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Posts posted by Trandoshan
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Thanks! I will broaden my horizons.
Edit: This will do it. This will make a Tauren... I feel inspired now.
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Da@#$% might255 I'm a scripter not a modeler. I don't know if I can model you a 'Very Good' Tauren if I decide to do as such. I will do my best, and of course I don't want to do it simply. I just want something that is within my grasp until I get 3ds Max. After I get that the sky is the limit.
War Forged looks good, but I'm looking for beast races more than D&D people. Still looks pretty easy. You know it reminds me of a Morrowind mod that I used to play.
http://planetelderscrolls.gamespy.com/View...tail&id=493
Good Times...
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How fun! Reconstruct England!
A question,
How much of England do you need height mapped? Do you want Ireland, and the Isle of man? Do you want Normandy?
I tried reconstructing Anatolia once and it took me 6 days to make a rough representation. In other words, the smaller the better, no?
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not playing as a mudcrab, but a mudcrab humanoid race
No, no...
I completely comprehended, I'm thinking about it now. I was just musing the idea of removing the hand meshes on a 'mudcrab humanoid' and replacing them with claws. It's just musing though of course.
After all, there are mods that let you morph into mudcrabs aren't there?
yeah, playing as a mudcrab is around somewhere, but a new race with a mixtures of morrwind and oblivion mudcrab parts!
lol, I was actually just stating that there are mods that already let you play as a mudcrab, so I wouldn't bother making race that looks like a mudcrab. sorry for the misinterpretation.
My imagination is running thin, I don't see how It would be possible to make it with just the basic body mesh.
It is a fun idea though, but I can't grasp how I could do it. I'm not an advanced model maker yet. I am getting 3Ds Max for my birthday, but until then blender just doesn't cut it.
On the flip side, Making a sub-humanoid mudcrab monster is possible. :wallbash: no wait, forgot about dreughs... :wallbash:
Edit:
I read rule #1 but I don't think that the Tauren or Death knight race are in very much of detail so much in WoW next to Oblivion. If you can make either of these races I don't think the amount of detail would matter just as long as you can actually make it. :)Like this?
http://webpages.scu.edu/ftp/tfavero/images/_tauren.jpg
I don't know much about Warcraft, but I haven't seen any mods like that.
If so, I wouldn't mind seeing that. If your not aiming for accuracy......
Edit:
Oh I would just love to do a deathknight! If it weren't already done...
Yes that is what I mean by making a tauren. All you would have to do is make him very muscle-bound, look like a bull standing up kind of like a minotaur, and have him wearing armor that doesn't go through his body. And no offense to whomever made the Death Knight class, I think they did a bad job. The eyes should have more of a light-type glow. And if you want a tester, I am willing.
Fuzzy cute Taurens... They won't be perfect, but I know of a few mods that will help me achieve the -Hooves- needed for them. The texture won't be too hard, since there are plenty of plain color textures available. A simple retex on one of those will work.
The head is going to be the absolute hardest part for something like this. Either merge a minotaur head onto a head mesh, but forgo the ability to move facial features or take a khajiit head and party with it.
It's doable, very doable, but I'm not going to sit down and work on it until I have more ideas from other people. Of course, it won't look like a tauren completely, but people have imaginations! BTW, I will certainly let you beta test it, or anything else I might make. Kudos for asking.
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Mhmmm....
My MoonSpeak translation device seems to understand!
1)You deleted the items 'IN' the construction set, and then rebooted the construction set w/ the file that you had made the changes in. When you reloaded it, the items were still there despite the fact that you deleted them in that particular mod file.
The only reason this is, is because you failed to save the mod after you had deleted the items.
2) you deleted items that were actually a part of the Oblivion.ESM file, saved it as a mod, and rebooted CS with the Oblivion.ESM, but not with the original mod you deleted the items in.
In that case, just click on the modification that you made, and put a check in it. before you press ok, find the button that says 'set as Active' or something like that to set your original mod as the active file. load it up, and your deletions will be there.
if this isn't what you were talking about, please calm yourself and type it in non-engrish.
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not playing as a mudcrab, but a mudcrab humanoid race
No, no...
