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KaptenN

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Everything posted by KaptenN

  1. Try this: http://skyrim.nexusmods.com/mods/36047//? It will let you become other characters and can change their face then.
  2. There's a plugin for Photoshop that will let you open and save DDS-files. I think you can download it from nVidia's website.
  3. That is probably very difficult, if not impossible. There is a mod that lets you see your body in first person, but even that mod hasn't been able to add shadows from what I hear. It is even more unlikely that shadows will be possible to add if you don't see your body, since there's nothing to cast a shadow then. But yes, if someone could figure out a way to cast a shadow in first person view that would be great.
  4. Mods like this exists for Oblivion. It's only a matter of time until they exist in Skyrim too. :)
  5. I like this idea! Though I'd prefer it if the farm was something you could build by your Hearthfire houses. Perhaps there already is though, I haven't started building my house yet.
  6. Personally I think it is rather unrealistic that they have such a large port at all with such large ships too. Have you ever followed the river? How many water falls do you find along the way? Riften couldn't be a trading port since there's no way for ships to reach their harbour. All they can do is fishing and perhaps transport lumber from the other side of the lake.
  7. I wasn't saying that someone should add the continent Akavir, just that if someone makes an asian race or converts one, it would be lore friendly to call them Akaviri. I was also defending Bethesda, as their lore does include asian-style cultures and people. Besides, you can make Redguards who aren't dark skinned very easily, so they still fit as Moors. Actually it wouldn't be lore friendly at all to call an asian race "Akaviri". The Akaviri are described as a snake people, if I'm not mistaken. Whether they had snake-like bodies or only snake-like heads with arms and legs like the rest of the races is unclear. What is clear is that they revered dragons and that is the reason why the imperial symbol is a dragon. They once conquered and ruled Tamriel, you know, which is also why the blades have inherited some of their culture. Either way, there has been little to no contact with the Akaviri people since the ones who ruled over Tamriel died out.
  8. Doesn't argonians and kahjiit already use diffrent helmet meshes than everyone else? If that's the case it shouldn't be too hard to make them use diffrent armour meshes too.
  9. I need the help of one of you script wizards out there for this. What I want to do is find out the armour rating of a worn item, the helmet to be specific, via script. That includes all armour bonuses that may apply to it. The value should then be subtracted from the player's total armour rating. In short: I want the player's armour rating to be what it would be if the helmet wasn't equipped, even though it is actually still equipped. EDIT: It doesn't matter if SKSE is required for this. I'm probably going to need SKSE anyway. EDIT 2: If you're curious about what this is for, I'm trying to help myself a little on this request: http://forums.nexusmods.com/index.php?/topic/1032121-helmet-removalhood-lowering-animation/ There's still a lot of help needed even if I get help with this script. Especially with meshes, skeletons and animations which I know next to nothing about. EDIT 3: I found that I could use SKSE to set the helmet's armour rating to '0'. However, all the bonuses seems to still apply for some reason. A helmet with a base armour rating of 18, but with tempering, heavy armour skill 100, Juggernaugt 5/5 perk and Well Fitted perk has an in-game armour rating of 205 (equiped, 164 unequiped), setting the armour rating to '0' via script makes the helmet have an in-game armour rating of 133 (note that it is still considered equipped). I don't get it. 205-133=72 and 72 is 4 times the base armour rating of the helmet (18). When getting the armour rating with SKSE script you get the base value, so only the base value of the helmet is affected. EDIT4: I've found that there is a GetItemHealthPercentage() function in SKSE that will tell you the tempered level of an ObjectReference. Problem now is that the helmet is an Armor object in the script and not an ObjectReference object. Only Armor objects have the functions necessary to alter the armour rating, which by the way I just found out alters the armour rating of all other helmets of the same type. I only want to alter the armour rating of the equipped instance of the helmet. EDIT5: I have a script with this event: Event OnObjectEquipped(Form baseObj, ObjectReference objRef) The event later calls a function in another script with objRef as parameter: Function CheckHelmet(ObjectReference objRef) But when I try to compile the script I get this error four times: "argument objref is not specified and has no default value" I don't know what I'm doing wrong. EDIT6: Never mind. I placed a debug notification in the event and got the item health percent written out. It showed "0.000000" despite that it was supposed to be higher than 1 since the helmet was heavily tempered. So there has to be another way to get the ObjectReference of an equiped object.
