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2ndFifer

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  1. This should have been one of the first mods ever made. I've searched regularly since the game's release and have yet to find a simple mod that allows for dual-wielded setups, or halfway proper hotkey configuration for spells and weapons. I've found a couple that allow for weapon sets, but they include a myriad of other things and are a bit buggy. Currently in the game, assigning a one-handed weapon to a hotkey (from your favorites menu) always assigns it to your right hand. Assigning a spell, shield, or torch to a hotkey always makes it go to your left. If you double-click the same single-hand spell, you can make it go to both. If you double-click the hotkey for a one-handed weapon that you have TWO of in your inventory - it will go to both, if the weapons are exactly the same. That being said, that's not terribly worthwhile and the way it is now it's virtually impossible to have dual wielded setups be actually effective via hotkeys. The easiest, simplest solution would simply be to give the player a choice of which hand to assign the weapon/spell to. If I hotkey a fire spell, I should get to choose if the hotkey is to my left or right hand. If I hotkey a sword, again, I should get to choose which hand it goes to. Hitting the same key twice should then simply equip & unequip it FROM that hand, rather than also put it in the other or some such nonsense. The same functionality hotkeys had in previous elder scrolls games, except with the ability to choose which hand. This would allow for virtually every combination of dual wielded setups the player can think of. If they want to only use a sword and the occasional alteration shield spell - they can hit a key to bring up the shield spell in their left hand, use the spell, and then hit the hotkey again so the spell goes away and they can BLOCK using their sword. If someone likes using spells plus a shield, they can simply switch out the spell in their right hand WITHOUT having to double-tap the spell hotkey (to put it in both hands), and then retap the hotkey for their shield. You can simply whip out your two favorite weapons for some dual-wielded butt kicking with the hit of one button for each hand. The ability to assign a spell/weapon to a hand is a mod we seriously, seriously need. Not a mod that assigns your entire being to a hotkey while giving you five extra favorites menus, not a mod that gives you 20 extra hotkeys that are just as broken as the ones in vanilla. One that simply lets you choose which hand you're assigning your stuff to. If this mod exists, or one functionally very similar is already out there - please point me to it. I have searched to no avail many times. If it does not exist, please show your support by bumping the heck out of this thread.
  2. Assuming you're talking about the "Skyrim HD" thing, I just downloaded one of the sets for the hell of it. Looks like it just gives you a textures folder and a readme. Put the textures folder (for each part, just copy the whole "textures" folder it gives you) inside of your Skyrim\Data folder. There will already be a textures folder there (most likely, see below...) but paste it there anyway. If asked to merge the folders, choose yes. If asked to replace files, hit "Copy and replace" for every file (should be a box you can check at the bottom when that comes up to do it for the next ______ instances, this may not happen if you delete your old textures folder again, see below). Should be that simple. May want to delete your "textures" folder inside of Skyrim\Data to give yourself a fresh start, if you delete your "textures" folder there it'll simply run Skyrim with entirely vanilla textures. Though keep in mind if you have other mods with custom texture files it will delete them all as well. The reason you haven't gotten any responses besides this, I imagine, is because without knowing exactly what you did in what order the only thing we can assume is "you did something wrong". The mod says it's compatible with the HD DLC from bethesda, but that should all work via an .esm, .esp, and some .bsa's - should be separate and not have anything to do with the install process.
  3. ...yes. Yes I'll bet you do. Nevermind that this is 200 years after the events of Oblivion where no such nudity was found, more hundreds of years into a sophisticated empire. Nevermind that we've got a college, libraries, and all manner of sophisticated other dress within a 16 mile radius throughout the province. No, it makes much more sense for people to be nude and forego the undergarments. In Skyrim. The coldest province, not counting the island of Solstheim. I understand the Frazetta influences are consistently prevalent in Skyrim, and if you feel it enhances your game...by all means. But to say it's for the sake of realism (if you're talking within the Elder Scrolls world) is not a very convincing argument. Given the universe laid out by the previous two titles, especially. No problem, I understand what your overall point was. Mostly some of the female fur armor designs in the game reminded me of the apodesmos type thing so figured I'd mention it. "The more you know" and what not, I guess. :D
  4. I'm not exactly sure what you consider "recent", but women have in one manner or another had various ways to cover themselves for a long, long time. Maybe not with cup style factory made stuff like we've got today, but the idea of a bra or brassiere has existed since...well, at least 1400BC or so. See apodesmos, etc. You combine that with what is, as you mentioned a mixing of cultures and time periods - and look at other aspects of the lore, say...weapon development, and compare it to our own timeline, people having dirty bras isn't that far fetched.
  5. I'm gonna say this is definitely caused by mods. Problem is it looks like you have many mods which could be affecting your animations. I'd backup your saves, create a test save, and disable your mods in groups of 10-20 to at least help you narrow it down.
  6. Someone seriously underestimates the amount of female Elder Scrolls players who love making their character look like the "hottest" stuff in the province.
