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Posts
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Everything posted by Semtex
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Yes. GIMP with DDS plugin is good tool and is free. I dont know if can create "Textures with Parallax displacement mapping", but all other requested sort of DDS file can by created.
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Maybe this could be done in another way: - Significantly reduce the animation, which character may be used, - by setting AI and appropriate "temporary" objects force the correct position of the character (such as sleeping, sitting) - the character after a few seconds "kill" by using script commands, and then delete the temporary object (eg bed) If it worked as I assume the character should die in the last position it took. Functioning of Havok physics can change last position not much.
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Script for clothing used by non-standard body character
Semtex replied to Semtex's topic in Oblivion's Discussion
edit - delete -
Script for ability type spell common to all khajiits ScriptName SMTXabKhajiitPawsAddScript ref whatiswear Begin ScriptEffectUpdate set whatiswear to GetEquippedObject 5 If (whatiswear == 0 ) || (getDead == 1) AddItemNS SMTXKhajiitPawsRFRM01 1 EquipItemNS SMTXKhajiitPawsRFRM01 else if (whatiswear != SMTXKhajiitPawsRFRM01) && (GetItemCount SMTXKhajiitPawsRFRM01 != 0) RemoveItemNS SMTXKhajiitPawsRFRM01 1 endif endif End Quest script (orginaly writed by The Viper) continously search all actors around player character, and if actor is khajiit race NPC, give him ability type spell and an control token ScriptName SMTXabKhajiitPawsAddQuestScript ref XActor Begin GameMode ;__________ ; for player ;-------------------- If player.getisrace khajiit ; for "DesuChan's Kawa-Khajiits.esp" add this: || DCKawa || DCKawaKuro || DCKawaShiro || DCKawaZZPale ; for "Elsweyr Anequina.esp" add this: || ANQKhajiitCathay || ANQKhajiitCathayRaht || ANQKhajiitOhmes || ANQKhajiitOhmesFurred || ANQKhajiitOhmesRaht || ANQKhajiitOhmesTattooed01 || ANQKhajiitSuthay || ANQKhajiitTojay If (player.getitemcount SMTXKhajiitPawsControlToken == 0) player.addspellNS SMTXabKhajiitPawsAdd player.additemNS SMTXKhajiitPawsControlToken 1 endif endif ;__________ ; for NPC ;-------------------- set XActor to Apple set XActor to GetFirstRef 69 1 While (XActor != 0) If XActor.GetIsRace khajiit ; for "DesuChan's Kawa-Khajiits.esp" add this: || DCKawa || DCKawaKuro || DCKawaShiro || DCKawaZZPale ; for "Elsweyr Anequina.esp" add this: || ANQKhajiitCathay || ANQKhajiitCathayRaht || ANQKhajiitOhmes || ANQKhajiitOhmesFurred || ANQKhajiitOhmesRaht || ANQKhajiitOhmesTattooed01 || ANQKhajiitSuthay || ANQKhajiitTojay If (IsFormValid XActor == 1) If (XActor.getitemcount SMTXKhajiitPawsControlToken == 0) XActor.addspellNS SMTXabKhajiitPawsAdd XActor.additemNS SMTXKhajiitPawsControlToken 1 endif endif endif set XActor to Apple set XActor to GetNextRef loop End
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I think there is only one usable and sufficiently simple solution - items to be placed on the characters body from "outside", thus "above" or "off" clothing and armor, such as face cloth or masks, hoods, capes, belts, etc., do not placed in any slots. Such an item is displayed on the character, but does not replace any other item. This of course requires the player's internal discipline in the use of items, because such items may be placed on the character of an infinite number. A second problem, such items do not respect the changes in geometry of the characters body and facial, so there is increased risk of intrusion and clipping
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New distribution permissions options for all files
Semtex replied to Dark0ne's topic in Site Updates
On the one hand, the current step is (maybe) step in the right direction. Creative effort should be encouraged to provide satisfaction to authors and to protect them against plagiarists. On the other hand, a large percentage of existing plug-ins are explicitly based on "recycling", reusing or reworked by other authors developed models, textures and scripts as resources to implement their own new ideas. Or, conversely, old ideas are reworked using new models, new textures, or whether new elements to enhance the appearance, functionality or gameplay options. Then you need to ask - where is the limit? How do you protect copyright content so that it was for the benefit to the community of players and pluginmakers? Because too strong protection of one group of authors prevents other authors in creating their own works, too weak protection in turn reduce the interest of some authors to publish their