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chicky540

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Everything posted by chicky540

  1. this one (and the new armor, link in description) http://skyrim.nexusmods.com/mods/44371/? took me a while to learn modding, but once you know how its awesome, you can create anything you ever wanted in game, and its even quite entertaining to do so :smile: edit: no one ever made a wizzard-hat yet here? why?? ... this is a joke of a mod, i dont mean that in a bad way, im just saying even i could do that in about an hour or so. basically id pick the mesh from the game that looks most like what is wanted, and simply adjust the shape and scale, then put the textures on it (if only blue would be required you could even try to simply color the original texture in blue), make a male and female version and its done... cmon dude, someone mustve done that already. this is way to easy to not exist here somewhere. *wonders*
  2. sorry to disappoint, but this wont happen. destructible environment is no standard procedure of the game, and thus requires such a huge amount of modification that i bet no one will come up with it for free. i mean, im sure creating lets say "falskaar" was a holiday compared to that one.
  3. me too @ release ... i had similar ideas about the bones as a handle for my skull weapons (--> http://skyrim.nexusmods.com/mods/44371/? )but decided to stick to orichalcum for my orc-horde (i also couldnt find a bone strong enough for my mammothhammer :wink: ... and was just reading this post here out of curiosity. and to add my 2 cents on it, with your first tries im sure you didnt join your meshes... to give you a small ideat about the complexity about modding, weapons are static and as such much easier than bows and armor. when you lets say work in blender (freeware) be SURE to join your pieces to a single "mesh" before going the way back by nif-files - ck - skyrim. i also made that mistake when i started making my own stuff :smile: the reason for it is that setting up the shaders for several pieces in one nif-file is a pain in the axx and highlevel work as far as i know, smartest move is to put the stuff together the way you want and making A SINGLE piece out of it, the rest after some practice becomes fast routine... keep on modding :smile: *cheers* :wink:
  4. but that is only one button pressed... sword on 1, healspell on 3, lightning on 4 ... you waste guys with sword equipped, press 3 and you go heal, double = left and right equipped, or you go 3 and 4 to put heal in one hand and lightning in the other... i find that pretty convenient. you do know that you can "hotkey" favorites to numbers 1 - 8, do you?
  5. are you joking or was that a serious request??? :geek:
  6. hm... actually they are placed well in the hands n stuff. i was just wondering if id have to maybe turn the regular nif, while keeping the 1st person one as it is... once im done with my helmets n some other stuff i guess its another visit at the testing ground ... *gives a bag of nachos*
  7. so, in case you dont know, i made a massive 60-orcish-weapons mod. now, after spending some weeks on my first armor, i took a look at it in game once again. i am still like a rookie in modding. so heres the problem: when i put any of my goodies on a weapon rack, they are turned the wrong way. i can see them, but they dont hang on the rack, they kinda pierce right through it like it have rammed the axe / sword right in the wall. i guess i have to turn one of the niffiles by 90 degrees, is that right, or am i following the wrong idea? i got lots of work irl right now, and i dont wanna like work on 60 weapons (version 6.66) several times. thx in advance, yours truly, the orcish-überchicken *gives a free bag of nachos to ppl that answer and three bags for the answer that makes me fix this thing* in case you wanna take a look at my stuff, here you go: ---> http://skyrim.nexusmods.com/mods/44371//?
  8. and once youre done dont forget to tell me how it works / point me to a tutorial, i wanted to pick 2 - 3 favorites from the 60 - 70 weapons i made and wanna ad some greenish "aura" to it... hows it done? only works with deadric (bound weapons) ? ... or is there any way how i could make lets say a custom-battleaxe blade shine green? *loves orichalcum* cheers :smile:
  9. oh, and in case you wanna have an ... em.. lets call it "announcement-sticky" you can also lock your sticky so that ppl cant reply to it. i had to this myself after my sticky ended up having like a dozen replies.
