be unaffected by anything, as though I were simply fatigued and in the process of recovering, except that that is the maximum recovery point, and it won't go any higher. I don’t know exactly when this happened, it's actually been present for a long time and I've not managed to track down a fix or fix it myself. For a long while I put up with it, because it fits well with my character anyway (she's somewhat frail of constitution and stamina and suffers from a +50 weakness to normal weapons, in pure character RP terms...), but I really would like to find out how and why this happened and hopefully fix it. Hope someone can suggest something, -Harla P.S. Oh, mods! Right what mods am I using... lots, actually, but I've got other characters who are not affected in this way operating under the same mod set, and I've also run a diagnostic test disabling every mod I could except those essential to play that character, and no dice. Those mod essential to the character are her race mod (a personally modified variant of Mog-Mod/Real Moogles, editing and combining aspects from each for personal use), Hgec options, for the body, and a self-made pack of moogle birthsigns one of which the character in question uses. This lattermost cannot be contributing to the problem, since the problem was around long before I wrote the birthsign pack. P.P.S Screenshots included. http://img.photobucket.com/albums/v422/DanasOrmallion/Oblivion%20Screens/CharacterSheetcopy.jpg http://img.photobucket.com/albums/v422/DanasOrmallion/Oblivion%20Screens/ActiveEffects1copy.jpg http://img.photobucket.com/albums/v422/DanasOrmallion/Oblivion%20Screens/ActiveEffects2copy.jpg http://img.photobucket.com/albums/v422/DanasOrmallion/Oblivion%20Screens/InGamecopy.jpg Level 50 character, so most of my stats are capped out to round numbers. If you’re wondering about the luck, I picked it at every focus that I could, and my birthsign/character background also boost it, over 50 levels I put ten individual points into it myself to reach the flat 100. (though the favouring was at the heavy cost of many other stats, as you can imagine...) As for the Active Effects Panel, all of the debuffs and some of the buffs come from the Birthsign and Character Background (I use Cliff's Character Background plug, but again, modified to create extra particular entries for my own character.), while most of the buffs come from in-game things, like the grey prince, and the night mother's blessings etc. As you can see though, no debuff to fatigue or any contributing stats, and no diseases. Also for the record, I got Cliff's Character Backgrounds long after this problem occured, so it isn't a factor either. In-Game Screenshot: that's for my fatigue bar in game. It's stationary and not moving there, locked down at that ~1/4 point. Wont' recover beyond there, nor can it be made to with potions/restore spells. EDIT: (spelling)
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Another (I'm sorry) question regarding animations and modifying th
Harla replied to Harla's topic in Oblivion's Discussion
Ya, that is pretty much the issue I come up against; I can modify the bones all I like, and even have them appear the right size and shape in game, initially, but the moment I do something that would cause them to animate in any way, the mesh animates by distorting badly out to the original size/shape and the whole thing goes rather, well, splat... most amusing, but not desired, heheh. It would be nice if I could find a way to scale and shape each stage of the animation in turn to avoid that, even if it would take a great deal of time, but alas, I guess I just don't know enough to work out how to do that yet. Silly question, perhaps, so appologies if so, but.... Using nifskope to modify/create meshes etc., fine.... using it to attach animation .kf files and view their effects etc., sure... but, something for modifying the raw .kf file on its own though? I'm guessing Nifskope can't do that, from my tinkering. What would I need to teach myself to be able to do that, or can I indeed do that, and jsut haven't worked out how yet? Thanks for the response, -Harla -
Another (I'm sorry) question regarding animations and modifying th
Harla replied to Harla's topic in Oblivion's Discussion
Fair enough, didn't realise the place had been down on and off until just recently. -
Another (I'm sorry) question regarding animations and modifying th
Harla replied to Harla's topic in Oblivion's Discussion
No? No-one? Hmmm... This is very sad... couldn't get an answer last time either. Am I doing something wrong in the way I'm asking? -
Hi all, I recognise that there are a bunch of topics about animating for oblivion floating around already, and a bunch of links to various different tutorials on animating, but for some reason I've yet to actually find one that has helped me do what I'm seeking, so here goes: I know very little about animating in general, first up, so that's part ofthe problem. What I would like to do is take an existing animation and tweak it a little. I use a race mod, the focal race of which has a pair of wings... they are large, extending well past the shoulders, and when jumping or flying beat rather slowly. What I'd like to do is scale the wings right down, without them going haywire, and speed up the beat, so to make smaller wings which beat much quicker when active. Piccie! It's this one, if you're curious. As you can see, it's essentially a replacement for both the original beast skeleton and the jumping animation (at least, that's my understanding, heheh), the attached animation being simply the jumploop.kf file that it uses. These ones. Edit, meh, those came out unexpectedly poorly, and I've not the time now to re-do them.... files in question being "SkeletonBeast.nif" and "Jumploop.kf" It seems as though what I want to do should really be a fairly simple matter, whether it be quick and simple, or long and tedious, but basic and straightforward... it seems like I ought to be able to do what I want just in nifskope, but at this point, I'm unsure how to progress; anyhting I do try goes entertainingly wrong, and while fun to fiddle with, I don't feel like I'm actually getting any further forward in succeeding... Can anyone here give me some advice on how to do this, or info on exactly which things I need to modify? As much as I'd like to go the whole way and teach myself to animate, there just isn't the time in my life to take on such a big task, but I would really like to manage this much at least. Hope someone can help, -Harla
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Hi all, similar problem to the original poster here, but in reverse... I play a moogle, primarily, personally customised and tweaked working from a base of MogMog V3.1 The result is that little Kumol barely comes up to the hip of most characters. (I think her actual height comes in at .7 or so, a little less) Now, my first person camera is, infact, even lower than my character's eye height... if I didn't know better, I'd say the first person shot was actually a live feed from a camera nestled in her cleevage or so... a solid head and a bit below actual eye level for her. The result is that, though she is actually just able to peek up over bars and counters at the merchants without having to jump up or get a stool, if I switch to first person, I can't see a thing. I'd really love to find a way to manually adjust what height the first person camera decides to sit at, but as yet I've found nothing.... any advice would be most welcome.