works. To understand me - not every author is also a talented creator of 3D models and texture creator, and scripts programmer, and storyteller, and only few authors can self-create the entire contents of the plugins. But it is good, if the story teller can not tell their story, because it needs models that can not able to produce? It's good, if the creator of 3D models can not texture models, as has not been authorized to use foreign textures? It is good, if the models can not be placed into the story? Right to the original author will be protected. But not so for all of us miss something? We will not miss something what we could have? Something we do not have? So I think that published plugins, and their contents - 3D models and textures, should be "common ownership" throughout the community. It is good and right and fair that they were always referred to by its original author, even after a new arrangement with new authors (Although sometimes can be very difficult to know who is the "original author" of the work). But it is unwise, and not good, if the rules prevent reuse or reprocessing of the published content, if the original author not explicitly prohibit reuse or reprocessing. ----------------------------------- I am not English speaking -
Although it is technically possible in the game. But in legends werewolves and vampires traditionally are irreconcilable opposites. So playing as a vampire and a werewolf at the same time is incorrect or meaningless.
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I found very useful script in "NPCs Have Bones" by The Vyper. :thumbsup:
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Tool to copy all specifuc sub-records?
Semtex replied to baloneysammich's topic in Oblivion's Discussion
Try TESSnip -
You must edit UVmap in model.nif - to fit model UV maping to texture. A good choice will probably texture of the whole body (for HGEC, RM, RF -> foot(fe)male.dds) or textures for body parts (upperbody(fe)male.dds, leg(fe)male.dds) used for corresponding parts of armor - it depends on the construction of armor model _____________________ Im not english speaker...
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Hm ... I have a similar idea, where I work and it seems that it could work. If does not change the spells ID, i can "with impunity" change the type of spells (Lesser Power <-> Power <-> Ability). It is therefore possible to change one of the two "racial" spells (for Khajiit race) from Lesser Power or Power to Ability. And ability type spell can be compiled as a scripted spell, able to add and remove objects and spells continuosly for all Khajiits. The effect of such spells and scripts would probably be apparent only when loading or re-loaded cells and NPCs in them, not immediately, but by time "infected" all khajiit (and perhaps other characters, using the same Lesser Power spell) :whistling: This could to allow add ability type spell that would ensure the exchange of paws for all khajiit NPC. For a player's character - if the character just created will ensure that the exchange system and for an existing character that I would have done differently, probably as an "silent quest" with one short scripts, which starts immediately in high priority, add necesery spell and ends immediately after the script ends I watched the script in plugin Scripted Argonian Feet from DrakeTheDragon. Use these scripts was one of my the first ideas. It's obviously done well, but my ability to work with the script is weak and I am not able to understand all the features of this group of large scripts. It's too complicated for me. _____________________ Im not english speaker...
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I created a mod that adds to all khajiits character new paws. Exchange of body parts provides scripted spell - added as new racial ability for khajiit race. But there is problem - khajiit race is set by this plugin to "basic setting", overrides all settings made by other plugins. (I know - its dirty method.) Add spell to each NPC namely is complicated, error-prone and does not include NPC added by plugins. I'm seek for an "simple" method (OBSE scripts) that would allow add spell (or object) to ALL khajiit characters (or to all characters in game) without editing racial or individual settings. Another possible way to add spell to each khajiit characters is continuously tested NPC around the player's character (i.e. from an quest script?) and if the NPC is khajiit and has not certain spell, add this spell to NPC. Procedure which could allow it to be indicated on http://cs.elderscrolls.com/constwiki , but I'm not so good scripter, so I can not made it appropriate to set up. Any HELP, please? _____________________ Im not english speaker...