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Everything posted by BarryTGash
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Ancient Nord Armor Mesh & Texture problems
BarryTGash replied to neumatics's topic in Skyrim's Skyrim LE
They're in Meshes > Armor > Draugr -
Mesh editing will be necessary for the dangly genitalia - unless you want to run around as an Action Man eunuch. Some proof of concept has been done by someone who I believe is not allowed here at the nexus, and is not directly related. It will be possible and it will be done, I am sure. At present there is adaption being done to nifskope. There also appears to be some leaps forward with 3DS Max scrips. Blender scripts will, no doubt, be updated. Edit: Not related to the OP's query: For what it's worth, Bethesda do not lack knowledge of the female form (lots of comments regarding breast shape). Those breasts were modelled as if they were being supported by clothing.
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I believe there are some _n's and they are tangent spaced normal maps. object spaced normals are _msn. _s are specular maps (black = matte, white = gloss). _m I'm not sure about yet, possibly glow or environment maps? _sk are small, coloured maps with much redder areas - are these specific skin tint maps?
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Tutorial - Adding objects in cells for Skyrim
BarryTGash replied to Xylozi's topic in Skyrim's Skyrim LE
I haven't had the opportunity to follow your guide just yet, but I have wanted to add a forge to the Dawnstar Dark Brotherhood base for a while now. I'll see how this works out this weekend! Thank you very much!! -
Divorce is cheaper when brought at the point of a dagger rather than the sharp wit of a lawyer ;) I do agree that there should be some method of dealing with this - however, there should be a balancing factor, such as having to visit each spouse at least once per week to ensure they don't stray :) and/or to ensure they are running the family business properly. Failure to check in could result in your spouse becoming involved with someone else and/or the business making a loss. To be quite frank, though, the entire system could do with an overhaul - at present a spouse is little more than a trophy and being able to marry more than one would only perpetuate that.
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Perfectly valid points, Mansh00ter. Thanks for your insight. I see now that a) this requires a lot more thought and b) more than likely would fall outside the remit of TRO and is therefore something I should explore independantly. I do continue to think that redefining player death and how it's handled could be a new avenue for an increased immersion factor. Still, I am looking forward to TRO so I hope to pop in from time to time.
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_0 is min weight, _1 is max weight and _go is inventory view. Probably ;)
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That's a cool idea. So you're kind of talking about applying some sort of debuff to the character after death, that they have to work to remove? I like that, though the implementation could get pretty messy, depending on their save/load code. Since you'd have to go back and edit their saved file to include the fact that they had died and had this new debuff. The only reason I say it might be hard is because I heard a dude who was on QA for Skyrim say they had a lot of save/load bugs earlier. Might be messy code. Or it might not be an issue at all. Id like to hear Manshooters thoughts on the idea. I was thinking that rather than dying, the player is teleported to an oblivion type landscape where they would need to escape from. The landscape would depend on the Daedric god (eg Hircine's hunt if the PC is a werewolf, an asylum or similar for Molag Bal etc). This could of course become tedious and repetitive - especially if you die as much as me. An expansion on the idea could be that you need to perform a quest for the deity that has you. Whether this is in their domain or the 'real' world is open for discussion. Until this quest is complete you could suffer reduced stats or some poison or disease effect - possibly be hunted as an undead as you won't be fully restored to life until the quest is complete. I'm supposing that the Radient quest system could come into play here to keep things dynamic. I think this would sidestep the death and reload scenario, without being a cheat/easy alternative. It's certainly a concept I would love to explore. I fully intend to get to grips with the CK as soon as it's released. In the meantime I would need to seriously read up on Daedric lore ;)
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If an enemy has comrades close by should increase the chance for betrayal of their surrender.
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I'm all for in-game punishment for failure. However, forcing someone to replay the last hour/day is not an in-game mechanic, it's a file system mechanic in my view. Saving is not a valid reward, nor is having to replay a valid punishment. Perhaps having to escape the nightmare of the last Daedric god you affiliated yourself with (or a random one if you've not sided with any) to return to life is an approach worth considering.
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I'll certainly keep an eye on this. My only real request is that all options are adaptable/toggleable. For some a little too much realism is a bad thing :) A few suggestions: longbows - shouldn't take longer to draw, just more strength (or as individual stats are lacking, a higher level in archery for full benefit) dynamic property - kill the owner and have the option to take control of their property (and the ramifications). A prime example is Anise's hut - kill that biyatch and take over her hut, everything changes from stealing to owning - perhaps having to deal with the rest of the coven when they arrive. An expansion on the horse and cart fast travel - do quests to open new routes (clear known bandit haunts/recruit more road guards (imperial/stormcloak/independant)).
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A lot of this issue comes down to balance. Instant gratification vs earned. Scenarios and situations should be contextual. One prime example is the Whiterun player home. Thinking about things 'realistically' if the Jarl discovered an outsider who could defend his city and people from a dragon they would more than likely encourage that person to stay with them. Saying that they have the option to purchase property is not a realistic outcome. If I was the Jarl, I'd do anything in my power to keep that person as close as possible - which would mean a free accomodation, a tab at the inn and as many feisty wenches as necessary ;) Lynda the Housecarl does address some of that, just not a lot. Lynda represents a non-earned relationship that is open to growth or abuse - depending on your character. However, none of these relationships have been exploited (in a game mechanic sense). Your spouse just shares cash, ending each line with 'love'. If you have your spouse as a companion (Aela for example) there is no crossover - if you choose a companion order in dialogue there is no indication of the level of relationship - it is purely two systems (marriage and follower) mashed together with no thought on comibination. In fact, the very nature of the marriage system is just an excuse for the lack of effort put into personal relationships in game: "You look pretty/You look handsome - the world is a harsh place, it's a surprise there is any procreation - let's get hitched". It's lazy developer bulls***, plain and simple. I urge mod authors to take time and not rush out releases - we've all had a long practice run in Oblivion and Fallout - let's use that to bring the quality and immersion that (i think) this new engine is capable of.
