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taro8

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Posts posted by taro8

  1. Yup the problem is still there. There is still that second when you push or let go the forward button and your character just slides along the ground.

     

    I did some more experiments and replaced a normal running animation with the 1H melee running animation (1hmfastforward.kf). Its still not it, but its noticeably better IMHO. Also the 1H running animation looks pretty good to be a temporary solution.

     

    EDIT: The 2H rifle animation seems to work best of the lot. There is a bit of sliding, but its much better then normal running animation. This means that its the .kf file issue and thus: an edit to animation itself is needed.

  2. Im pretty sure that many of you saw the problem with default running animation with gun holstered. After looking at animations with weapon drawn and experimenting a bit with speed modifiers, I have arrived to conclusion that the "sliding" is caused by improper animation transition.

    The "start moving" and "stop moving" phases have way too many frames then they need. That is why those phases are so drawn out in time. Look at running animation with weapon drawn: there is no "sliding" at all. The actor very smoothly transit from standing to full run and back.

    I have no idea if there is a need to actually edit animations to fix this problem, or if only some data editing is needed. However PLEASE someone fix this as it bugs the hell out of me.

  3. Hi folks.

     

    I decided to try to create a mod that will make firearms rarer. I want to make guns really important by removing their abundance from the game. I want to make player crafted weapons more important (Junk Weapons mod and such).

     

    I know that Project Nevada managed to include an MCM options to control rarity of items like ammo or food . I would like to do something like this for guns.

     

    I looked through GECK and I think that the best way is to make gun rarity based on their type (OneHandPistol, OneHandPistolEnergy, TwoHandAutomatic, etc.). This way the weapons added by mods will be affected as well. Also player would have more control over with types of guns will be rarer.

     

    I have found a tutorial about how to add options to MCM and I will take a look at how PN did their stuff and try to adapt it to my idea.

     

    Any comments, tips, ideas?

  4. Would it be possible to replace animations for running with jog (same as low stamina jog) and sprinting animations with running animations? And would someone be willing to make such mod?

     

    Also there may be a need to change running and sprinting speed as well to match new animations. I think that attack animations may also need to be changed.

     

    Im asking as I always felt that everything above walking is just too fast. I downloaded realistic running speed, but its still not it. I just dont feel the weight of my character at all, compared to Dark Souls.

     

    As a bonus with jogging animations the lack of stamina drain during running would actually make some sense.

  5. One thing I dont like in TES games is how easy is to get magic. In gothic 1 and 2 you had to WORK in order to learn the arts of magic. I know it's how TES world is, but as a player I dont feel appreciation of magical powers as I felt in gothic games. Also the scrolls would be actually useful in such case.

     

    It would be cool if player wouldnt be able to learn any spells without magic training (after with he can learn novice spells). However seeing there are hundreds of mods adding new spells editing all of them in order to add conditions isnt going to cut it. Instead I think that a condition should be injected between opening spell book and learning the spell. This way all spells would be affected.

     

    I have no skills in coding in skyrim, but here's my idea of the system;

     

    *there would a hidden perk called "noTalent"

    *if player has this perk then every time player tries to open spellbook he gets information that he cannot learn spells

     

    In order to remove that hidden perk player needs to travel to winterhold and learn basics of magecraft (entrance quest should be changed so player can cast light from scroll). Once in college player would need to speak with a NPC that would teach player the basics of magic (ie. remove the "noTalent" perk), after that player would learn spells as normal.

    This could be expanded so player would first need to do some work around the collage before he could learn basics of magic. Small tasks like cleaning, fetch quests and like. However those would be only for increased immersion.

  6. SOLVED!

     

    It turns out that if you add "alpha property" block then game will take the alpha map from normal texture and use it as a specularity map. I replaced normal alpha with gloss map I made and everything works like a charm :D.

     

    BTW: Sorry about the "prroblem" my writing is atrocious today :P.

  7. Ive got a problem with specularity (gloss) on mesh. I have created a new helmet pretty much from scratch. I managed to get that new model working ingame, but everything reflects light on same level including stuff that shouldnt (like feathers). I checked specularity map and it was set up correctly (I already did few of them for skyrim and they worked with no problem).

     

    I think that the problem lies in BSLightingShaderProperty, imported it several times from different model, but result seemed pretty much the same. Although messing around with specularity straight affected the model so it BSLightingShaderProperty. My guess is that the model dosent use specularity map I provided and instead goes with generic even gloss level for everything.

     

    I have no idea what is wrong so please help.

  8. I start new character after EVERY change. I have alternative start mod, so I can start in whiterun right away. This solution eliminates any factors with savegame and game remembering how it was before.

     

    BTW: Adding items to leveled list (like Im doing to guards) only takes effect when starting new game.

