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KaptenN

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Everything posted by KaptenN

  1. That's just silly, Ventus. Your input is appreciated, Bleyd, but I shall non-the-less continue the search for a skilled scripter who is willing to take on this task. ...and by "search" I mean that I will continue to watch this topic.
  2. I didn't know anyone actually dual wielded at all in real life, Zach. At least not with such heavy swords. I would have thought it was too clumbsy to be useful and thus only was a fantasy thing.
  3. It has been quite a while now, so I hope that no one minds that I bump this. I'll also add a clarification of what I want to do: http://img42.imageshack.us/img42/5382/z08m.jpg I want to get the value that is circled in red in the image above. I intend to subtract if from the player's total Armour Rating.
  4. As I said, lordaethis, you can have mammary glands without having breasts. Humans are the only mammals I know of which have breasts, but all mammals have mammary glands.
  5. To those that say that the humans in Akavir died out: It is unknown if this is the case. The only description that is given is that they were "eaten" by the native Tsaesci race, which could very well mean that they were assimilated and not litterally eaten. There's actually evidence to point to that some of the Akaviri that invaded Tamriel once were humans because of a diary where a messenger had been injured in the leg. The Tsaesci are most often described as a snake people who are either entirely snakes or with a snake lower body and a human upper body. It doesn't match their description to have legs. So the humans in Akavir could very well be an "asian" race, considering that would match the culture that Akavir is shown to have (the Blades are inspired by Akaviri culture).
  6. I am not sure about this since I haven't tried it myself yet, but I saw a screenshot in a thread that seemed to indicate that there's a mod which add a weapon scale slider to character creation. I'm not sure if the scale affects sheathed or drawn weapons or both. I have no idea what it does since, as I said, I haven't tried it myself or seen any screenshots or read any descriptions about its effect. Here's the post containing the screenshot in question: http://forums.nexusmods.com/index.php?/topic/985864-teenager-face-and-body-mod/?p=8355097 Hopefully the slider is in one of the mods mentioned in the post. You could probably use the RaceMenu mod to make the changes mid-game.
  7. You can skip the combined version and just use one version for each race. You think they are feline humanoids and I think they are humanoid felines.
  8. So not doing the separation would make things easier, since they will both use the flat-chested mesh.
  9. Didn't someone say that the argonian and kahjiit armours were linked or something? That would make it easier to replace both at once.
  10. You can have mammary glands without having breasts. There's an evolutionary reason why humans have breasts. I wrote about it here: http://forums.nexusmods.com/index.php?/topic/1033436-flat-chested-female-argonians-magnetic-mesh/?p=8447459 Anyway, here's a texture that adds extra mammary glands to Kahjit, though it doesn't deal with their breasts: http://skyrim.nexusmods.com/mods/31522//?
  11. How about changing the levels of novice/talented/master to novice/jouneyman/master to comply with already established terminology in the series?
  12. That's perfect! Now we just need to make the Kahjit flat-chested too. "Why?", you might wonder, "They are mammals with mammary glands just like humans. Why wouldn't they have breasts?" I'll tell you why. You don't need breasts to produce milk. Bigger breasts doesn't mean producing more milk. Breasts consists mostly of fat anyway. There's an evolutionary theory that says our ancestors were... "ass-guys", to use modern slang for men who are into big butts. When our ancestors started to walk upright the ass was less prominent in sexual interations. Sexual interactions were more commonly carried out in the front rather than the back (doggy-style) and therefore the shape of the front played a greater role than before. If you think about it, breasts resemble butts, especially when you think of clevage. So naturally bigger breasts became a favourable evolutionary trait that has carried on and resulted in todays human females having breasts, unlike animals that still walk on all four. The theory basically says that breasts are Butts 2.0. Sure, the Kahjit walk upright, but they are still cats. It is well known that primates are "ass-guys", but I've never heard of anything like that about felines.
  13. Infromation taken from the Unofficial Elder Scrolls Pages. Damage reduction percentage = (displayed armor rating + hidden armor rating) × 0.12 Where hidden armor rating is +25 for every piece of armour worn (max 100). Damage reduction percentage is capped at 80, meaning that an armour rating over 567 is pointless. Here's what I'm hoping that someone will be able to do: Raise the cap from 80 to, say, 90 AND/OR lower the 0.12 coefficient. The point of this is to make a high smithing skill and thus armours with very high armour rating useful. Raising the damage reduction percentage cap will make the game a lot easier if you have a high smithing skill (especially if you also have high enchanting and alchemy skills as that can raise your smithing far over 100). However, lowering the coefficient will make the game harder, especially if you don't have a high smithing skill. I suggest that the cap is changed to 90 and the coefficient is changed to 0.09. That way an armour rating up to 900 is still useful. The problem is where we can find the cap and coefficient. I really hope that they aren't hard coded into the game.
  14. Have you checked KillerKeo's or ChronoTrigger77's remodelled armours?
  15. I'm not sure, but it could be as easy as unticking "No combat in water" for the races.
  16. Your description of lamia resembles the Akaviri, who are refered to as a "snake people" though descriptions are unclear.
  17. The belly button isn't necessarily wrong. Every species have navel strings when they are fetuses, it's just that in most species the scar that it leaves is healed after birth.
