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DarkWolfModding

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Everything posted by DarkWolfModding

  1. Essentially the idea is to make the guiding lands ore vein and bonepiles more visible by adding a glow map to it I would have to figure out exactly where that model is stored though which I do not know. kinda intrested in peoples opinion
  2. I am taking a programming class in college for fun and my final project is to design and code a program so I decided to remake a Program I made back in 2013 with the new knowlage from this class. I have about 2 weeks before the class ends so I will be releasing a version of it after my class is finished. Its a readme generator and supports many features like my old one did just with a cleaner and more modern looking UI (Metro framework, It is also a HTML Editor (you must know how to do html and it doesn't support autocomplete or syntax highlighting (believe me I would do it if I knew how)) also new to this version of the program is a markdown file editor (live preview would have been nice but I have no idea how to code that thing as the default .net framework does not support that file type in the web view control) So far the program has over 1500 lines of code Here's some current screenshots of the program (Light and dark themes) Text Generator (Dark Theme): Text Generator (Light Theme): Markdown Editor (Dark Theme): Markdown Editor (Light Theme): HTML Editor (Dark Theme): HTML Editor (Light theme):
  3. Remaking the Readme generator I made years ago with some new knowledge from my C# class i'm taking this semester (also this will be my final project for the class so won't be uploaded for a while) Taking in feature requests now like new section Ideas for the generator. Will have all these basic functions as in version 1.0 (here: https://www.nexusmod...yrim/mods/34109) but may or may not include the HTML editor this time (Haven't decided yet) Heres a little preview of the style of the new generator, Loads randomly on startup the dark or light theme and will be able to change inside the program
  4. Decided to also add extra glow to weapons Daedric Greatsword:
  5. WIP Archive of a Daedric Redux mod Im working on [Features when done] -New Redesigned (or added onto) glow FX See Example (in 3DS Max) below -Symmetrical Puldrons Both large and small versions (will prob add glow to under the puldrons that pic just didn't have it as I just thought of it LUL) -Symmetrical Helmets -Glow Maps on Gauntlets (Both male and female, Bethesda's vanilla only was for males) -Glow Maps on Boots -Helmet Glow map (only if it looks good, if not I will leave it vanilla with no glow) -Possible MCM to change armor models in game (if I can figure out how to do MCM menus) or craftable new versions or both -Possible Light armor variant (removed puldrons, Prob will go through with this as it would be very easy to implement) -Will be compatible with any texture mod (using a texture mod in the pictures) -Multiple Glow Colors (Red (default color), Blue, Green, Orange, Purple, Pink, White) Any comments or opinions will be welcomed Glow Test
  6. I usually run Dolomite weathers, Realistic lighting overhaul and wet and cold, along with Realistic Water Two
  7. Preview archive of my 1.4 release of my MHW Batch texture converter Current Version is 1.3 and here's that UI and here's a early version of the Version 1.4 Update/UI Change (No actual functionality code has been implemented in this screenshot its just the UI and theme code at the moment) as its still in progress it may change (namely the hide console button may not be in the final version if I can implement the code of the converter into the GUI program) As well as I would like to add a user configurable config XML file for the program (also early stages) Current Changelog [Version 1.4] +NEW UI Layout/Code cleanup (yet again I know, I just wasn't satisfied with previous layout) *CHANGE: Changed Metro Framework to NuGet Version +NEW: Open Game Directory (Directory configurable via a XML file before you run the program) +NEW (Possibly): Included JodoZT's Code in the program to hopefully not have to deal with windows association (Please give him some love this would not be possible without his converter :smile:) *CHANGE: changed Dark theme/Light theme selection to a check box instead of combo Box +NEW: Includes config file to edit the game directory and text colors (Requres pressing Reload Config button to see changes)
  8. I;m assuming you want something modern like the M134 http://www.nazarian.no/images/wep/371_minigun_2.jpg
  9. Sounds like a interesting Idea, I have the knowlage and tools able to make completely new and great looking textured assets, the only issue is college work would slow me down. If you want I could try and make some more modern turrets the tools I would use are Blender 2.80 (for modeling and UV mapping) 3DS Max 2018 and Nifskope 2.0 dev 7 (For converting into a working game model) Substance Painter 2018 (for some beautiful 4K/3K/2K textures) Heres a example render of a still WIP mod texture I was doing (TBH forgot about it LMAO) (This texture is meant to look new and not dirty)
  10. This will act as a progress update where I post future ideas and update ideas before they become final release this first post I present a Entire code rewrite (cleaner code and no compile issues) This is the current version UI [Version 1.2] Now for Version 1.3's code rewrite and UI update You may notice the UI is much bigger and easier to read this is much needed in my opinion version 1.3 Change log (WIP) [Version 1.3] -New UI Layout/Improvements -Entire code rewrite to implement more features and a dynamic theme changer -Most likely will need to run as admin as it will have to create a registry key to get the location of your game folder for future use in the program Any Constructive criticism on UI layout/suggestions would be more than welcomed :smile: Nexus Page: https://www.nexusmods.com/monsterhunterworld/mods/864
  11. While technically yes you can port it because it's the same engine, a modder will not be able to upload it as it used other games assets and is not allowed, therefore will most likely get the modder banned.
