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Everything posted by Grimoa
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LE Idea for Tattoo Options Shop
Grimoa replied to Ironman5000's topic in Skyrim's Creation Kit and Modders
Awesome! So, what are you waiting for? ;) I would try with an unscaled body first. Scaling in nifskope would probably result in the arms being off, cause it scales from the middle of the body not the middle of the arm. Should scaling be necessary you'd probably have to do that in Blender where you can scale parts of the mesh independantly. (I could help with that.) Or you can try Nifskope anyways. And when you are done with the tattoos can you do wearable scars aswell? And bruises? I would soooooo love that. Can't stand all that perfection >.< And I'd love to put all that on the randomly generated bandits and guards to add variety. Unplayable copies of the items though. Looting a scar or tattoo from a bandit would be rather immersion breaking I guess. :biggrin: Ah well, that was the full scope of the "mod I wish I had time to do". -
LE Idea for Tattoo Options Shop
Grimoa replied to Ironman5000's topic in Skyrim's Creation Kit and Modders
uhm...but... textures don't use slots. At least not whta I'm thinking of when saying "slots". I refer to slots like "armor" "boots" "head" and you put nifs in those. But there's a property in the nif that has to match the slot otherwise it won't be rendered ingame. But yes, you are right in sofar as you could make several bodysuits (that use different textures) and use them as equippable armor. And you can have the diffuse texture use a custom dds while the normal map uses the vanilla one (in the vanilla folder). Yes, if you use the armor slot. But equipping an armor will automatically disrobe your character cause there's no armor in the bodysuit mesh. By using one of the unused slots you can have an armor equipped in the armor slot and the bodysuit in a different slot. It would not unequip the armor. But because the armor mesh includes (part of) the body mesh, you will have the same mesh rendered twice in the same position. Good idea! You can make the body suit transparent except for the tattoos. By using a new equipment slot you will still have the body / armor in the usual armor slot as explained above. Making the body suit mostly transparent should help with visual oddities aswell. Still, if the body from the armor and the body from your bodysuit are not the same, the tattoos will clipp and/or float. But well, your decision how much body types you want to support. :) See above. I have no idea how bodyslide works, I'm using the vanilla body! :ohmy: I think of body slide as an endless flood of different body types. -
LE So.... what are you working on?
Grimoa replied to Korodic's topic in Skyrim's Creation Kit and Modders
We all do. Working on this and this obviously. Picked up a request for god knows which reason. Decided to add a light effect on it but before figuring out how to do that went to dabble with the Candlelight spell to see if I can reduce the visual annoyingness of "oh beautiful colors" for 3rd person players like me. (I can! :D ) Took some screenshots but... meh. I guess it lacks boobs. Will stick to modding in the future. Way more rewarding! ^___^ -
LE Tips you would give to a new modder
Grimoa replied to littleork's topic in Skyrim's Creation Kit and Modders
Because of my love-hate relationship with the request section I'd love to tell people that noone was born a modder. Give it a try, you can do it, it's not that hard! You can't break Skyrim.esm with the CK. All changes will go to an esp, if you screwed up big time just delete that. (*) You cannot break your game by putting edited files into the data folder. Delete those to go back to normal. There are tons of tutorials. Google is your friend. Give it a try. When you get stuck, come to Nexus and ask for help. (*)thinking about it: Can I set Skyrim.esm to be the active file? o.0 Tipps for people who already started are about the same you already said. Save often. Breaks can be very inspiring. (Surprising how many good ideas I had in the bathroom *g*) Don't be afraid to mess with vanilla stuff to see how it works. Look for mods that do similar things and dissect them. Read tutorials. Read them twice. Thrice. (I for one can't follow a tutorial from beginning to end at the first try.) Good luck! -
LE Idea for Tattoo Options Shop
Grimoa replied to Ironman5000's topic in Skyrim's Creation Kit and Modders
Hey, that would be one of my "mods I whish I had time to make". :) I thought about creating clothes that use the body mesh the user has installed and apply a new texture using texture sets. Normal and specular maps cpould also be reused. The item would... argh. I was gonna say: Use one of the unused slots so it does not unequip the armor. But you have to match the slot you are using with the number in the BSDismemberSkinInstance of the nif. Otherwise it will not render. So much for that idea. You have to edit the nif and provide them with your mod. People will bug you for all kind of body mods. >.< You can however use the normal maps the user has installed, so the body keeps the oily muscular look... well stuff you can change with normal maps ;) As long as everything involved uses the vanilla UV layout. Aaaand I'm not excactly sure how the visual effect of having two bodys rendered on top of each other will look. :unsure: Did any of that make sense to you? If you need me to explain further just say so. Best of luck, cause I would love equippable tattoos for sure! :biggrin: -
So that's the reason why there's no kissing mod but about three or for requests with three to four pages each. :D
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I'd rather they progress through the provinces one game at a time. Deadric Planes are fine for DLCs each game should have one. If they add everything as DLCs for Skyrim it will take the same time and cost as much only with no possibility to enhance the base game (like the engine and stuff).
