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Ringwall

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  1. "The program can't start because MSVCR100.dll is missing from your computer. Try reinstalling the program to fix this problem." I assume this is because I didn't install the whole SDK. But why provide an executable if it only works with the dependencies of the SDK, and not provide them as well?
  2. Most mods people say are impossible, what they really mean is, "That mod would not improve the gameplay in any legitimate way that is worth the effort required to create such a mod." They're just being too nice to tell you so. When you get more experience with modding and/or game development you'll be able to understand why these mods never get made. It's not because they're impossible, they're simply not worth the effort. Modders want to improve the game in a substantial way which makes it funner to play... creating over-elaborate mods with no entertainment goal other than "wouldn't it be neat if..." is something we avoid like the plague. Simply browsing through the mod requests I can tell by the titles which mod ideas have merit and which do not require a second glance before discarding. Sorry if I am coming off as harsh, but really this is how it is.
  3. quoted for truth Really, this is the kind of things that they should make into a DLC. Horse combat, families, hardcore mode (à la FO:NV). That would be better than a few piddly quests and some OP weapons (and of course I don't even have to mention horse armour, but I will so as to rub salt in Bethesda's wound).
  4. I fully agree with this; definitely a must have once the creation kit is out. Horses charging full steam ahead and promptly being cooked into delicious horse meat from dragon-fire gets very annoying. sure, they run away if they are hurt, but they should not engage enemies in the first place. The fact that they are constantly getting in the way of all your attacks makes travelling without a horse much less annoying.
  5. Perhaps you are playing as a shorter race? I play as a high elf and have never noticed this problem.
  6. Yes, I imagine it will be done. There was a mod that does something similar to this for Oblivion (enchantment restore over time, Morrowind style).
  7. I'm fairly certain I've heard of it before, but basically: a mod that stops enemy NPCs from tracking you like a highly caffeinated bloodhound, regardless of their ability to actually see you or being in a different cell altogether. After sneaking to the depths of the dungeon to have the same enemies that had been chasing me for the last mile immediately know my precise x/y/z coordinate in the sprawling maze as soon as they entered the dungeon door (sneak icon turned bright), this was obviously getting ridiculous. So yeah, help finding such mod would be appreciated.
  8. Oh wow! I already had this program, just didn't know you could use it for things like ears and tongues,etc. I've got them working now. I'll finish them up and post them on the nexus. :D
  9. Shucks. That would be a cool gameplay mechanic. Meh, I don't really like deadly reflex. It's way too unstable for normal gameplay.
  10. I had this excellent idea that instead of taking health damage while blocking, why not take fatigue? That way if you block too much you are knocked over and it stops you from spamming blocking. So, if this mod already exists that would be great if someone could point me to it, cause I couldn't find it. If this mod doesn't exist, that would be swell if someone would make it. I have no clue how to script in Oblivion. :S
  11. Mmkay, so I'm having another problem. If I give the ears only one shape modifier for the .egm, they transform properly in blender (synchronously with head shape). However, in game the ears' seem to have more than the one shape modifier affecting them (vertices ripping out of place). So... I only made one shape key for the head's width, but the ears are clearly affected by more than one shape key! :blink: I tried filling all the other shape keys with empty transformations, but initially the exporter said it was dividing by zero, and then when I got it to export the ears were still not transforming properly to the shape key (horribly distorted vertices). :mad: Oblivion either is really fussy at reading shape keys or I am doing something wrong.
  12. I've made them in blender. Edit: It says in the .nif importer you can import .egm files, but when I try to import the earsdarkelf.egm unpacked from the bsa, it says it's not a nif (and won't import it)! :sad: Edit 2: I have managed to figure out how to write .egm files now. Thanks for commenting though.
  13. As the topic states, I need to know how to create .egm files for ears. I have made a mesh modification which greatly improves the appearance of the dunmer in TESIV, but unless I use an empty .egm file they will not load. Obviously, if I use this empty file they do not fit onto the head properly (unless there is no width deform on the head). So if someone can point me in the right direction to making an .egm file for this, that would be greatly appreciated. Instead of just moving around vertices of the ear (like Bethesda did ~scoff scoff~), I have actually made some serious changes to the mesh, so it has a proper shape and looks very nice imho. A preview of the ears I have created: http://i68.photobucket.com/albums/i8/Ringwall/dunmerears.png
  14. I have done some research as to what is causing this problem, and I think it is these egt and egm files for the ears. It seems that conformulator program does not work for ears though. Also, I have added quite a few vertices to the mesh to give it a proper bat-wing appearance, unlike the vanilla stretched human ear. Does anyone know how to resolve this problem? :S
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