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Everything posted by Grimoa
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Without having read the whole thread (will do later) and only a glimpse at the article, does the SPIKE system in any way work like Expired's Race Compatibility? With my little knowledge it looks quite similar. Just curious and at some point I'd like to understand this fully.
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Did you look up the few Dremora Rece mods available? That's like the TES counterpart to the Tieflings. Edit: Oooor... "skyrim is a little fauny" or something like that. That mod puts optional horns on every race. Plus go through all the fancy eye mods, I'm sure there's more than one with slitted eyes. Et voila, a Tiefling! (Although with normal skin color and without tail.) But Tieflings are part human, are they not? ;) I know it's not a new race, but it I thought I put it in anyways.
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Dane axes are fun, I wish I had time for this. And yay a non-manga request! :)
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How about making a new race, point it to an empty nif for a body mesh and make a sweetroll-armor that goes in the armor slot? It's just a wild guess though.
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Guys? Put "mounted casting" in the Nexus search.... Goes awesomely with conjuration, my mage never leaves her horse!
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http://img6.imagebanana.com/img/ebhw9v41/sandals.png What do you think? The toe-thingy looked wrong on the argonian so I got rid of it. Also I'm not sure about the shoe sole. Should it be all the way under the claws? Or even shorter?
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http://img6.imagebanana.com/img/yqpz2kqz/falmer.png Ouch, >.< I should have checked for that before putting it in my game. And while testing the falmer ... uhm shinguards (those are not really boots, rght?) I found the female khajiit textures stopped working for me. I had a texture file with a 513x513 resolution instead of 512x512. I replaced it and it's working again. I wonder when I swapped them and why everything worked when I tested. Cause I never touch the files after the final test (when I do the screenshots) and before I upload. >.< Don't get overexited though, the falmer were easy, only swapping the feet in nifscope. The remaining boots will take longer! And I'm afraid this mod will conflict with anything that uses an esp file to alter anything about the boots. More testing needed.
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Aaaand I need a new post to link to on the mod page. ;) ***Version 1.3*** I will be working on the Clawnails and on converting the open boots (falmer, footwraps, wedding sandals). Whatever is done first, will be in the next update.
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Alright. Stupid weight painting... kept giving me broken ankle issues. For the argonians everything looked ok after I copied the weights from the vanilla feet. But the khajiit had some big gpas between foot and leg when moving. So I had to manually edit the weights. I wonder why it worked for the argonians. Better double chech to make sure I have no gaps I just idn't find yet. That's somethng I need to fix before starting the shoes. Oh yes, and the compression artifacts on the texture kept me upset for some time... Again I did the same as before but this time it just didn't work out right. Stupid cats. But now it's done! Version 1.2
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My very first mod was a house in Balmora. It's a bit like LEGO ;) Only with bigger pieces. Give it a try!
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Wow, that was inspiring, budcat! Thanks a lot. To everyone else aswell, of course! I love that comparison between mod authors and magicians. And it's so true! I have no clue about 3ds max, but if your problem lies in adaptng the meshes to Skyrim I recommend my favourite tutorial:. It teached me pretty much all I know about the import and export process. Tzontlimixtli, I'd love to see you turn a pauldron into a spider. You seem to be a magician aswell! I hope you will figure out what went wrong. On the digitrade legs: I think to make them look resonable, new animations would be needed. I have no clue about animations. And anyways, there's already someone working on digitrade, search for "unique beast races". Yup, clawnails. I was sort of stuck on the khajiit texture. Paint a bit, play test, don't be satisfied, back to Gimp... and so on. And I still prefer Blender to Gimp, so I had to do some meshes inbetween. Unfortunately the clawnails need textures too. :D But last weekend I finally made some progress on the textures and will hopefully (hopefully!) get that done soonish.
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LE A question about Nifskope
Grimoa replied to eliodenward's topic in Skyrim's Creation Kit and Modders
No, you will have to use blender. Here is the tutorial that helped me learn how to do that. -
LE Less bulky Dwemer armor variant.
