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Everything posted by Semtex
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In world of TES is magic available for everyone. AND Working magic inhibit any advanced technology. Why? Because a technology is in its early times imperfect. It is usable, but has many problems, which solution cost time and money, and carries in itself the risk of failure. Replication once succesful solution cost time and money again. Technology is created as a string of tasks and solutions, causes and consequences, which are interconnected. The technology can not skip any step. Each next step needs to rigorous basics in the previous step. Magic works differently. It does not require such rigorous basics, in it is enough demand and an idea. Magic can be in its early times also imperfect. But solving problems cost time only. "Financial" cost of solving problem are small. Replication once successful solution then cost "nothing" - need only right knowledge. Then the technology solves only the problems for which where a solution using magic less effective. And for that is good enought an simple technology. Not only the collapse of the empire inhibit the development of technology.Just look at the evolution of technology in Japan after the establishment of shogunate (Tokugawa period, Edo period 1603 - 1868). There's no visible progress in technology. Sure, some technologies are being developed, but none are "groundbreaking". The development goes a completely different direction than in Europa.
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http://img62.imageshack.us/img62/2581/ss12520.th.jpg Model http://www.divshare.com/download/15836857-60e The problem may be that you are using inappropriate skeleton.nif. Simply copy the meshes\characters\ _male\skeletonbeast.nif and rename it to skeleton.nif - and with these files replace the original skeleton.nif. In original skeleton.nif lacking bones for tail, otherwise are skeleton.nif and skeletonbeast.nif identical.
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Create new mesh it's not too hard - you do it in Nifscope. - Take normal tail mesh and develop into an additional two copies - One of the copies move slightly to the left and rotate left - Second copies move slightly to the right and rotate right Original tail serves as a landmark, where the tails begin. Finally, the "original" tail will erase and save file under new name. Tails will move simultaneously.
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you have personal message.
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I think that children should not be immortal. But Big penalty/bounty for killing a child is OK. IMHO no one character should have been immortal against "player's hands". Against other cases of death, it can be good - a "quest character" can not by dead in random cases if occur. Not because I should murder any taste all around, but on the contrary - the "quest characters" usually do not give a reason for the duel. And if duel occurs, it is almost always the player's fault. Usually Gross fault. Are not you act reasonably? You will pay... Pay Hardly. For example soured the game, inability to fulfill the quest, inability to achieve promotion, etc. About the children of one more thing - children should grow. Due to the time of the game - quite quickly, in time of the game world - in one year could grow from child to adult. And they should also give to birth "new" children. Not much, on average one child per month or two per ten to fifteen adult characters, or so.
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massivewar4 - if you have an idea where to put the quiver, I will try to adjust skeleton.nif. But the result will not answer....
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IMHO Yes, it is. There are two bones called "SideWeapon" and "BackWeapon" in skeleton.nif too. But caution is necessary. When handling with skeleton.nif, many things can go wrong, and can occur very undesirable effects in the game. Crash game is there "only a minor problem" ... :confused:
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Yes, i mean a bone called "Quiver" in skeleton.nif procedure is described in the document from TheTalkieToaster, my English is not enough to correct description (download that plugin, there is a document attached)
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it is possible. Quiver bone can be moved by the method described in "Skeletal Variation" by Talkie Toaster (http://tesnexus.com/downloads/file.php?id=29853) and skeleton for PlayersCharacter is possible change in settings sFirstPersonSkeleton, sNPCModel and sNPCModelBeast. But I do not know the exact procedure. It is important to know that the animation will stay original, so the character will pull the arrows from the place where it was Quiver originally
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"Proper" khajit and argonian bodyshapes/animations
Semtex replied to MarkInMKUK's topic in Oblivion's Mod Ideas
gameplay video Khajiit in Skyrim (camera rip): http://www.gametrailers.com/video/tgs-11-elder-scrolls/720773 http://www.gametrailers.com/video/tgs-11-elder-scrolls/720774 Khajiit Feet still look be "human". Then works, which makes Razorpony and DrakeTheDragon, are therefore still current and will be current for Skyrim too. -
It's just a simple change of textures at armor \meshes\Armor\Leather\m\ cuirass, greaves, boots. textures are probably transferred through a "desaturation" on the gray scale of color. IMHO ten minutes of work in GIMP and Nifscope, maybe half a hour with searching the mantle and hood in an plugin. DIY :thumbsup:
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"Proper" khajit and argonian bodyshapes/animations
Semtex replied to MarkInMKUK's topic in Oblivion's Mod Ideas
IMHO the work continues, at least I still work at the Centaurus but not everything that look functional in Nifscope, is functional in the game too :wallbash: edit: Pack sadle for centaurus (there is some problem with gnd model) http://img98.imageshack.us/img98/6325/packsadleforcentaurus1.jpg http://img710.imageshack.us/img710/7901/packsadleforcentaurus2.jpg Elven armor for male centaurus in NIFscope http://img855.imageshack.us/img855/8331/kentaur81ea.jpg http://img835.imageshack.us/img835/3043/kentaur82ea.jpg THX da mage for boots and part of greaves edit2: Elven armor for centaurus in game test http://img683.imageshack.us/img683/2763/kentaur83ea.jpg skirt part of cuirass are missing :confused: EDIT3 http://img27.imageshack.us/img27/1949/kentaur84ea.jpg simple - missing textures -
Hvok Collision problems
Semtex replied to oc3's topic in Oblivion's Oblivion Construction Set and Modders
I have an problem - I've created a new gnd object . รค The object occasionally fall through the surface of world. I suspect that the problem is set object collision (box), but I can not see where. model nif is there: http://www.divshare.com/download/15666901-db0 THX -
Zira's horse clothes are only one existing suitable model for that, what you need. As i wrote - use it as an base and retexture it in Nifscope and by Gimp. Simple - DIY, its not too hard.