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Tried this already?
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Thanks :) And yes, matching textures fr coverkhajiit are planned further down the road. We'll see if I'm able to do high rez textures then.
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Oh the nostalgia. I didn't think they would be brave (if that's the right word) enough to put redoran and telvanni architecture in a mainstream game like Skyrim. So looking forward to a visit to Solstheim with Grimoa's current incarnation. ^__________^
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Huh. If I'd say that a easily I wouldn't do beast race stuff. True. I don't see the need to convert the boots to begin with. They would fit I could see that in Blender. And it would be the best armor-wise. But that's not what people want. They want a unique look to their beast race characters. And I can absolutely understand that. And let's face it: It's not the only impractical piece of armor out there. ;) True again. But it will hopefully keep me motivated. The stuff I have to do in Nifskope and the Construction Kit is repetitive enough. I want to have fun in Blender. Be creative and stuff. Thanks! :happy:
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Then you shall have them. But, alas, such a simple request yet so many questions. Should they replace the wedding boots? Or should I make a new item? Do the women want wedding boots? Oh, I could make a new item that's like reverse. Boots for the ladies, sandals for the gents. But what about the men and mer? Surely I will have to include support for those. Maybe I should make this a new mod. And the most daring queston: Why is there no smilie that scratches it's head? Back to topic: Foolling around with the deadric boots. Quite frankly just cutting of the foot part and turning the boots into shinguards is a bit... uhm... unimaginative I think. Plus what's the use of heavy armor if you can still bump your toes. Ouch! So I tried something else. Let me know what you think! I guess I will use shinguards for light armor. Or whenever I can't think of anything else.
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Nice pics! I already like the third to last. And the two last ones shouldn't be too hard. Hmmm.... As for the "feminine" hairstyles I'm not sure if these would need to be male. Uhm, I want to say maybe it will work fine to add female hairstyles to the male selection. There might be a little clipping, no idea how much bigger the male head is. :huh: If you are not afraid of opening the CK, you could try to do that yourself. I wrote a tutorial here on how to add vanilla hair to custom races. Adding custom hair to vanilla races should be very similar. (As in don't change the race, but change the associated mesh.) You could also try to replace vanilla hair with custom hair (by replacing the meshes). There's a short tutorial in the same place. Note: Replacing vanilla hair will not make the modded hair show up on NPCs. So I for one don't see the point in having thousands of hairchoices in the character generation. I can only choose one anyway. (And I can swap the meshes to get the personal selection I want.) Remember: Don't upload without the original author's consent! Privat use is fine though. ;)
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LE Replace greatsword animations with battleaxe/warhammer
Grimoa replied to nickreaper316's topic in Skyrim's Mod Ideas
Uhmm sorry, if I even still care? This is your request! From the way I'm reading your initial reply you already knew where to find the animations and how to swap but didn't know which animations to swap exactly? Well, if that's the case why didn't you ask for somewone who had already worked with the animations to tell you? I never claimed I did. I just outlined what I'd have done had I taken your request. But really I didn't see the point in me doing all the trial and error to figure out which animation is which when you can do it yourself easily. How do you think mod authors learn this stuff? Regarding your edit: Great job! And thanks for letting me know what 2hm, 2hw and dw mean. It's noted for future reference should I need it. Much appreciated. :thumbsup: -
This might help you do what Cpolsonb suggested.
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LE SkyUI 3.0 Mod Configuration Menu
Grimoa replied to schlangster's topic in Skyrim's Creation Kit and Modders
Wooohooo! Never played FNV so never expected this! I still believed the SkyUI modpage that said "Next: Favourites Menu" and wondered if it will be better than "Configurable Favourites Menu". Wow. Just Wow. -
Thanks both of you! And done. Included are the sandals (female only), Footwraps and Falmer Boots. Also I did a new Khajiit texture which is somewhat lighter in color so that the differences the skin tone slider offers are better visible. What's up next? Actually there's a bunch of stuff I'm working on and I can't believe how much of it is beast race stuff. And I never play beast races. :teehee: * Converting more boots * Getting the Clawnails going * Start texturing Deroks model I will work on whatever is the most fun and update whenever something's done. :laugh:
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This is a request that comes up quite regularly. I think there are a few reasons why there are more female heirstyles than male. As explaeined by the author of "lore friendly hair pack" (the one currently in the hot files) female hairstyles offer more variety and are more fun for a modder to work on. Hairstyles are a lot of work, so modders tend to do the fun part - female hairstyles with lots of braids and stuff. Doing the same for males would probably work for Legolas type of characters, but not hardy Nords. Personally I agree that most male hairstyles available look out of place in Skyrim - but I can't think of any that would be original and fitting. Both my male character and my male follower (on another character) have a full bald hairstyle from some mod here on Nexus. Seems that's the one male hairstyle I'm into. Tl;dr? Help modders out by providing some pictures to show the sort of hairstyle you would like! On another note: Low life expectancy in the viking and middle ages does not mean noone reached an old age. It's an average value. Because of the high death rate in infants it's pretty low, but once you reached your 3rd birthday you had a resonable chance of turning 30 or 50 aswell. I do agree though that there were more younger people than nowadays. But that's got nothing to do with life expectancy. Sorry if that's what you wanted to say, I just notice people confusing it way to often and I always feel like explaining that "avarage life expectancy of 20 years" does not mean everybody dies at their 21st birthday. ;)
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Huh, no, it's shoes for this weekend. Hope you're not to dissapointed. ;)
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Quietcool ENB Edit: v0.9 with Climates of Tamriel Should I switch it off for the pictures? Vanilla lighting is probably the only comparable setting between people. (Why is there no smiley that scratches its head?)