  18. http://forums.nexusmods.com/index.php?/topic/1033436-flat-chested-female-argonians-magnetic-mesh/page-4
  19. The only way to find out is to open up the textures and take a look...
  20. Indeed. If that bothers you then see if you can help in this thread: http://forums.nexusmods.com/index.php?/topic/1033436-flat-chested-female-argonians-magnetic-mesh/page-4
  21. I know how to. The problem is that the normal maps that comes with the game are made from high quality meshes. The whole point of normal maps is to give the illusion of detail. Making the normal map from the low quality mesh that you intend to apply it to is therefor pretty pointless. They only reason to do it is to remove the odd shadows, but you will lose a lot of detail. Personally I've only done it once and that's when I made a pregnant body mesh with BodySlide and needed to correct the shadows. However, I cut out the belly part of the new normal map and pasted it onto the old high quality normal map. Since it is a round belly the loss in quality is hardly noticable, but if you did the same with the breasts on clothing I think that the loss in detail would be pretty obvious because the high quality normal map might take seams, fabric and layers into account while the low quality mesh lacks all that. Though I haven't yet had a look at any of the clothing's normal maps, so I don't know for sure. Btw, tangent space normal maps are what is often refered to as "bump maps", since they record the diffrences, or bumps, between a low quality and a high quality mesh. While an object space normal map only take the high quality mesh into account. That's why the mesh must maintain roughly the same shape when you use object space normal maps. EDIT: We are in luck! I took a look in the texture BSA-file and found that clothing use tangent space normal maps! :D But then I don't know what is causing the strange shadows someone reported.
  22. I don't have this problem. I finished the questline and they are still selling to me and have training available.
  23. This has to be the simple part. You can use Caliente's BodySlide to make a flat chested preset and then batch build most of the outfits. The nipples might need to be removed as well, hmm... That could work though. Nipples can be made almost invisible with the right texture work. So far: I could probably make female argonians use a different mesh from everything else in the CK. Most likely. I never make promises, because then when it doesn't work out there has already been a warning. Caliente made a bodyslide tool that can be used to make flat chested meshes. Breast shadows and nipples can be removed from textures in many editing programs. The nipple can probably be removed with the "nip-b-gone" slider in BodySlide++. As for the shadows... I don't think that it is texture related. If outfits use normal maps that end with _msn as you indicated in the following post... ...then that means that they use object space normal maps. I know that most other things in Skyrim, other than bodies and outfits, use normal maps that end with _n, which means that they use tangent space normal mapping, just like in Oblivion. Here's the thing; object space normal mapping can't handle meshes that morph. It's so stupid it's absurd. Had Bethesda known what they were doing then bodies and outfits would use tangent space normal mapping and everything else would use object space normal mapping, but instead they did the other way around. Tangent space normal mapping stores normals in two dimentions. If you open up a tangent space normal map you'll see that it is blue/purple. When light is calculated the shape of the mesh is taken into account. Object space normal mapping stores normals in three dimentions. If you open up an object space normal map you'll see that it is RGB coloured. When light is calculated the shape of the mesh is NOT taken into account. Tangent space normal mapping is more performance heavy than object space normal mapping, but object space normal mapping, as I stated before, can't handle a mesh that changes shape. If outfits really do use _msn normal maps then the only way to fix the problem with the fake shadows is to bake new normal maps for every outfit in a 3D program like Blender.
  24. This has to be the simple part. You can use Caliente's BodySlide to make a flat chested preset and then batch build most of the outfits.
  25. For those who don't know what a bastard sword is it's a middle thing between a longsword and a greatsword. A one and a half hand sword, some say. It's a little harder to use than other swords but is more flexible in that it can be used with either one or both hands. (At least that'd how they work in Dungeons and Dragons) This will probably require some scripting, but here's how I'd like to see bastard swords implemented: 1. When you have equipped a bastard sword and nothing else you will... 1.1. ...wield it with both hands like a greatsword. 1.2. ...deal more damage than when wielding it with one hand. 1.3. ...level the two hand skill. 1.4. ...swing faster than greatswords, but... 1.5. ...have shorter reach than greatswords. 2. When you have equipped a bastard sword and a shield you will... 2.1. ...wield it with one hand like a longsword. 2.2. ...deal less damage than when wielding it with both hands. 2.3. ...level the one hand skill. 2.4. ...have longer reach than longswords, but... 2.5. ...swing slower than longswords. 3. You can't... 3.1. ...dual wield bastard swords. 3.2. ...wield a bastard sword in one hand and another weapon in the other. (Or maybe you can? I haven't decided on this point yet.) 4. There should be a bastard sword for every material, like steel, dwarven, dragonbone, ect. (Don't worry about this part. If someone starts off by implementing a bastard sword category I'm sure that a modeller will come around and make the necessary meshes.) I looked around for other bastard sword mods but they're either just a two hand sword, greatswords changed to be wielded with one hand instead of two or two identical swords, one one hand and one two hand sword, that you can reforge between. There was one that looked promising where you switched between using one hand and both hands by pressing a button: Longclaw - A Bastard Sword Mod. However, it is a unique sword that have to be smithed in a special way and stuff. It's not what I'm looking for. EDIT: I just had a new idea! What if instead of determining whether to use one hand or both hands by whether or not a shield is equipped it is done by pressing a button, like with Longclaw? At the same time we make the sword usable with two hands without unequipping the shield. Instead, when the sword is switched to two hand use, the shield is placed on your back. This would require a compatible skeleton, like XP32, but it would make switching to and from using the shield much more awesome. Just something to think about. Whoever implements this may do it whichever way they prefer.
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