  10. HIP HIP HOOOOORRRRRAAAAAYYYY!!! :woot: admins, you can close this topic, problem solved :smile: em... or, in case someone else has got similar problems, heres what f up my gear: what bugged me was that the item looked good in ck and even the pic of the gear when crafting it at the forge was okay. so, it really were skeleton problems. what i did, i took the last blender 2.4.9 version i made before exporting the thingys to nifs. then i deleted the weights and skeleton i took from a file i downloaded here (em, it included cbbe-bodies or stuff like that, i just run normal skyrim without any body mods) so it simply was the wrong base i worked with i think. then, i extracted the ORIGINAL body-nifs from skyrim, made them importable for blender in nifskope (12-11, 83-34, cut all outside of ninode) and imported them twice. once for correct bone weights (deleted the skeleton at this point), script run, correct weights. then i imported them again, but this time with the option of "only import skeleton and parent" ... then, as usual, export all to nif-format, readjust the file (11 and 34 back to 12 and 83, the usual c rap, set it to the right body partition, added bsshader and so on) ... started the game... and... MEGA-HYPER-WOOOOOOT! :woot: edit: also the filesize was changed from like 740kb for the boots to 970kb ... id love to be able to explain more in depth, but i gotta adjust the cuirass and the gauntlets, and after crushing my nutz on the armor for like a month im just so happy that it finally works that i simply freak out right now! :woot: edit 2: picture --> messed up gear on yours truly --> http://static1.nexusmods.com/110/mods/110/images/44371-1-1384784888.jpg picture --> boots fixed on yours truly --> http://static1.nexusmods.com/110/mods/110/images/44371-2-1384784888.jpg i moved around, sneaked n stuff, they work just as they should... holy duck, now that battle took a friggin month... IVE WON!! :woot: edit 3: ooookay, theres one last thing i need to fix. so the reflection is way to high, thats sth i can fix within seconds, buuuut theres one last thingy bothering me. the wrist-blades bend with the skeleton, so im gonna tweak the file once more, i think i know where the problem is. so for the finishing touch, i just checked again some tutorials, and the solution: weightpainting :smile: so if i simply paint the weight lower for the parts that shouldnt move for the fingers, its done i guess. same for some spikes on the pauldrons of the main armor, and im done ... YAY! :woot: here, take a look --> http://static1.nexusmods.com/110/mods/110/images/44371-1-1384789952.jpg edit 4: so, here is a pic from blender that exactly shows the problem why the blade gets turned --> http://static2.nexusmods.com/110/mods/110/images/44371-1-1384797722.jpg as you can see there, red = heavy weight = bone moves and mesh moves a lot, blue = low weight = bone moves and mesh doesnt move. for every newbie (like me... well, not anymore that much of a newbie :smile: ) this is a nice picture. you see, that the bone that moves this specific part of the finger also has an influence on the blade. so what to do? you simply paint the blades completely dark blue, for every finger bone you gotta check that. im not sure if the wrist also has unwanted effects on the blades, i will see that once im done with the fingers and make another in-game-check (which means im gonna punch my lakeview bard to death and enjoy some niiiiiiice killmove-research :woot: ). for those that got similar problems, heres a good side explaining the thingy: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1#Add_weights_to_the_armour so, once i made sure that the finger movement doesnt affect the wristblades anymore, i hopefully am a step closer to finally creating the most brutal armor skyrim has ever seen (i guess im also gonna take a look at the pauldron spikes of my armor). i really loved the stormcloak-officer-thingys, but they are kinda lame and tame. and herewith i claim the title for *most brutal orc armor on the webz* ... i mean, i claim that title already for a while now concerning weapons :smile: edit 5: with weightpainting, every little mesh point counts... buuuut, im getting closer... --> http://static1.nexusmods.com/110/mods/110/images/44371-1-1384805698.jpg
  11. oops, i edit that wrong... *corrects i used 2-6-9 for my 60 weapons pack, but you cant skin stuff .. em... or do you say bone-parenting? ... 2-6-9 simply is no good for armor n bows, at least thats what i heard. edit: hmpf. well, the only explanation i have is that the body i used to weigh the stuff / the skeleton i used is the wrong one. so instead of using a blank i scored here im gonna try tomorrow with the original body that i just found right now and extract. at this point kudos to terra nova, thx for fast replies :)
  12. yeah, the skin partition is sth i got already covered, boots on 37, gauntlets on 33, armor 32. i used a tutorial explaining it with doing the import and export by blender 2.4-9 (used always 2.6-9 for my weapons), i got the nif-scripts and all other stuff setup like the tutorial explained, it was a pain in the a to merge the textures (had to do it lots of times before i figured out what to set where in the older blender)... im gonna take a look at that prefix thingy, thx for the tip :smile: edit: nope, i removed the skeleton when i imported and skinned them to malo's skeleton standard file. i checked the bones in my boots and the original orcish ones, and the result is: the translation-values of each bone / partition match, but not the rotation ones. just for fun, i copied my boot, and changed every bones value to match the ones from the original file. and now, the boots that looked fined in nifskope suddenly look f up just like that ... thing ... i see in game. maybe it works if i find a way to adjust the values, since there seems to be a relation .. ??? simple example: left foot rotation in my boots: y 122.66 p -43.12, r 49.21 ... original: y -125.33, p -12.92, r 171.13 again, if i replace my own values with the original ones, the result is the same mess as seen on the mannequin. now how would i have to calculate the values that i would actually need? ... or does it make more sense to export the things over n over again? sorry for bothering you folks, im good at weapons now, but still am a bloody newbie on armor...