Grimoa replied to Deleted4958476User's topic in Skyrim's Mod Ideas
I agree. Search for "Bingles Buff Armor" he basically removed the pauldrons and the pants if you like. There are various versions of all vanilla armors. And there is another mod that gives a proper female mesh to the dwemer armor, but I can't remember what it's called. -
I strayed from the path an revived an old project I stopped working on in february because I couldn't get round some odd glitches. Now, having learned quite a lot, I can. :) I think I will use it in one of the future versions of GPF...
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**textures** *make better textures & normal map for the claws done *texture for the feet (male and female) on it again. *normal map for the feet done *specular map for the feet done **meshes** *make the feet bigger (femals a bit, males a bit more) *tweak weight painting, should be fine Right, I decided it's the normal maps fault that whatever I did the feet never looked like they belonged to the body. So I started over and am no back at the texture. New normal map at work:
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There would be items in the "NEw Texture" column if the texture would get changed by CKit. Try doubleclicking the entries, you'll get a menu where you can select TextureSets.
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Version 1.2 Khajiit Update **textures** *make better textures & normal map for the claws done *texture for the feet (male and female) pre-alpha. It's harder to get it right than I thought. >.< *normal map for the feet done *specular map for the feet done **meshes** *make the feet bigger (femals a bit, males a bit more) *tweak weight painting, should be fine
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Here's an english tutorial.
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Jep, compatibility is always giving me a headache. The feet use their own texture, so that's completely independent. Only issue might be that it doesn't look good with the body texture you are using. I plan to do textures that look good with vanilla (currently on it) after that Coverkhajiit and JazzR's Argonians. As for mesh compatibility I haven't had one complaint yet. I use vanilla bodies as comparison to make the feet but to play personally I use Better Males and Vanilla Females, So it's definately BM compatible and assuming at least some of the users use UNP and CBBE I guess it's compatible aswell. ;)
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Try undressing the female forsworn armor. There's a complete body underneath! ;) Also there's the Astrid body, but the _0 one is slimmer than the reguar vanilla body.
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LE Exporting facegen files for color fix.
Grimoa replied to Zenmuron's topic in Skyrim's Creation Kit and Modders
Wow, thanks for quoting the wiki article, apparently I was too confused to find that myself. I managed to fix my personal Marcurio replacer! :) I am by no means a professional when it comes to follower mods but here's what I did anyway in case it helps someone else: Use NPC editor to change his appearance, save. [Results in a grey face ingame.] Load the generated esp as active file together with skyrim.esm in CK. Edit Marcurio to make sure everything is alright (and apply some last minute changes). Ctrl+F4 Save plugin file. Works! :) -
Version 1.2 Khajiit Update **textures** *make better textures & normal map for the claws IN PROGRESS (but I failed to do a screenshot yesterday evening.) *texture for the feet (male and female) *normal map for the feet IN PROGRESS *specular map for the feet **meshes** *make the feet bigger (femals a bit, males a bit more) *tweak weight painting, Sculptris is fun!
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I must say I'm growing fond of the new site. For the first time I spend more time here than in the forums. The recent changes look fantastic and I love the file news! It means instant downloads for new versions of old files. I just tried :) And it means the stuff I'm interessted in (other people's mods) is much more condensend than in the forums. Me likes ^___^
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http://img6.imagebanana.com/img/omvqhxwb/image002_small.jpg It's done. Gnah, I'm tired. But I want to write an article for the mod. >.< I have no time to do that tomorrow. If I do it now, my tired nonsense will be on the front page. Gnah.
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Ugh, I whish I could mod the real life timescale. A bit more slowly please. I'm not sure if its worth the extra work (and time) to try to fix up the texture seam. Even if I know where the bumps go I don't know how bumpy they are supposed to be so there will very likly always be a little seam. I could pass it for now and do what I do most of the time: Promise another update. :/ In the meantime I fixed the meshes to accommodate my new textures and - as promised - make the feet bigger. So what's left are three textures. And I'm still laking texturing talent. Oh sigh. **textures** *make better textures & normal map for the claws done *texture for the feet (male and female) *normal map for the feet (fix the seam? now? later?) *specular map for the feet **meshes** *get rid of the polys on the claws done *make the feet bigger (femals a bit, males a bit more) no weight slider issues \o/ *tweak weight painting, (I think the position of the ball of the foot looks off when sneaking.) done
