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Mishkax

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Everything posted by Mishkax

  1. just hazarding a guess but the different angles of the shelves with the straightest and most foward of them being at eye level reminds me abit of how grocery store shelves are sorted to make them more visually appealing
  2. im rather satisfied atm with the way her khajit teeth have come out so far. i mean,you look at her face when she has her mouth closed and think "awww,cute little baby fangs poking out from her mouth" but then she opens her mouth,and your like "awww ****"
  3. :D i figured out how to make new eye textures within 5 minutes.just got a vanilla regular human eye texture,pasted the texture of the color part of my eye over the colored part of the vanilla human eye,and there they are. 3 different colors in preveiw (i made around 7 colors total i think)
  4. there we be,fixed up her upper teeth abit
  5. ok,can someone abit smarter than me with these things tell me why no matter what i do the game keeps using the body texture for the tail?
  6. ah,see?made a new tail from the base khajit one,with some modifications of course,i think though that it fits for the look im going for if anyone is interested i subdivided the geometry by a factor of 2 to get that kind of pliability,fingers crossed that it works
  7. but more to the point,dont expect a whole lot of teeth improvement until i can figure out a way to keep her mouth open for more than half a second im currently trying to figure out why the tail texture i made for her isnt working right
  8. also i had better working setups but ive changed it up alot recently to mostly just use vanilla assets,still trying to figure out the hair problem though
  9. well keep in mind this part so far is just to get the teeth to work in the first place,my recycle bin is currently full of over a day's worth of attempts at making those teeth show up ingame. also my main goal is to make her look put together,ergo,if your seeing something mismatched?im on the right track
  10. next thing i need to work on is throwing abit of argonian into the mix. i tryed and tryed but i couldnt find any bodypart meshes for enemy creatures in the bsa files,found plenty of animations though. now if i could take her head mesh and put horns on it?that would be perfect,i know there is dremora hair already availible but i want to alter the head mesh directly so that i can have horns no matter the hairstyle. and i was thinking of making the horns assymetric to give abit more of an unnatural feel EDIT: **** just found one. it wasnt a single bodypart the whole enemy was just one nif file
  11. khajit uppers,orc lowers,this is going so much better than i expected,textures arent loading right though
  12. ah ha!a breakthrough! khajit teeth in a human head proper (might need t work on it a tiny bit).choke on this causality! ( next up is orc lower teeth to go with these khajit uppers i think. also the bonus is its modified vanilla assets so its all kosher on the rights angle)
  13. aggh!this is tricky,everytime the origin point in the blender gets outside of the absolute center,the resultant product crashes the cse
  14. it would be far easier to make adjustments if i could dependably keep her mouth open for any length of time,but that has proved rather difficult. my main point here is that i want the race to look like it was assembled from a variety of parts. now khajit teeth would be ideal but ill settle for orc if need be
  15. ok,i fixed the khajit teeth models,fixed the serpent tongue model,and added them to my custom race in the cse. now it was tricky to get screenies of her with an open mouth. but what im seeing here?im not sure whats going on,did the teeth get rotated wrong somehow?are they too large?
  16. im not entirely certain where you got the "skyrim audio" part from as i was talking about using a doom 3 clip. and i thought i made it pretty clear the idea i was going for was approximating things,not something as laborious as a direct file rip,for one thing,i dont have anywhere near the technical skill for such a thing. and furthermore if you read the entirety of my post i was well aware of the possibility that i might need a workaround (the idea being recreation) but,on the odd chance that people arent generally understanding of entire posts,or reacting hostily to a genuinely polite question ask (as seems the case here) perhaps this thread need not continue
  17. says the person that doesnt understand the meaning of the word themed.perhaps you can explain mod conversion from oblivion to skyrim or vice versa when some of those mods use vanilla assets from either game. hell,the northernui mod i use for controller support is themed after skyrim,and looks close enough to skyrim to anger just about any copyright nazi. oh by the way,you explanation is a pretty bad failure considering that there is more than one case where the company itself has given its blessing for such a thing,things like the doom and skyrim power armor in fallout 4,or the bfg-9000 mod for fallout 4 no less i want to make one thing absolutely clear,especially to someone like you,i want REALISTIC advice,which is more an analysis of current trends and general practise,not some kind of drivel that you just copy pasted (regardless of whether its the official story or not which by the way ignores how the company itself has violated its own rules) on the offchance you can actually be civil,id like to keep things as respectful as possible given the current posts and if in the unlikely scenario whence the aforementioned idea becomes impossible,advice on workarounds
  18. well, long story short,under pellape's wise mentoring,ive been progressing in my moddage learning far quicker than expected. now something occurs to me,having found the oblivion magic extender,i can make my own spell effects. in particular the sounds are whats interesting me at the moment. because while oblivion's sound fx are great and all,other bethesda games sometimes have more,visceral sounds. my idea was to use the doom 3 berzerker sound for an undead daily power i was working on,should be a simple matter,make the clip myself from a youtube video,and attach it to the magic effect. now im sure it should be ok,far as ive observed content seems to fly back and forth between bethesda games rather regularly. like skyrim themed or doom themed power armor in fallout4 for instance,and im figuring oblivion should be no different and yes im still agitated about the direction doom 2016 and doom eternal went in,and prefer the far more serious,scientifically themed approach of doom 3 over the more hollywood-esque,fan service direction of the new games,but thats another story entirely
  19. thats only one part of what i asked,the rest being,what precisely do i do with the zip file after i download it? there is no indication of needed extraction location for instance,no installer,so its a little weird. why do these people make awesome code tools but forget the most basic of things about releasing something like that into the wild?i do sorely intend to rectify this as much as i can as i go along and learn.and where i cant make a fix readily availible for a tool,ill fix things with it and make that fix availible EDIT: nevermind i used a hail satan and installed the addon
  20. this might sound a touch nabbish,but how do you install the exporter?it doesnt have any instructions,just a zip file with the contents
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