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LE Replace greatsword animations with battleaxe/warhammer
Grimoa replied to nickreaper316's topic in Skyrim's Mod Ideas
I hate when people do this. If it's that easy, why don't you do it yourself? Here: BSA Unpacker BSA Browser BSAopt Use any of the above to unpack Skyrim - Animations.bsa located at ...\Steam\SteamApps\common\skyrim\Data. Now go through the unpacked archive. If you know what you are looking for the animations are named quite discriptivly. In your case:you want to look at meshes\actors\character\animations everything containing "1hm" is used for one handed weapons (fooled around with that once myself). So I guess "2hm" is two handed and "2hw" is dual wield. Find the animation you want the game to use, find the one you want to replace it with, rename the first to the latter and put it in ...\Steam\SteamApps\common\skyrim\Data\meshes\actors\character\animations. You have to create that directory if it's not there. Try if it works as intended ingame. If not, simply deleting the file in your data folder will make the game revert back to the one from the bsa which is still there and untouched. Transitions between animations might look unsmooth, to get rid of that you will have to learn how to edit / create animations. Tell me how to do that once you figuered it ou! ;) Good luck with tweaking modding your game! Edit: Alternatively you could learn how to add new weapons with the CK. You can make a new weapon that uses the greatsword.nif but is set to use the battleaxe animations. Or you could unpack meshes.bsa and replace the battleaxe.nif with the greatsword.nif. That would make the vanilla battleaxe look like the greatsword. Both methodes would only affect the one weapon you changed of course, while swapping the animations goes for all weapons. -
Awesome collection! I just skimmed through it, did you find a tutorial for custom race creating? I suggest Creating a Playable Race - The right way by Expired. It ensures that vampire and werewolf transformations work for custom races and provides a workaround for quests that reference the player's race. It includes a pre-made skript and step by step tutorial to get the race working. It does not cover how to change stats, appearance or racial powers however. (Creation kit wiki?) And I'm not sure if there's a dawnguard version of it yet. (Vampire lord!) Edit: GECK - Papyrus Script Editor Although the only script I wrote for Skyrim is ten lines long...
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Soooooorry! With a little luck I get version 1.3 done this weekend. What's left to do is export the feetwraps, do all the nifscope adjustments (really no fun :dry:) and put everything ingame. Oh yes, and testing, that's where the luck comes in. A few days ago I have been approached by Derok who made his own argonian feet and asked me to do the textures. Believe it or not, it seems he has even less time for modding than me. I'm happy to help with even more mod variety for everyone to choose from and I'm glad he trusts me with his mesh. :) As for shoe conversion: Let's take this one step at a time. Aaand I've been thinking with Derok's feet and the Clawnails the mod is getting a little cramped. I can see the benefit of having everything in one place, but... Noone reads through a long description page, I can only upload one readme and the download tab might get confusing. So I thought about splitting stuff into seperate mods. One seperate mod for the Clawnails and one seperate mod for Derok's feet. I will put links in the descriptions for easy reference! Thanks! And "cute" must be the reason why there's no male model. I never used the sandals myself so I was I bit stumped to see the males get boots. I'm tempted to do some roman sandals now. For both genders. And all races. Equal opportunist here. Edit:
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This was the one I remembered. That one screenshot indicates it adjusts weapon placement. But I haven't used the mod myself, so I can't vouch for it. I found it be seraching for "skeleton" and going through all results. The title page doesn't say anything about weapon placement, so you probably overlooked it.
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Thre's a mod that does this, at least for females. I forgot what it's called but try searching for female, skeleton, weapon, placement. In any combination and each word on its own. Or try google to find stuff in the nexus, the search here is a bit tricky.