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Horse armor would be create from a horse steel armor (from DLC, using retexture and cutting off) and horse trappings from Zira (a few layers to each other in different size and texture)
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Try this - maybe it will be something useful http://www.divshare.com/download/15238337-b1b It was intended for Robert's Male on the hands and feet as one part, but it can be easily divided. Texture is a need to do a new and perhaps UW mapping too.
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"Proper" khajit and argonian bodyshapes/animations
Semtex replied to MarkInMKUK's topic in Oblivion's Mod Ideas
It is true, but it applies only to Cyrodiil and Morrowind (and other provinces), but not for Black Marsh, argonians homeland. Black Marsh is, as implies some in-game books, covered with numerous and extensive marsh, rivers and lakes, which constitute the main communication routes. In their homeland argonians probably still widely use their swimming and diving abilities. I would say that a massive tail root would cause certain problems in bipedal walking. Telyn - thx, Howe's armor is great (i found one another on his site). Today is out of my ability create something similar... But - maybe from steel horse armor... :woot: -
"Proper" khajit and argonian bodyshapes/animations
Semtex replied to MarkInMKUK's topic in Oblivion's Mod Ideas
I know it looks strange, but it's part of vanila model - mage robe. It will be necessary to create a "universal harness" that would cover up or complement the "normal belts" that are part of clothing and armor. Argonian tail seems correct to me, agonians are aquatic reptiles, and use tail while swimming. -
"Proper" khajit and argonian bodyshapes/animations
Semtex replied to MarkInMKUK's topic in Oblivion's Mod Ideas
"robes" for the centaur inspired by elves horse armor http://img849.imageshack.us/img849/9158/centaurrobe01.png this one is remade from Zira's horse armor http://img39.imageshack.us/img39/2673/centaurrobe02.png Mesh can by used for "soft" armor, too -
Construction Set Achievements
Semtex replied to ub3rman123's topic in Oblivion's Oblivion Construction Set and Modders
Another Creator - create new race Another Creator++ - create new, playable race, with non-human shape, face and skin -
"Proper" khajit and argonian bodyshapes/animations
Semtex replied to MarkInMKUK's topic in Oblivion's Mod Ideas
Something about argonians - female characters should have a flat chest without nipples. But the dresses and other clothing is not modified. Females living with an human society use "padding" garment by conventional and social reasons. Although it has no basis in lore, but it's good and simple reasons. :teehee: -
1:2 for Nay. Although many "nay" mean "yay, but it's not worth the potential problems."
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Of course, I prefer to get a normal, natural, nude and anatomically correct figures (ideally built on the basis of Robert's body). But I understand that Bethesda has to take into account the stupid and prudish rules of various agencies - and local laws. Business is business - and if wants to sell their product, shall be subordinate to local rules. Unfortunately. Even body with permanent underwear should be natural and anatomically correct. But Important than the "naked body" or a "body with permanent underwear" is skeleton with sufficient options settings. I consider it important to have an easy way to change the proportions and body shape - in order to easily create a different body - slim or thick/fat, muscular or sinewy - or humped. Not just for "pure aesthetics", but also to create an humped old witch, a pretty girl, a grown woman, as well as mighty, brawny warrior, muscular blacksmith, fat shopkeeper, slim bard or hungry beggar. And when it will work on breasts, the better.
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Yes, all the words are new And the second thing - in the inscription is "powerful word" UL, but the ingame text in the video indicates characters AO
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in new video http://www.g4tv.com/videos/53441/the-elder-scrolls-v-skyrim-e3-gameplay-demo/?quality=hd appeared next dragon text http://img687.imageshack.us/img687/5774/napis01.jpg Text uses a different font type as known from a rebus, so some letters are difficult to identify The problem is especially recognize characters I-S-Z, R-D and F-U http://img231.imageshack.us/img231/202/napis03.jpg The text has four lines, 13 words and 68 characters. For me, it was unable to identify the two characters, one character is new, with unknown phonetic value. http://img818.imageshack.us/img818/135/napis02.jpg AETHSEGAL eiOHRUKIei (or AETHZEGAL) KENRAei ZE eiUD RANO* ZILL? ?ARIIK ahINDOOR ZE ZAeiNGORDE NOOL UL * - a new, unknown character ? - unidentified characters