  7. Question to see if anyone else has encountered this. In the CK, I've recently attempted to reskin something and make the newly skinned armor set a unique item. I have no trouble doing this. However, for said armor said, I want it to "hide" the amulet you're wearing - as to avoid the TERRIBLE clipping of an amulet magically coming out of your breastpiece. Additionally, for the helmet I would like it to obviously not be compatible with circlets. That being said, whenever I "Hide" an amulet (by highlighting it in the armor addon section of the item, same window as choosing 'wearable' meshes) - the piece of armor in-game loses the ability to scale with the weight slider. Yes, I have both the _0 and _1 meshes placed appropriately for both genders (though you can only select one, I select the _1 mesh in the armor addon section). Unselecting the amulet from the armor addon section fixes this immediately, but then the amulet shows. I cannot select "amulet" in the first item properties window, because to my knowledge this would prevent me from wearing am amulet at all rather than simply hiding it. Additionally, I've encountered an odd problem with the helmet. When I made it, I duplicated a circlet and changed all the mesh files/properties. For this, it's perfectly fine to select "circlets" in the first properties window (rather than in armor addons) because I don't want them to wear a circlet and a helmet at the same time anyway. HOWEVER, the "alternative" version of said helmet - applicable to Khajiit and Argonians (and having only their races selected for that model set appropriately), whenever they put on the helmet...they get the helmet. And a circlet. I don't even know where the circlet information is coming from, as ALL previous models/armor addon categories were deleted, there's not an ounce of circlet information left in the object properties in the CK. This only applies to the Khajiit and Argonian, the human/elf version of the helmet is fine. It is also worth noting that choosing "circlet" in the armor addons window, to simply hide the circlet but allow one to also be equipped - doing so also ruins the ability to scale the hood to the characters weight, same as doing it with an amulet did for the torso. TL;DR: My experiences tell me that you cannot hide an amulet or circlet in the armor addon area of a wearable item's properties window without losing the item's ability to scale to character weight. Unchecking these options fixes this instantly. A helmet is inexplicably pulling circlet information when there exists not a circlet model at all in the item properties window, only for Khajiit/Argonian races. Even when equipping a circlet is prohibited by item properties, and indeed, equipping a circlet in-game unequips both the helmet/circlet combo. Anyone else had similar experiences or can confirm either of these things as bugs?
  8. Hmm, I guess I'm a little confused. I was sort of assuming that the bone positions for two of my opposing example meshes would at least appear a little different in NifSkope, but they don't. The shoulder/arm points all have the exact same positions. Well if it is something that has to be done in Blender or 3DS Max, then that's probably beyond my capabilities. I've fiddled a few verts around but that's about it. So I guess if you want to turn the question into a request (since it probably wouldn't take more than 10-20 minutes for someone with base knowledge of Blender), if anyone feels bored enough to take my problematic mesh (say...mageapprenticerobes_0.nif, found at meshes\clothes\mageapprentice) and give it the shoulder/arm positions more similar to mdrobe_0.nif (found in meshes\clothes\robemythicdawn), that'd be fricking super. I've been longing to retexture that set for a long time. Feel free to shoot me a PM and I'll give you my email for the file. A "how to import Skyrim meshes into Blender with their skeletons so you can change the silly shoulder/arm positions and then export it back out in one piece" tutorial would also be a great alternative, as I don't mind doing the work myself with some direction if at all possible.
  9. If this is accurate, does anyone know a way to simply copy the skeleton/bone positions from one mesh and put them into another? I'm only looking to edit the mesh for the standard mage robes (male), the one that comes in Novice/Apprentice variety (I think the "Journeyman" is a different robe). The ones you can find in the prison cell while you escape from helgen. I'd like to simply make my character's position while wearing that armor the same as while wearing...say, farm clothes, or the Mythic Dawn robes. I'm just looking to retexture that one robe, so really only need it done for one mesh.
  10. I apologize if this is not the correct place for this question. I'm not really looking for anyone to mod something for me, I've just got a question I was hoping someone could help me with. Others like myself might have noticed that your character in Skyrim will change their basic stance depending on the clothes/armor they're wearing. As an example, wearing some farm clothes - or robes such as the Mythic Dawn Robes, your character will stand there relaxed, arms hanging straight down from the shoulders looking natural. But as soon as you put on another outfit, say the standard "Novice Robes" or most armor sets - you'll notice that your character's shoulders magically get broader and you hold your arms away from your body (almost like you're trying to look tough, or something.) I always assumed this was to avoid clipping issues with those outfits or armors. But I'm incredibly annoyed at how it happens with robes such as the standard "mage" robes - at least on my relatively thin (third thinnest) male character. I'm sure it fits really well with beefier viking characters, but I think it kinda makes me look like a jerk. I'm wondering what causes this different body position? Is it something that can easily be swapped out? I looked through the construction kit and didn't find anything there which makes me think it's something I'm either missing or something built into the mesh. Is there a skeleton file for the "arms out" stance I can simply rename to match the other one? Is it an animation file? Or is it all unique bone placement in the clothing mesh files themselves? I did my own digging but unfortunately am not familiar with much beyond texturing. If anyone could help me out, that'd be great. Just looking for whatever governs that change in stance depending on outfit. Cheers and thanks.
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