  9. That's not it. You see, I did not create a new outfit. The whiterun guard outfit only consist of leveled list. I edited said LL and the changes did take an effect, so Im editing the correct thing. The problem is that I want armor to randomly assigned for each guard, but they keep wearing same vanilla one, so the problem lies in the new leveled list I created for armors.
  10. As far as I know the structure looks like this right now

     

    Whiterun guards (NPCs) < whiterun guard outfit (set in inventory) < whiterun guard leveled list (the only thing in said outfit) < whiterun guard armor LL (new one created by me) < whiterun guard armors

     

    My armor LL does seem to work somewhat as if I remove it, then guards dont have any armor ingame. When I add it then ydo wear armor, but only vanilla variant.

  11. Im currently trying to add variants of guards armor to the guards. However I run into a problem: for some reason guards do not use new armor variants. Here's what I did:

     

    1. I created new armor entries for 2 new variants and changed the models

    2. I edited whiterun guard leveled list in order to remove the base armor

    4. I replaced boots with leather ones (it works) and added gloves (also works)

    3. In place of that removed armor I added a new leveled list containing all 3 variants of whiterun guard armor

     

    Now I started new game multiple times, but guards kept using only the base armor and no variants appeared. I have little experience with CK so I have absolutely no idea what ma I doing wrong. Please help.

  12. I did some more texture work (as I cant get edited mesh working properly) and I retextured the plate armor replacing the padded armor underneath with chainmail. I must say Im really like how the mail turned out. It looks really thick and gives that look of very well crafted armor that will protect you in battle.

     

     

     

    http://i.imgur.com/pKod4.jpg

    http://i.imgur.com/rnFjR.jpg

    http://i.imgur.com/WsuWg.jpg

     

     

  13. I created variations, however, unfortunately, I was not able to make whiterun guards wear new armors. I dont have much of experience with CK so I dont know what's wrong. I created new armors, created leveled list for armors and edited outfits but guards kept wearing only first variant.

     

    In any case I have PSD file ready for recoloring, meshes and textures edited so they wont need whole witcher 2 pack. Im not exactly sure what to do now with all of this.

     

    EDIT: Out of boredrom I did some more reskining of withcer armors and here's what I ended up with:

     

    (right-click > "view image")

     

    City Guard - this time with helmet without eyeguard, looks pretty nifty.

     

     

    http://i.imgur.com/3iIqx.jpg

     

     

     

    Replacement for Light Imperial Legion Armor - took me some time, but I like how that retexture turned out. especially the dragon.

     

     

    http://i.imgur.com/8n5Dm.jpg

     

     

     

    A variant for Imperial Light Armor:

     

     

    http://i.imgur.com/ug9nj.jpg

     

     

     

    Replacement for Studded Imperial Armor:

     

     

    http://i.imgur.com/9p2S8.jpg

     

     

     

    A possible heavy legionary armor:

     

     

    http://i.imgur.com/4Tco5.jpg

     

     

     

    A possible Elite legionary armor:

     

     

     

    http://i.imgur.com/9cIMp.jpg

     

  14. I did a quick retexture of the padded undershirt. Now it has Falkreath color. I think this recolor is enough for making guards different between cities.

     

     

    http://i.imgur.com/i2EZnl.jpg

     

     

    Also there is another version of this armor with a cloth shirt over mail, making recolors of that would be piece of cake. However I prefer this version, still it would be possible to add variants.

     

    Now the only thing I dont like now is the helmet. I would prefer something simpler. I tried to edit hathtrooper44's vandal helmet to remove cheek guards and eye guards, however new model dosent show up ingame.

     

    EDIT: Here's how the armor looks with (unedited) vendal helmet. IMHO it makes guards look like a true nords.

     

     

    http://i.imgur.com/0Sregl.jpg

     

  15. Im currently toying around with CK and I wanted to try replacing armor mesh. My choice was to replace Whiterun guard armor with mail shirt from Witcher 2. I succeeded and that armor looked so well that I added open faced helmets mod, plain gloves and leather boots. Here's the end result:

     

     

    http://i.imgur.com/4v8wXl.jpg

     

    You can Right-click and select "view image"

     

     

     

    I really, really like the new look the guards have now. IMHO they look much more natural as opposed to cartoonish look they had in vanilla. The only problem is that armor lacks any coat of arms or color specific to city. However it gives guards that expandable and replaceable look. Also they still have their shields.

     

    Im posting this here as I would like to hear your opinions if I should release a mod changing all the guards. Some additional ideas are also welcome.

  16. Hello, I have a problem with shading on model. Something is wrong with lighting. Ingame the gauntlet in question appears to be very dark, even if light rays directly onto it. Textures are fine, however when I imported model into 3ds max there are some some black lines showing up. Here is a screenshot showing the problem:

     

     

    http://i.imgur.com/wXkCZ.png

     

     

    What is wrong? And how can I fix this?