  13. oh, hey, thats how the stuff looks just before exporting it by blender 2 - 4 - 9 ... --> http://static2.nexusmods.com/110/mods/110/images/44371-1-1384637079.jpg
  14. hi guys. so, after a good month of progressing (weighting, skinning, uv mesh, and so on and so on) i got my armor as good as done. cuirass, gauntlets, boots. its finally got textures, it looks fine in the ck, and since i set it to be crafted, on the forge the goodies just look exactly as they should do. now, i got a problem thats driving me nutz the whole weekend. when i see the gear in inventory, like at the forge, all is fine. BUT when i try to equip the things, all gets... i dont know how to explain it, its like a stickman on shrooms or sth. i made a screen of a mannequin equipped with my boots. http://static1.nexusmods.com/110/mods/110/images/44371-1-1384722770.jpg basically i think the boot itself works, but it got twisted in a weird way, two times turned wrong by 90 degrees, first on the x and second on the z axxis. the spikes you can see are supposed to be on the front shin guard facing upwards. anyone got a clue how i can fix that? i used malos-skeleton-files for the weighting n stuff, its male armor. ... i tried to turn the skeleton in my blend file exactly the way the messed up picture wouldve looked right, and in nifskope it looks adjusted, but both versions look just like that ruined thingy here. anyone can point me too an new idea? what could be wrong? it sux that im so close after all those failures n stuff and dont manage to finish it... thx for reading / helping, *hugs*
  15. you got any idea how much work that would be? ... thats like 3-6 months for a single dude.
  16. yeah, that dude is absolutely right *points up*
  17. you gotta be kidding me, eh? first, theres a mod called "pitfighter", so the arena thing is covered. house burning down? extremely difficult, just for small amounts of fun. gold? sth for that has been done already, and its even here on the nexus, i dont remember the name though, but it kinda changes gameplay significantly. multiplayer? wait for tes-online. the shark thing? *facepalm*
  18. is that maybe related to the fact that the download-options are messed up? why cant the servers synchronize as they do normally? i mean, i updated my mod like several hours ago and only the kent-server has it for dl? i just checked other mods, in many cases the same problems. asked in the chat, no one has a clue. hope it settles itself.
  19. if they make a cash-shop i just hope they dont f it up like those mechwarrior-online dudes :down:
  20. yeah, will do so. nice sword btw edit: i will scratch this topic here from my list.
  21. first, im a rookie in modding. second, when it comes to tes, im a veeerrrryyy old veteran. for me its not about the money, but some other stuff that p me off like hell. first, momentum of your own game. with playing against some kiddos that game the whole day, you got no big chance. i always enjoyed tes for the choices that you could make, you could take your time, sometimes rush a stupid dungeon, or really enjoy the bigger ones... now its "who levels fastest" second, seriously, can anyone imaging "the elder bugs" without an ability for modders to fix what their programmers f up? im talkin about stuff like "unofficlal patches". third, in all older games you became the ultimate hero, the saviour, the big cheese. now? no guild boss, no dragonborn, no nerevarine, nothing. fourth, and now we come to the money (how they will use it). does anyone really believe they will use the generated cash to improve the game? .. jeez, when i read that i laughed so hard i nearly peed my pants. nope, they will squeeze the last drop of milk out of that cow, older veterans will stay the f away from that game and hope for another sp-elder-scrolls, and because its got a huge name all those lonely kiddos will storm the game because all the old dudes say "elder scrolls rules". and they will pay, and pay, and not give a f about addons... announcing that one to be an online game was a wakeup-call for me, and as much as i love tes, i will skip this one. could be worse, with "skyrim" we got good graphics and gameplay, and luckily you guys can mod the f out of it... HEY! ... i figured out how to make weapons myself!... WE can mod the f out of it!!! :smile: EDIT: and mark this post here, because im pretty sure itll take 3 - 4 months MAX before they will start selling special armor / weapons / maybe more perks for real cash. mmo? i say f it. EDIT2: i nearly forgot that one. hope you guys now about "SkyWind"? this is what im gonna game waiting for the next sp-tes. i hope those guys progress fast, and then ill take my badaxx-orc on a journey back to cyrodil and morrowind ... YAY! :cool:
  22. PS: Hey Derok, in case youre still working on that one, PM me.
  23. oops, didnt upload it, so here again. since the guy that made the request either doesnt follow this topic anymore, or doesnt give a sxxx... well, both i consider to be a little unpolite. so lets cut the bs :dry: http://forums.nexusmods.com/uploads//monthly_10_2013/post-7110958-0-34306100-1383002817_thumb.jpg DONE. (nearly) And NO. NO permission to use it for anyone. and theres only one simple reason for that. if someone has a request, and doesnt follow it, i (especially because im just a rookie-modder) feel like an idiot, which i dont like, so f it :down: this baby will be a nice addition to my berserker-stuff mod, i had a design like this planned anyway, and as usual i'll even make several versions of it. im gonna tweak that babe still a little before i make those designs. NEXT TIME YOU HAVE A REQUEST, FOLLOW THE TOPIC!! :mad:
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