I completely comprehended, I'm thinking about it now. I was just musing the idea of removing the hand meshes on a 'mudcrab humanoid' and replacing them with claws. It's just musing though of course.
After all, there are mods that let you morph into mudcrabs aren't there?
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snake people? no legs, just a big tail?
mudcrab race? (use your imagination)
Such as the Tsaesci race that this mod is working on?
http://www.tesnexus.com/downloads/file.php?id=6852
Mud Crab... fun for about five seconds heh. If I did anything like that, it would HAVE to use pluggy to replace hand w/ claws. It would have to be a must! I like some of the ideas so far. Some Serious Brainstorming would be awesome though. :thumbsup:
Maybe a Trabdoshan, 'cause they kinda rock.You're the man :thumbsup: .
That's one of the reason I picked TES3 up so well. Course', I personally think they are ugly beyond belief. I chose this name due to my time playing as one on Star Wars Galaxies.
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I read rule #1 but I don't think that the Tauren or Death knight race are in very much of detail so much in WoW next to Oblivion. If you can make either of these races I don't think the amount of detail would matter just as long as you can actually make it. :)
Like this?
http://webpages.scu.edu/ftp/tfavero/images/_tauren.jpg
I don't know much about Warcraft, but I haven't seen any mods like that.
If so, I wouldn't mind seeing that. If your not aiming for accuracy......
Edit:
Oh I would just love to do a deathknight! If it weren't already done...
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An savage very muscular but dumb race would be cool :D
With an bonus to blunt for his club :P
A bit hairy and some beards with it would be nice to ^^
Be serious now... :confused:
http://www.tesnexus.com/downloads/file.php?id=6897
All I would need to do to make that would be to scale an Orc to twice it's size, and give it a long hair style. Unless you mean something Minotaur-like, or something of that nature.
Think something you wouldn't see on TES everyday...
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I don't know why you even try w/ FO3.
Blender makes things so complicated when making meshes for Fallout that I simply gave up and went back to Oblivion. Nifskope makes me :wallbash:. Even after I finally learned the mechanics of modding Fallout 3, the meshes would always be tattered and unusable even if I had done nothing to the game mesh in the first place! For starters, lose blender all together and get 3ds max.
This thread makes me cry... I'm leaving...
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I recently took a poll that asked me what kind of mods I wanted to see, and my reply was 'Races'
Not another Retex of the Imperials, Tsaesci race, or Dwarf
Not another Elf, nor Suthay-Cathay-whateveray raht.
I need some original concepts. Some interesting beast-races that would be catchy. I'm certain that someone on this forum has an idea for an original race that I or someone else can work on.
In other words I am requesting modders to give me and other authors ideas for races to work on. Please post an idea or concept sketch of a race that would appeal to you, and if you have experience in modding, please see if any of the concepts you see are worthy of your time.
A few rules apply to me personally
1) No characters from movies or other games, I can't possibly accomplish the level of detail that some games out there express.
2) No pokemans. See rule #1
3) Any Wildlife is A - OK. I have already made a Cobra-esque mod that I plan on finalizing(Beta) and releasing, and have drawn up plans for a deer-race.
4) Races that require special effects like pluggy are beyond me at the moment. Keep it simple!
5) If it has been done already, I will not attempt to one-up another author. For Instance, there are several Na'vi race mods...
Thanks for any ideas/suggestions and/or help/modding
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I once came across a Rumor in Chorrol that stated there was a Ghost that attacked travelers at night along the Orange Road. I took my time and looked all along the road, and found nothing even minimally related.
Probably the wrong place to ask this, but has anyone else ever gotten this Rumor?
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No, no...
I don't believe Boss nor a Bash Patch would be necessary. Honestly, all of the spells you have from other mods are probably script spells (The Icon is Usually a purple bag or something.) Deadly Reflex (I believe) uses a different Icon. I believe it was an hourglass(?). Maybe not, anyways, there are many mods you can download that change the 'Script Effect' Icon to something more appealing. Modular Oblivion Enhancement (M.O.E.) comes to mind. You could also use OBMM to unpack the textures BSA, and replace the Icon for Script Effects with the original.