     

    Step by step instructions are welcome.

  17. I would like to make a request for a system that would add skill requirements for equipping items. Yes, yes not very realistic, but such requirements make game more fun FOR ME. Training myself to use that "Giant sword, +5 to Awesomeness" that I found, makes me feel like my character skills actually matter.

    If you dont agree with me, then please go away and dont complain how stupid this idea is.

     

    Ok so the problem with requirements is how to set them and what about items added by mod. So here's my solution: requirement is calculated on the fly using damage (for weapon) or armor rating (for armors and shields) along with item weight (to keep things more varied). The thing is to make a proper function calculating the requirement. When equipping item script check base value of damage/AR and, if corresponding skill is big enough, allows player to wear the item. If not a message appears:

     

    I can't equip this item.

    My [skillname] is not high enough.

    This item requires [required skill value] [skillname]

     

    I also did a basic formulas for heavy armors included in vanilla skyrim. While making them I realized that if you set requirements for tier 1 items then player wont be able to wear them from start and wont be able to train skills. The solution is to add a condition that any item with requirement below certain threshold is wearable with any skill level.

     

    Also an option to either add or subtract from ALL requirements would be nice, this way player will be able to fine tune the script. And anything that comes up with requirement 100 will have requirement of 100.

     

    So to sum it up:

    1. Script runs when player equips an item

    2. Script checks BASE damage/AR, item type (light armor, light armor, one handed, two handed, bow, shields use either corresponding armor skill OR block skill) and item weight

    3. Script uses item's weight and damage/AR to calculate requirement

    4. Script compares calculated requirement to corresponding player skill

    5. If;

    A) Player skill is equal or bigger, or if item requirement is equal or below set threshold, player equips items as normal

    B) Player skill is lower then requirement AND if item requirement is above set threshold, items is immediately unequipped and player is given a message about requirement.

     

     

    This a VERY crude method, but I think that it would work. Unfortunately I have ABSOLUTELY no idea about skyrim coding, so someone with more experience should try his hand at this.

     

    Check out open office table I made. It's crude, but should do for start. Table

  18. Hi I would like to ask for a quick fix for Geralt's hair from Witcher: Ultimate Experience mod. The hair clips with head in the back (there is some hair that is a part of head).

     

    It is just a little tweak to fix the problem. I would do this myself, but I do not have programs for editing NIF files. If it is not too much to ask, then please do this for me. It is only one hairstyle and shouldnt be much work.

     

    Here is hair in question along with head to fit onto: Hair & head

     

    Help will be greatly apprciated.

  19. Hi, I would like to request a small mod that would slow down running speed of player and every NPC. I have a mod that makes running speed unaffected by athletics, but I still feel that my character and NPC's run to fast.

     

    I have been wondering if there is easy way to change this like editing setting in order to make all characters run slower. If so, could someone make a quick mod? I have some troubles with running my CS right now.

  20. Greetings everyone, I have a problem. I somehow disabled info text that shows up in upper left corner of the screen. I have a lot of mods so I have no idea what messed it up. I want to turn it on again. I think I will need to change one of those xml files responsible for menus.

     

    So, I would like to know what I need to edit exactly to bring that text back.

     

    Please help.

  21. Hello everyone, I just got an idea for little script, unfortunatly I have no idea about scripting so I will require help from someone with experience.

     

    My basic idea is to create script that will resize all creatures (or at least NPC's) according to their strength from base size of their race. This way a Nord mage would be shorter then Nord warrior.

     

    NOTE: If there is mod like this then please exuse me, I looked for something like that, but without succes.

     

    My idea for formula that could be used in this script:

     

    Deafult Race Size ( DRS ) <- size that creature have set in Construction Set

     

    Current Size ( CSiz )

     

    Deafult Strenght ( DS ) = 50 <- at this level creature size is same as set in Construction set, I think that 50 is good value

     

    Current Strength ( CStr )

     

    Size Change per 1 point of strength ( SC ) = 0,006 <- after some experimenting I think its pretty good value, at 0 strength character is 30% smaller and at 100 is 30% bigger then normal. I created projection in excel, so we can experiment to get good values, my projection is very fluid and you can easly see how big will be the changes if you put other given values

     

    So the formula goes like this:

     

    CSiz=DRS*((SC*(-1*((DS-CStr))))+1)

     

    This formula may look little odd, but works pretty well in excel, its also very flexible. The only given values are: Deafult Strength and Size Change.

     

    Does anyone knows how to script this into game?

     

    Heres my projection in excel, the only change is that you need to put DRS (script should read it from Construction Set) as for now its 1.

    Oblivion size change projection

     

    Any ideas or comments?

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