  10. Disclaimer: There is a mod that unequips or equips your helmet when you sheath or draw your weapon (Auto Unequip Helmet mod), but that's not what I'm looking for. I originally proposed this in this thread: http://forums.nexusmods.com/index.php?/topic/907117-first-person-helmet-sights/ I was adding suggestions to the author's request, but they recommended that I start a new thread instead. Background: Many mods that adds or modifies robes adds hooded and hoodless versions, but I think it would be better if you could switch between them at the press of a button. Walking around with a helmet on all the time is weird, and going into the inventory to equip and unequip your helmet all the time is a chore and immersion breaking. However, you would probably wear the helmet in dangerous areas even without your weapon drawn, unlike with the Auto Unequip Helmet mod. It would be much better if you could equip and uneqip your helmet with a special hotkey. I can think of diffrent stages of this mod and estimated the difficulty and skills required to make them. I would be happy if only the easiest part was created. I divided this request up in these difficulty levels for this reason. Make what you think you can manage. Note that you can also start with making the higher stages first without already having functional lower stages if those stages are better suited for your skills. You could for example make stage 2 and 3 for helmets and hope that someone else does stage 1 for you later. Stage 1 for hoods and helmets, Easiest (script): A script that runs when a hotkey is pressed. It will equip/unequip your helmet/hood (or if possible just hide it so that it remains equiped and the script don't have to remember your choosen headwear, though any armour value a helmet may add should still be negated as there should be a reason to want to wear a helmet). For hooded robes it will switch to the hoodless version, or vice versa. Stage 2 for helmets, Intermediate (skeleton): When the hotkey is pressed to remove the helmet, move it instead to a place on your belt. (Where would you store your helmet? It's not like you can fold it and put it in a pocket.) Stage 3 for helmets, Intermediate (animation): When the hotkey is pressed, play an animation that removes the helmet from the head and places it on the belt or the other way around. Stage 2 for hoods, Intermediate (mesh): When the hotkey is pressed, switch between a lowered and a raised hood mesh. Stage 3 for hoods, Intermediate (animation): When the hotkey is pressed, play an animation that lowers/raises the hood. Just an animation of the hands in a hood-lowering/-raising fashion when the hood is switched between the raised and lowered meshes. Stage 4 for hoods, Advanced (animation, mesh, skeleton(?)) Animate the hoods so that they actually follow the hands that lower them. This would be totally super cool. Extra: I would absolutely love it if this mod request was fullfilled too: http://forums.nexusmods.com/index.php?/topic/907117-first-person-helmet-sights/ (similar to this Oblivion mod: http://oblivion.nexusmods.com/mods/8991/?) as that would not only be awesome and immersive but would also create another reason for why you would want to remove your helmet when you don't need it. It might also be a good idea to increase the sneak skill a little when a hood is raised which would give a reason for theives and assassins to raise their hoods. Perhaps decrease their speech skill a bit also to give an incentive to lower their hoods sometimes (it's only reasonable that people are suspicious towards people who hide under hoods). A raised hood could also work to protect vampires from the sun and/or give extra environmental protection for people using Frostfall. Compatibility: Preferably the mod should be built in such a way that other mods that add helmets, hoods or hooded robes could easily be made compatible with this one. EDIT: It appears that the mod Helmet Toggle - Show Hide does almost what I intended with stage 1. However, it doesn't negate the helmet's armour rating when it is hidden, which goes against what I want to achieve. There should be an incentive to having your helmet on your head and that is its armour rating. The mod also appearantly turn the headwear into invisible circlets, which I think will be incompatible with mods that allow you to wear circlets and hoods at the same time (Like Hoods and Circlets). Testing is required. I'll check that out later. Either way though, it would be useful to look at the Helmet Toggle scripts and see how they work. UPDATE: After some testing I've found that I was correct. Having both Hoods and Circlets and Helmet Toggle active at the same time causes some unwanted effects. While Helmet Toggle doesn't hide circlets on its own, when circlets and hoods are worn together both will be hidden. They will also occupy the same slot so if the circlet is unequiped and equiped again that will unequip the hidden hood. Perhaps the author of Helmet Toggle can be convinced to make so that hidden hoods don't occupy the circlet slot?
  11. Isn't it weird how you can loot the body of a petite bandit girl and put her armour on your muscular male warrior (or vice versa)? Shouldn't it take more work than that to make it fit you? What I suggest: Make female and male armours separate items and instead make it possible to use a forge to refit them to the other sex. A script will prevent anyone from putting on an armour that isn't fitted to their body. Additionally, I found this mod http://skyrim.nexusmods.com/mods/15927//? which makes your eyes visible through the eye holes of close-faced helmets. It also makes close-faced helmets open for beast races to fit their snout. They too should need to refit their helmets at a forge. But perhaps the open versions for the beast races would still fit everyone? Extra: What about weight? An armour could be set for a certain (approximate) weight range and anyone outside of that range would need to refit the armour to wear it. Advanced: If the weight value of armours could be made separate from the weight of the character perhaps a character could put on an armour that was too big for them but the armour would be visibly clunky. Wearing an armour that is too large should look silly and also impair severe penalties upon the wearer. Wearing a too small armour should be impossible. I think that such a mod would greatly increase the realism of Skyrim.
  12. I kind expected to become Jarl of Windhelm when I slayed Ulfric Stormcloak, but nope. I suppose it makes sense though. A Jarl has a lot of responsibilities and an adventurer that hardly spend more than a few hours in any one place at the time would not be fit to be Jarl. However, for the sake making a mod like this I think Windhelm would be the best option, at least if you pick the side of the empire. I don't know what happens if you pick the side of the stormcloaks, but I assume that Ulfric Stormcloak would go on to become the High King in Solitude (correct me if I'm wrong) and that would leave him needing a replacement in Windhelm too. So either way you are replacing Ulfric Stormcloak in Windhelm, so that ought to make a mod like this a little easier to make. EDIT: Spoiler alert! So I'm out of ideas.