If it is load-order related, you could load CS&RS + other spell mods after Deadly Reflex. This would solve the problem, and I don't think Deadly Reflex would be effected too badly or at all.
I hope this helps,
TD
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My main char for Morrowind comes with emotional baggage, an disputable parent, and a claim to the fortune of a dead Telvanni mage.
There once was a man named Uvirith, a powerful Telvanni wizard that sought to conquer souls, defy gravity, and even defy the Archmagister. Then, on one fateful day, his tower plunged into a river full of lava. Everyone knew that Gothren had done it, but mouths were kept shut. Uvirith had one dirty secret that would rise up again, and forge a nation. His name is Ias Uvirith.
Was Ias a Dark Elf? Indeed he was not! He parentage was obscured by the mating of a Khajiit! Tel Uvirith's son was part Dark Elf, Part Khajiit, but it was the sole fact that the Khajiit blood was strong enough to make poor Ias retain his mother's attributes that allowed him to escape Gothren's assassins. For many years he learned magic in the sands of Elseweyr, with no help from the clan mother due to his ancestry. Many years passed, and Ias realized his Dark Elven heritage allowed him an expanded lifespan. He trained, trained, and gained fame in Elsewyr for his talent in the mystic arts. It was then one day that he recieved an invitation to take part in the revolution of the nation of Elseweyr. He accepted in delight! 2 years after he accepted, he was attending a meeting with the revolutionaries. This meeting was all but a Hoax, however, and Imperials soon arrested everyone who allied themselves to the revolutionary army. The penalty for this was of course death, but the Imperial commander was no man of regulation. He sold the men at the meeting, including Ias to slavery. Upon arrival to Sadrith Mora, he was recognized by Galos Mathendis -- Mouth to Aryon -- and bought. For several years he gained status in the House Telvanni, and was fortunate enough to achieve the rank his father held after serving as Aryon's mouth. His race made this progression hard, but he was fortunate to have Aryon at his back every step of the way. He reestablished his holdings where his father had built his stronghold, and ambitiously plotted Gothren's assassination. Gothren knew Ias' parentage from the beginning, however, and prepared himself for war.
Gothren died three days after he declared Ias an outlaw of House Telvanni. It wasn't Ias' doing either, he was killed by a horde of cliffracers on his way to crush Ias! His army arrived at Tel Uvirith II with no leader, and Ias convinced them to fight for him with promise of Riches. For seven years before the arrival of the Nerevar he watched the changing landscape of Morrowind as Archmagister and plotted. He allied his forces to Dagoth Ur under the notion of wiping the Empire off the face of Vvardenfell.
When the Nerevar came to proclaim himself Horator, Ias refused and was forced into combat, where he was direly wounded. He fled the Telvanni in fear of the Nerevar, and gathered what was left of his forces to join Dagoth Ur in the red mountain. There, he helped bring down ghostgate and lead his forces to Ebonheart where he was promptly defeated and sent into hiding. He waited in the depths of the caverns, and watched as Dagoth Ur fell and Imperial strength grew. With Hatred in his soul, he researched ways to gain immortality by becoming Deadra himself....
But I haven't been able to make a script that functions that way, so the story remains incomplete. :yucky:
Name: Ias/Sai Uvirith
Race: Khajiit
Birthsign: The Mage
Class: Sorcerer
Occupation: Former ArchMagister of House Telvanni, Current Vagabond
Home: Yakin Cave -- Former 6th House base.
Wardrobe: Dazzling purple pants and shirt, but an unfortunate need for spectacles due to genetic complications.
His abilities lay heavily in magic, but he can punch(hand to hand) quite hard. He wallops his subordinates often if they fail him!
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I wanted to reply to this thread really badly. But I have really nothing important to contribute...
RTS is my favorite mod of all the FO3 mods, and although I see that someone is recreating it in Oblivion, I also must point out that not even the folks at RTS were truly able to make a script that allowed the placement of buildings that you could enter (As in enter the building as a separate cell.)
Man, I would die to see this mod come to Oblivion so badly, but sadly not even RTS was able to make it happen. All RTS allows you to do (Which is no small feat) is place static objects in any location you desire. This gave the illusion of making houses, but they never were houses in game terms. The best you could hope for is the ability to place large walls and platforms, and also place houses that are not linked to another cell, but have interiors that are a part of the main world space. This would be cool in itself, but it would never fly because things like trespassing are thrown out the window. The FPS would be mighty high, even unbearable in larger settlements/ establishments.