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I bloody well hope you are joking - if its not difficult then learn to do it yourself. </rant> If you had the mesh as a starter, someone could take that as a start and create a texture for it - weighting it in blender should be easy enough with the Copy Weights script. If you actually try to do some of these things yourself you'll find they aren't that difficult - just google Blender, Nifskope (get the blender scripts/plugins), Python (I think its v2.6 you need), Gimp (link given above) and you'll be modding like a pro in no time. The skill is in the artistry, not the construction and proficiency is gained by a little investment - in the time spent waiting for someone to provide you with what you want you could be learning to do it.
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The question is not 'Why bother' but rather 'why don't you bother?' This is a perfect pet project for you to learn blender, GECK and nifskope.
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Hmm, where to begin? Unlike some of you nippers, I have no shame so I guess the following makes up my usual listing: Andrea Bocelli Anthrax (especially Attack of The Killer Bees) Armin van Buuren (check out all A State of Trance http://djs.totalkiss.com/dj/arminvanbuuren/) The Bhundu Boys Bodycount The Crystal Method Dave Pearce (check out Dance Anthems 2008) Deep Forest Deep Purple DJs Slipmatt, Vibes Eminem Enigma Guns N Roses Inon Zur (DA:O soundtrack) James Horner (does movie soundtracks - Titanic ftw!) Katherine Jenkins The KLF Le Peuple de L'Herbe (check out 'Mission' great track) Metallica Pearl Jam Prodigy Sarah Brightman and according to Windows Media Player I like Various Artists, at about 30 albums, 483 songs and 32 hours :D Generally, I like anything that pricks my ears up - I'm not tied to a genre. edit: and a little Naglfar now :)
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For a proper investigation you'll need to mention the browser and OS you use - for instance, firefox on Mac can behave differently than PC. Screenshots won't hurt in the debug process either :)
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Life purportedly began in Africa. Humanity obviously did not.
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That's nonsense. Vista and 7 being the supported operating systems means they will have far better support (well, vista at least - 7 is relatively new).
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Getting DLC and mods working
BarryTGash replied to Wandik's topic in Fallout 3's Mod Troubleshooting
To be honest, no :) Post a screenshot plus the links to the mods you are using. It seems to be a texture conflict - do you use FOMM? If so update the invalidation after each new mod. It's as good a place to start as any :) -
Probably a little more complex than the OP thought, but good to see some more technical perspectives here. Having the coiled whip as the main static mesh, with the unfurling/whipping animation on attack ... is that what you mean?
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Thanks for your feedback. It's interesting how our opinions of the current AI differ - perhaps I have a persecution complex that needs addressing!! ;) In all seriousness though, I think that a delay in aiming would solve most issues here. I am still looking for other views - any opinion could be helpful.
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Meatcap gore 01 missing error in blender
BarryTGash replied to Trypal7's topic in Fallout 3's Discussion
I cannot remember if blender natively supports obj files or if you need to install a plugin for it. However, looking into this further, body models aren't really treated any differently to armour/clothing - perhaps analysing a tutorial or several will help? One tutorial I have bm's is: http://sites.google.com/site/sickleyield/uf3clothingconversion However, there is a pdf floating about the Nexus that I think is a little more concise. Either way, it should help learn how workflow between the different softwares can be exploited. -
Thinking purely from a workflow perspective here: Treat the whip as a typical melee weapon that has a finite range/reach. Just copy an existing melee weapon and replace the model with an animated nif (via blender/nifskope). Of course, FO3 probably doesn't have separate animations for melee weapons before click and on click (the swinging motion is probably tied to the character animation - might be wrong ofc!), So maybe a ranged weapon with a very limited range? Anyway, not really trying to offer a solution, rather an attempt to help you think about solving a problem by breaking it down a little.
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Meatcap gore 01 missing error in blender
BarryTGash replied to Trypal7's topic in Fallout 3's Discussion
I'm certainly no expert in nifskope (NS) or blender, but can you not export an obj from NS import to blender, edit then import the original file, transfer weights, delete imported mesh and re-save? -
I expect I'm not alone in thinking that the typical npc you encounter (and invariably shoot) seems to have preternatural reflex's. It is not uncommon to see/hear an npc begin to shoot at you just before they emerge from behind a corner, basically meaning they have hit you before they've fully emerged from hiding (or at least ever so slightly afterwards i.e. less than a second). Also, their tracking seems to be exceptional - no amount of twitch-fu seems to be able to cause them to lose their lock on you. Does anyone know of settings or variables in the GECK that determine these things? I'd like to create a mod that tweaks these aspects as at the moment it seems DR is implemented as the only defense (ok, ducking and hiding helps but running from cover to cover at random times does not 'surprise' them) similar to some MMO's - where an npc can still hit you despite being physically out of reach. In my opinion this is one of the last issues not addressed that breaks immersion - if I zig zag at random moments whilst gallantly running away I'd imagine there'd be a short delay as whoever is shooting at me has to respond to my change in direction. Also, npc's being able to track your location whilst hidden behind cover is also unnatural - but I expect this to be a fundamental issue in the game engine and not directly manipulatable - adding a delay on aiming would go some way to 'faking' a fix.