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stargorger

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  1. Thank you! Ill try that out. It works that way for shouts as well as spells?
  2. Hi all So, I went to the test cell to check an item stat and pressed a button that I didnt know what it did. Apparently it gave me all the unique Dragonborn spells and shouts. Sadly, I didnt realize this until maybe an hour later. Obviously I could just revert to an earlier save, as in maybe 4 hours ago, but if possible Id rather just use the console or something to remove those shouts and spells. I tried player.removeshout 0601df95, but it cant find the shout id. According to MO 06 is the load order variable for Dragonborn and the rest of the id is what I found on the wiki...but I tried 05 and 07 in front too and those didnt work either. Is there really no way to remove all shouts and spells? That would be easier at this point...
  3. Hi all So I'm not unfamiliar with 3d animation, keyframes, rigging, etc... My problem is that this is the first time I've tried to create animation(s) for a game, as opposed to just making a video. My ultimate goal is to add some custom animations for humanoid skeletons into Skyrim. Dance, etc. At some point I might consider making my own 3d meshes for use with other animations. But I don't understand the steps to doing so. I've seen tons of discussions all over the place, debates about which program is best, long detailed descriptions of how to export to such-and-such a file type, etc. I can read those easily enough. But there's such a huge amount of information and all related to different programs that I'm not sure what a good 'workflow' is. That is, what exactly should I be doing from start to finish? I assume a very high-level series of steps would look like this: 1. Extract skeleton(s) from Skyrim data 2. Import skeleton into animation program 3. Create animation 4. Export animation frames into Skyrim-useable format 5. Create esp to import animation into Skyrim. That sound about right? Can someone explain said steps a bit more to me, or give me links to a place to get the tutorials for ALL of those steps for either Blender or Maya? (not the Create Animation step, got that down.) My problem is that I've never tried applying an animation to a rig in another program, much less gotten that animation to run in said program. Likewise I'm not up-to-speed on whether I'd need to do anything like rigging for, say, Groovtama's XPMS. Is that all set to go? Do I just pull it into Maya and begin keyframing? Or is there some in-between step? Also, along a similar line: Where in that process would I go about adding physics to a mesh, if I wanted to use a custom mesh? Before or after creating the animation? I ask because I assume it could be done at either end but if I want the physics to 'run' while processing the animation frames, so that I know if the animation looks right...I'm assuming I'd have to somehow import a physics engine into the animation program, right? Thanks in advance!
  4. Quick question: does anyone know if there are any mesh/appearance mods for changing Kajhit and Argonians into anime-style animal people? That is, ears and tails, maybe fangs, but otherwise humanoid?
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