I know this because I once made a city in RTS that spanned about 100m around and 2000m upwards. A tower-city made of makeshift FO3 crap if you will! I realized that everytime I entered the city, my fps would drop from 45-50 to 10-15. The same will happen in this mod, and it will sorely *censored* the players with lower-end machines.
Such complex scripts blow my mind sometimes....
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So, theoretically, could someone simply make a metal sword-shaped staff? I mean, it wouldn't be able to do damage other than the magic, but a "sword" that shoots lightning might have a potential for levels of cool...
A new mesh, and a new staff animation that isn't slow and pathetic IS anyone's best bet of doing something like this. A good counter-statement is then to say that the hammer/sword/bow with the staff engine, and a new animation would be that the hammer would not be able to do melee damage, and the bow would never shoot any real arrows. A counter-counter argument to that is Unnecessary Violence http://www.tesnexus.com/downloads/file.php?id=24936, which lets you use a different attack animation with scripted damage by pressing a different key. The most plain counter-counter-counter argument I can see to this is that UV bases the amount of damage a weapon does in the script by drawing from it's original damage value. Since a Staff has no damage value to draw from, a workaround is needed.
Otherwise, with these ideas, we could make a hammer that melees when you want to, and also casts a spell when you swing it.
I'm going to keep an eye on this for sure...
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I didn't think age maps would be a problem, unless he had a mod that changed the player's age in-game. based on the extra information, it all points to the modification of the .egts in-game. Funnily enough, all I think is wrong is indeed nothing. Since Character Creation takes place in dark areas (E.X. the dungeon, or the sewer exit) that give a certain perspective on the face (Illuminating the front of face as opposed to the whole face.). When exiting to the Tamriel worldspace, the 'MEGA' bright lights may either reveal a minor falacy, or shine off the 'oiled' texture so brightly that it creates white rings around the eyes, or a color problem with the cheeks. LoL, I cringe whenever I leave the sewer due to the light. Anyways, I got this thesis based on the inherent fact that most of the screenshots of the Hi-Rez mod are in the dark. A few are in the light, but the face is not close enough for me to determine if light is really the problem.
I agree with LFact though, upload a screenie, and also for me -- could you please post your mod list?
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AH yes... SI was Bethesda's last good DLC/Addon. Its an addon that moved mountains.... and mounted movements!
The fallout 3 equivalents of SI were horrible due to a lack of content. The Shivering Isles are undoubtedly the best Addon Bethesda has ever made for a game. (Bloodmoon was pretty good...)
On the note of the Sheogorath Region, It's actually called Sheogorad region in Morrowind. It's still plain to see that Sheogorath had some sort of hand in Vvarfendell politics, after all he is one of the '4 corners in the house of troubles' in Morrowind lore.
BTW, your enthusiasm made me feel strangely good.
I really wish I could relive the moment I first began playing oblivion... It was such an invigorating feeling. This post reminds me of that.
Thank you very much for sharing this thread!
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So the ESM isn't lost, it's total missing from the ZIP.
I just looked on MMM 3.7b comments page, and noticed many people are having the same general problem you are having. It might be the author's fault for missing some files, or a bad download. If it continues, and there is a problem with missing files, I'm sure the author will re post in 1-3 days.
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A Pandora World Scape is probably the most essential thing for this mod to fly...
A possible shortcut for local Flora in Pandora would be to ask the authors of TRON (The Realm of Northdark) to use some of their work. I know for a fact that many of the species of plants in TRON would do nicely in a mod like this. Of course, SI plants will give you the same bang for your buck.
BTW good luck on this mod :P, I really enjoyed the movie. I'm going to keep a close eye on this thread, and may lend a hand if I think this is going in the right direction.
:thumbsup: ,
TD
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Sounds like a mod conflict. Do you have any mods that interact with the MQ in any way? I looked at the script, and brainstormed a bit. Since it seems like there are a few Global Variables, and some of the script variables are commonly used. I'm probably not as keen with scripts as someone who works for the Empire's Glory team, but if the freeze occurs during the animations...
