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Marzipanic

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  1. Technically, there ARE files in the toolset for a whip, including an entry in the appropriate 2das AND at least one model, but I haven't looked at them close enough. It's technically called "Balor's Whip" and was built for a monster. It may be possible to mod it for use by players, but I hadn't checked for animation files, so it may just simply be a coiled whip that can be held. If anyone wants to go through the trouble of creating and animating one, that would be spectacular.
  2. I am excited to see the new releases, Xaltar. The content you've put out is gorgeous! Thank you for all of your hard work. Edit: Ha...Nexus does not like less-than-or-equal-to symbols in hearts.
  3. Retexturing can go a long way. Keep up the good work. Your mod is looking and sounding better with each post. Can't wait to play it. :biggrin:
  4. Indeed! GMax is what I've used in the past, though I've noticed problems with the exporter tool when trying to import then export rigged skin meshes. It seems that when I import a NWN2 mesh, it loads in correctly, but with the skeleton weights shifted to the left a good measure, which requires shifting them ALL back manually, and weight painting the entire mesh again... Blah. If it weren't for that, I'd be willing to do more 3D modeling, but because I don't know of a solution to the problem, it makes any kind of editing with that program a huge chore with regards to making character models. Which is a shame...I'd love to see more armor put out there, especially for women. As is, it's mostly lingerie. ;p If you know of a fix, I'd be interested to hear.
  5. Makes sense. =) Also, a note about Casa's pack: I've had the pleasure of roleplaying and speaking with him--he is a perfectionist and does top quality work. However, the files in that pack are massive. Other than the sheer size, there really is no downside to using them, but at some point you'll need to consider how much you expect your audience to download versus their level patience. Another issue with nude skin models--and this is something even Casa points out--is that because skin and flesh bits are mapped into the armor models themselves instead of existing on an "under layer", anytime your players choose one of the races (such as Genasi), they will only see the "nice" mapping (aka Casa's skins) on those particular nude models. There will still be seam lines and color discrepancies anytime the player equips an armor piece with any flesh parts at all, such as warlock armor, "hands", etc. There ARE theoretically ways to correct all of this, but no one to my knowldge has put in the time and effort for it (due to the amount of 3D modeling involved--which is already quite difficult due to the tools required), and because of the daunting size of the file output as a result. Unless you plan on having considerable nudity in the module in some form, it would be my suggestion to go with alternative fixes, such as Viola's Yuan-ti Head reskin. Then some of the space you save can be put toward adding other options, like more hair. (And by gods, is there a lot of hair out there on the vault...) Or heck, even by making what is already available on -some- races available by others: Briescence's Human Hair for Genasi Grimwolf's Air Genasi Hair for Male Humans If it helps, Viola's fix basically just opens the diffuse map that the Yuanti models access, then alters the color on those to mimic that of the usual human heads. It is wise to check the alpha layers on those maps AND the brightness of the tint map channels as well to ensure the most seamlessness with other existing models in the game. For Briescence's and Grimwolf's fixes, they probably just duplicated the models using Runnderduck's MDB Cloner, then renamed the files to fit the naming conventions for Genasi (which is better understood in this tutorial). Easy enough, unless there are clipping issues--which is why Grimwolf did not convert female Genasi hair for Human women. When you run into errors like that, it requires much more tinkering, usually involving Adinos' model manipulating tool, or something as fancy and expensive as 3DS Max.
  6. Not sure if anyone else put you onto this yet or not, but Amraphael released an animated trap door a long while back for NWN2. You can download it from his Placeables Pack. If it isn't already set up as a door, you can always edit the doors 2da to add it in as an option. Cheers, Amphibious Bagel
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