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InfinityXeon

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Posts posted by InfinityXeon

  1. The headpart forms are assigned a form list which lists the races which *could* use that part. See the entry Valid Races on any headpart form. Add your custom race to those headpart forms. Doing this allows access to hair, eyes, etc.

     

    Other headparts are selectable under Available Morphs on the Face Data tab in the race record. Simply check those morphs which are shared by both Redguard and Nord.

     

    Regarding tint layers that are race specific, you'll need to extract those from the stock BSAs and assign the DDS file to the tint layers under Tinting on the race record. Do be sure to get them in a correct enough layer order. i.e. warpaint with warpaint etc...

     

    Hopefully that is a start....

    Thanks for the help. Since my race is set to Morph Race Nord can I still do all of this?

  2. 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.

  3. 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.

  4. 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.)

  5.  

    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.

    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.

  6. It would quickly become overwhelming, I think. If you want my opinion, you really need to aim a lot lower. Think of the smallest way to change the game and then implement that. See how much work it is. If you can put up with that level, you may be good to go for the next level project, etc.

     

    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.

     

     

     

    what he meant was that your request requires a modder with a huge diversity of skills.

    And those aren't really available to just fulfill requests from the forums.

     

    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.

  7. 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.

  8. 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.

  9. what he meant was that your request requires a modder with a huge diversity of skills.

    And those aren't really available to just fulfill requests from the forums.

     

    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.

  10. You want a lot more than just scripting there. That's more like a crafting + UI + perks + skill tree overhaul.

    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.

  11. 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.

  12. 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.

  13. HEY! GUESS WHAT! I may have an actual solution for some of you!

     

    @notworthy

    :Facepalm: Assumign you mean to say The Unofficial Dawnguard Patch, that is only to fix problem with Dawngaurd. You actually need it installed.

     

    For everybody else, I have a question. Are any of you using version 1.8 of Skyrim or later? If so, does the Dawngaurd.esm load right after Skyrim.esm and Update.esm? It should. My esm files load in the order;

    Skyrim.esm, Update.esm, Hearthfire.esm, Dawngaurd.esm, Dragonborn.esm, -Various Mod Esms-

     

    Try something like that.

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