Perhaps MartinRef.addscriptpackage MQ15MartinOpenPortal is being conflicted with a mod you may have activated? Maybe you have an error in Empire's Glory (I'm guessing the reason you are running through the main quest is to perhaps test certain variables that will determine how Empire's Glory will start when the MQ ends... just a hunch.)
Personally, I had a situation a while ago that froze my comp when I was doing the great welkend stone quest. I had accidentally used the welkend stone for an object script that executed when it was placed into my inventory. I had accidentally overwritten the welkend stone with the one placed in my inventory, and whenever I entered the Great Welkend Stone main room, my game froze when I entered the room due to the fact that I broke a script that needed that object to function. Since the Great Sigil and Great Welkend stone appear (?) after Martin Casts the spell, there might be a FormID conflict in a script or something.
None of this probably matters though, because I'm not truly familiar with how those things work.
I hope you find a solution,
TD
Edit: waste your time looking through that, or use BOSS. :P
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I will need more information in order to understand where the problem is.
I have several guesses on why it does what it does, and maybe sever guesses on how to fix it.
1) I'm not familiar with these HGEC face textures, but the reason a face would have color variants is that the 'UV map' of the face 'Mesh' does not line up with the HGEC face texture.
A possible solution would be to check if the texture had a mod requirement that you may have looked over. Like an HGEC face mesh that has less resolution than 4096x...
After all, the main reason why someone would release such a high resolution is due to the fact that he/she was unsatisfied with the lower resolution face texture that was released with the original HGEC Face mod. I will look this up myself, because I am interested.
2) The texture in the editor(I'm guessing Nifskope, CS, or Character Creation In-Game), would be much different in Nifskope or CS than it would be in game. In the CS and Nifskope, certain shaders and Normal Mapping have not been applied. See http://cs.bethsoft.com/constwiki/index.php/Normal_Maps for more information on Normal Maps.
If we're talking about the Character Creation menu, then I have a hunch that the texture that is wrapping around the face has minor discrepancies where the author of the texture did not think the texture would matter. I have created a few races (Which I have not released due to fear of inadequacy of textures, and harsh criticism.), and I have to say that no texture is perfect.
3) You misplaced the face texture/ another mod higher in the load order interferes with the mod that replaces the original texture for your face.
Solutions?
reinstall the mod;
look at the mod's read-me for hidden requirements;
Open the texture up with GIMP or ADOBE photoshop, and look at it yourself. The author may have made a mistake;
finally, look for mod conflicts. You may have another race mod, or HGEC mod that conflicts with the Face Texture...
If this was confusing, or I did not understand the question, please tell me so.
Also, could you post where you found the face textures? If I can play around with it myself, I might be more useful.
Good Luck,
TD
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Something I do that helps me organize my mods are gathering the Zips and 7zs, and organizing them into a folder for long-term storage. I then have a short-term storage folder in which all mods I download go straight to after downloading. I then extract the contents of the mod I had downloaded into the folder instead of the Oblivion Data Folder. I then explore the unzipped contents in my temporary storage folder before I copy and paste the Meshes/Textures/Esps/Sounds/etc. into my Data folder.
I do this because whenever I unzip data directly from the zip to the data folder in my oblivion directory, I seem to have files missing from the zip.
Specifically, not all mods that you unzip from a zip contain a "Data" folder with Meshes/Textures/Esps. Sometimes it contains the Meshes/Textures/Esps without packing it in a data folder. Sometimes it unzips a folder with Data inside of it.
In other words. you Unzip a Data folder INTO the Data Folder, and this can mess things up wildly and make a mess of your Data folder.
I know this from experience. I once unzipped a mod directly into my data folder, and it looked like this
C:/Programfiles/BethesdaSoftworks/Oblivion/Data/Data/Textures/Atexture.dds
It took me a while to understand why it did not function correctly. It was because I had unzipped a Data Folder into the Oblivion Data Folder!
My suggestion is that you open your Data folder and look for irregularities 'Like' the one I had mentioned above. You might find that missing ESM somewhere!

RTS mod
in Classic Discussion
Posted