  13. I love this idea! It would however be very annoying to go into the inventory to take off and put on you helmet everytime you enter or leave combat. I suggest a hotkey for headwear removal. It would be cool if removing your headwear by the use of a hotkey was accompanied with an animation. Perhaps your helmet could also be fastened on your belt or something rather than completely removed? Many mods have both hooded and hoodless versions of robes. What if you could instead raise and lower your hood the same way? EDIT: I've made a separate thread for my suggestion, as recommended by Coastalaxe. http://forums.nexusmods.com/index.php?/topic/1032121-helmet-removalhood-lowering-animation/
  14. I would like to know how to change a character's body using scripts. It's obviously possible since this mod did it: http://skyrim.nexusmods.com/mods/37546 That mod requires SKSE, but that's okay. The mod did however not include the source files for their scripts so I don't know how they did it. You have to use a menu to switch bodies and it only works on the player. I would like to have a script that can change almost any character's body. Preferably the script could also be called via the console so you can target an NPC and choose a preset body for it to change to.
  15. These problems can be simplified by making a pregnancy slider in BodySlide.
  16. All I'd like to see is a pregnancy slider in Caliente's BodySlide. If we at least had a pregnancy mesh (though I'd prefer the slider) one could fake a pregnancy and roleplay the rest. All I really want is to see my in-game wife Muiri pregnant and I don't care if I have to use the console to make it happen. I don't need a mod for it. In fact, I'd enjoy the extra control I'd have without a mod and only a mesh (slider). Then I could make my own mod and assign a custom body mesh to Muiri and then just use the console to increase her weight when I want her belly to grow. Unfortunately I lack the skills and know-how to do meshes or add sliders to Caliente's BodySlide. Therefore all I can do is request that someone else do it and then just hope that someone does it. A slider would be better than a mesh because Caliente's BodySlide would allow you to build any body type and then make it pregnant. With a finished mesh you wouldn't have any control.
  17. I need help again! When I loaded up the mods in Oblivion a lot of landscape and structures in and around Skingrad was missing. I've tried loading my addon both before and after Open Cities Reborn.esp. What I did in the addon was add, move and remove some things in Skingrad, edit some pathing and only a slight modification to the landscape. Though it is the first time I make modifications to the landscape so I might have done something wrong, though that wouldn't explain why some structures that I didn't even touch have disappeared, would it? EDIT: Solved! I had to use TES4Gecko to change the master list, removing Open Cities Reborn.esm and adding Open Cities Reborn.esp. Now I'm going to use TES4Edit to clean the mod as I just now read an article about doing so here: http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide :D
  18. Thanks guys. I thought it was something like that, but when I simply changed the file ending to ".esm" CS still recognized it as a plugin. Thanks for the help. ^^
  19. Is it possible for an ESP-file to change something placed by another ESP-file? For example: A mod adds a large rock in a place. I want to move that rock, but I don't want to edit the original mod (for various reasons such as someone else made it, I want to be able to revert the change easily, editing the original mod might screw something up, ect.). Trying to move it in another ESP-file merely creates a duplicate. Something tells me that it is possible. I think it may have been done before or I've read how it's done but forgotten and I'm simply not good enough at modding to know how to do it. To be specific: I'm trying to modify Open Cities Reborn to give Skingrad back its classic look. That involves moving or removing objects placed by Open Cities Reborn.esp. I don't want to modify Open Cities Reborn.esp because, 1: I want to be able to change back easily. 2: I'm not the owner of that mod. 3: Loading and saving Open Cities Reborn.esp shrinks the file 28 kB for some reason and I'm afraid that I will screw something up if I do that. 4: Making the changes I want to do in a separate ESP-file would make it possible to distribute it as an add-on to OCR without including the entire OCR mod. If I get the original mod author's permission of course! I would be greatful for any hints on how to do this. EDIT: Solved! For any other inexperienced modders looking for how to do this, you need only read the third and fifth post in this thread.
  20. THANK YOU!!! I didn't even need to mess with Blender to fix that. I simply renamed the NiTriStrips branch in NifScope to "Foot:Body". A thousand thanks to you!
  21. Heh... The diffrence in the name is because I started out with duplicating the two meshes that I was about to merge several times to have back-ups. :P Okay. I will try renaming the object.
  22. I just watched this video: to see if I had all the options set correctly. I didn't do the unwrap part because the mesh was already correctly spread over the UV.However, when I got to the point in the video where he says to change the draw type to textured it turned out my mesh was completely white! Here's a screenshot (possibly NSFW): http://img594.imageshack.us/img594/8418/whitek.jpg Does that give any better clues as to what's wrong?
  23. Thank you for taking the time to help me. :) The file has been attached to this post.
  24. I replaced the exnem bodyreplacer with this pregnant mesh. So there aren't double replacers. It should work as the regular body. So the texture path is not supposed to be "textures\characters\imperial\female\footfemale.dds"? Even body meshes which are part of clothing have that texture path. I'll try to make it into a piece of clothing then and see if that works better. EDIT: No diffrence when I use the mesh as a piece of clothing.
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