  12. Much like my 2K PBR Powerfist mod I am going to do one for the crates (the shipping crate looking ones) but this time I am making a complete remodel with higher poly count than vanilla while still keeping sorta the same style as vanilla I will post more pics as I progress
  13. PBR and HD version of powerfist, Tried to keep sorta vanilla as close as i could for main powerfist, attachments are custom Please feel free to comment on this post textures are pretty much done [Tools used] -Nifskope 2.0 Dev 7 -Blender 2.80 Beta -Substance Painter 2018.3.0 -Photoshop CC 2019 first off for reference heres a nifskope render of vanilla textures 2K res but so ugly and low res looking Now for the Substance Painter Renders (nVidia Iray) of the new ones
  14. Modpage: https://www.nexusmods.com/skyrimspecialedition/mods/21539/
  15. The glass was by far the hardest one to convert to two handed models. I am litterally finishing the models and just need to do leveled list integration via script and it will be done All models have custom collision models as well
  16. Made some progress heres a list of all the finished models Iron Steel Orcish Dwarven Daedric Nordic Molag Bal Heres a little readme preview Right now i'm in alpha stage [Description] Adds a new weapon type to the game, Two handed Maces (aka Warmace). They are heavily based off of the warhammers and will use warhammer perks in game. All warmaces have a little more reach than warhammers to compensate for the longer models. [Features] -New Weapon Type Warmace -Safe LeveledList Injection via Script -Auto Decay (delete) weapon if dropped in game world and isnt picked up for for 3 Days (in game) -Molag Bal warmace model for those who wanna use it but are a 2 handed based character (Uses base molag bal warmace and (will get rid of the original mace in process) in the crafting recipe and is not implemented into the leveled lists for this reason) [Requirements] -SKSE64 2.0.10+ -Game version 1.5.53+ [Changelog] [Version 1.0 Pre-Alpha] (Unreleased) -basic in-game implementation for testing custom Collison models [Version 1.0 Alpha] (Unreleased) -Added Crafting and tempering recipes -Added Warmace Keyword (to be honest it does nothing) -Ramade Molag Bal Warmace Original was too long -Fixed weird issue with Steel warmace head disapearing randomly -Fixed glow on daedric warmace not being on model -Model Tweaks if needed for positioning on holding animation [Version 1.0 Pre-Beta] (Unreleased) -Added Quest to safely inject the new weapons into the leveled lists -Do one more Model pass and tweaks if needed -In game testing for Leveled lists [Version 1.0 Beta] (Unreleased) -Finalized Edits if needed [Version 1.0] (Official Release) -Initial mod release on Nexus [Known issues] -some models activation Text (when its on ground) are off center (Usually toward pommel or mace head) I have no Idea why this happens, This could be caused by joy of perspective I'm not entirely sure
  17. Preview of a mod i'm working on. I call it Warmaces of skyrim as it adds a new Two Handed weapon type that honestly should of been in the game already. Warmaces. [Features] -Each model has its own completely custom Collision Model -Each warmace is a little heavier than the warhammers but they reach a bit farther (Still have the same speed as warhammers) -For now Warmaces should take effect of any perk for warmhammers -Each warmace looks as if it could of been a vanilla asset, all assets are vanilla/dlc assets from the game itself -Each warmace will be craftable and temperable like vanilla assets (molag bal mace is needed to make the warmace version) As with all mods that are WIP anything is subject to change but these are the general rules im following. For example the daedric warmace is a mix between the warhammer handle and the actual mace for the head and pommel so it will use both those textures so any texture replacer will work (im using Heres some in game screenshots and nifskope (I will add more as I complete them) For example the daedric warmace is a mix between the warhammer handle and the actual mace for the head and pommel so it will use both those textures so any texture replacer will work (im using Glorious Daedric Retexture in this pic)
  18. I have it both set as primary and everything, I will try admin and let you kno
  19. Vortex MM wont run SKSE64 no matter what, I have tried the meathod on the WIKI but it wont run the SKSE it just runs the launcher I pointed SKSE on the tools to the SKSE loader on game but still doesnt run SKSE :( https://wiki.nexusmods.com/index.php/Tool_Setup:_Script_Extenders Please help I need SKSE to run the game with mods. I even use GetSKSEVersion in game and says its invalid command
  20. Porting over the sci-fi revolver from Elliot Sharp This mod would not be possible if he didn't give out this model as a Free comunity model. My custom textures will have multiple glow colors (Purple, Orange, Yellow, Green, Blue, Red) I kept the grip the same on my custom textures as I found them really nice looking. [supported Resolutions (Selectable in game i hope)] 4K 3K 2K 1K Here are some WIP Renders of the textures Texture Set: Elliot Sharp Condition: New Texture Set: Gun metal Condition: New Texture Set: Gun metal Condition: Well Used Texture Set: Gun metal Condition: Heavy Use *NOTE: All Gunmetal textures are still a WIP and may change in final version but these are close to final versions of the textures Again huge thanks to Elliot sharp for making this model a free community model. Source model: https://cubebrush.co/mfz/products/zns3ig/free-download-sci-fi-revolver-practice-kit
  21. Ported over the textures to PBR friendly fallout ones hope I can get a admin reply
  22. I saw a really cool 3D model online of a sci fi revolver and its a free download I was wondering if it would be ok to port it to fallout 4 with proper credits of course. It seems like you cant message the author so I would just link and credit him in the mod description. https://cubebrush.co/mfz/products/zns3ig/free-download-sci-fi-revolver-practice-kit thats the link to the page, it says free, and as I don't mod for money I do it out of enjoyment of modding it wouldn't be commercial licence
  23. If it's made from scratch then you just need to have author permission
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