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InfinityXeon

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Everything posted by InfinityXeon

  1. I can't remember, but Vsync may be an option in the ENB menu. Try checking all of your config files as well.
  2. Maybe they ate some bad chicken and got salmonella?
  3. Pumping Iron seems to be the most likely to do that since it uses scripts involving the strength of your character.
  4. Hi! I'm currently trying to find a way to unpack the BSA files of Skyrim, but all of the BSA Unpackers I find throw out an error (see below) and then export just one file with no data. Anybody know of one that might work for me?
  5. When I'm trying to post something, 9 times out of 10 the post/preview buttons and the attachments section just simply do not show up. I've never had an issue like this on any other forum.
  6. I've done this before, but it would seem it's been changed and I can't figure it out anymore. Can anybody help me?
  7. Thanks for the help. Since my race is set to Morph Race Nord can I still do all of this?
  8. I've been looking for a solution to this problem for a while. Some of you may be familiar with my practice mod that adds the half-Nord, half-Redgaurd Azabari Race. (If not; http://skyrim.nexusmods.com/mods/34261) What I need to do is learn how to take elements from two different races and mix them together. Currently, the race is simply dark-skined Nords. I would like to actually have facial elements from both races. If anybody could tell me how to do that I would be grateful.
  9. It depends on their copyright. If they say you cannot use their resources for anything than that is a definate no. If they say you can't make any money off of it then that means you just can't use it for any sort of media that will make you money. No ads on your downloads or anything.
  10. Already working on a mod exactley like this. It'll probably be at least a few weeks before the first release, but it's coming out first. The full v1.0 will probably takes months to complete as there are a lot of different vanilla armours. I'm also planning a custom smithing system to allow for even more variety of armours. Click the link in my signature if you want to check it out. (The custom smithing system likely will not be implemented, but if it is, it wont be for a very long time.)
  11. Papyrus is one of the easiest languages to learn. That's not why it's going to be a pain in the rear to do what you're asking for though. For example, there's no way to simply edit the weight and armor rating of an object reference right now. Which seems to be what you're trying to do. There may be workarounds, but the obvious ones will eat a huge chunk out of your RAM during gameplay. and that's just the issue you're going to run into with the variants, you still have to deal with the menu and how the crafting materials are going to be calculated. The calculations could run on such simple equations. Literally just 2 + 2 kinda stuff. As for the variations, I'm simply adding more items. It's the merging of multiple pieces that may be tough, but it shouldn't cause trobles for any decent system that can already run Skyrim just fine. My computer is pretty crap and I don't have issues with lag.
  12. Am I the only one who has ever thought of what a huge middle-finger it is to use full dragonbone gear while fighting dragons? What are your opinions on it?
  13. I've seen these kinds of mods. I just want something a bit different.
  14. I know it's a lot of work, but I could do it if I knew how. I'm already planning to add at least 8 variations of the vanilla armours, and possibly add some custom ones. The custom smithing system would just be to add even moe variety. That'll really suck. If there truely is nobody skilled enough to take on this request I'll have to do things myself, or not at all. I could try learning papyrus, but I could hardly learn a thing about Ruby... I'll have to check it out if nobody wants to try this. I mean go ahead, but there aren't tutorials for a lot of the things you're asking for in the OP. The only challenge would be if the language is tough. Ruby is fairly simple, so I managed to get a hang of some things that I used. I'm sure papyrus isn't too different. It's probably not a very difficult language either.
  15. This is just textures right? No custom models?
  16. I've been thinking about it lately, and my guess is that tri's just use papyrus code to alter face morphs such as nose and lips, which makes sense to explain how there are absolutely never any seems on the faces of npcs. If somebody could just confirm this, or maybe tell me otherwise, that'd be great. I need to experiment with .tri files, and it'd be much easier with some knowledge of how they work.
  17. I wasn't a huge fan or Nouserhere's elf ears. They protude to far outward for the most part. They're also kinda big. I was pretty much hoping to have a humanoid race with long ears. I'm sure the morphs for custom noses and such just use code to adjust the face to change shape as apposed to actually remodeling it. It'd also make sense for explaining how there are never seems for any face combinations. I'll experiment with the .tri's and see what I can do.
  18. That'll really suck. If there truely is nobody skilled enough to take on this request I'll have to do things myself, or not at all. I could try learning papyrus, but I could hardly learn a thing about Ruby... I'll have to check it out if nobody wants to try this.
  19. The perks and skill tree should remain the same. The UI should also just have different text. Kind of like how enchanting is where you choose each part, then once you're done it lets you create whatever you were trying to.
  20. No matter what Itry, I just can't get this to work. How can I make a cstom race with human facial traits, but elven ears? Do I have to remodel the head nif/tri files to add elf ears? I can't even seem to just duplicate an elven race and change the skin colour. It just sets the face to look human with elf eyes. Any help would be wonderful.
  21. I've made a topic with the same issue. Creating custom head mrophs. I haven't recieved a reply yet. Definately following this topic. If it's any help to anybody, I know that the .tri files are used for character morphs, and they can be edited in programs liek blender by downloading an add-on. (Such as this one: http://skyrim.nexusmods.com/mods/14589 )
  22. Wanna help with one of my mods? Check out my signature. Whenever I have a problem I can't figure out, a post a topic and put the link in there.
  23. As the title suggests, I need somebody who can script in what ever language it is Skyrim reads. What I need is a script that changes the smithing menu to, instead of showing categories for armor tiers as defualt (glass, ebony, daedric, etc.), I need it to show the different parts of armour (gauntlets, hauberk, helmet, etc.), and stem off to different parts depending on what was selected (for gauntlets - wrist gaurds, fingers; for hauberks - pauldrons, abdominal gaurds, sleeves, legs, etc.), and it should allow the player to completely customize their armours for different appearances, weights, armor ratings, etc. It should also allow the player to have different types of materials in their armors (dwarven, ebony, malachite, leather, etc.) for even more customization. To deal with tempering the amor, it should simply just require one of every main material used (i.e. full ebony with just dwarven pauldrons would need 1 ebony ingot, and 1 dwarven ingot). It should also allow for the player to choose to leave out parts of their armour. This is espeially useful for players who like to use light armour, but want to use different materials. As you may need an explanation as to how that makes sense, I'll provide one. If you recall to earlier in this post, I mentioned different weights, armor ratings, etc. This should not be a set value based on the metals. It should be based on independant values given to each piece of the armours. The weight classification should now also be based on weight of the created armor. This allows you to make heavy glass armor, or even light daedric armour. (Maybe not heavy leather armour though. Unless of course you added some other bits.) The crafting recipes will also be unique to every created armour. Each piece will require certian pieces, and once the player reaches the confirmation stage at the end of designing their armour, it should tally up all of the required materials, displaying it under the info box as it normally would. (The requirements should be displayed per piece throughout the design process as well, in the same manner.) I think this is a really good idea for the mod I'm working on, and would really appreciate if somebody could help me design it. Full credit will be given to whom ever helps (of course). If further discussion is required, simply ask.
  24. Oh shoot. I posted this in the wrong forum. My bad.... Thought I clicked the other one. A moderator can close this if they like. I'll just go and repost this where it belongs...
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