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Posts posted by dogtown1
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http://www.grimrock.net/wp-content/uploads/2012/05/first_editor_shot1.jpg
Legend of Grimrock is a new game that plays like the old dungeon crawl games only it has some really great visuals and sound and the puzzles are a blast
I had a great time playing this game and now that the "editor" is almost done, I see a horde of new dungeons coming out that people can download and run through
I posted a comment in a thread in the forums there and Petri (one of the game devs) sounded like he liked the idea of a
"LoG Nexus" site
http://www.grimrock.net/
check out this link, its a great game, its very easy to get hooked
(watch the video, it says it all)
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that makes perfect sense and I have to say kudos to Dark0ne for taking that position on things
yet at the same time, if steam workshop is gonna pick it up....I guess time will tell
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the first torchlight had a program called "TorchLeech" and it was similar to NMM, it would auto update your mods and let you easily add and remove them and warn you of conflicts
I think the people that worked on torchleech have stopped supporting it so its no longer working
with Torchlight 2 coming out in a short time, I think it would kickass to see it get the support that the nexus and the modders could show it
(I sound like a sales rep for the company)
:unsure:
http://www.runicgamesfansite.com/downloads.php
thats the link to the fansite that has the best mod selection, it says on the download stats
802 files in 27 categories
they have been downloaded 1,783,850 times
I think thats a pretty good mod fan base but I think the nexus could do better
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I have had fun in the past modding the torchlight game and it sounds like the new "Torchlight 2" is gonna really be geared for modding with a new editor
there is now a site that offers many different torchlight mods and trys to update and install them for you
I just think the Nexus could do better and bring more people into this game and more modders,
I think its a blast, everybit as good as diablo 3
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send me a pm, I like the sound of the creatures
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http://img215.imageshack.us/img215/5383/rog1t.jpg
heres a finish on that balrog dude, he looks better in game when you can see all the flames and black smoke on him
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http://img259.imageshack.us/img259/1395/brog1.jpg
this guy is way in the development stages still, if you look you can see he cant even hold his weapon right, I did this to see if I could get him to work at all
I should have him ready in a day or two, and then Ironman can do a custom encounter featuring a
"Balrog"
:biggrin:
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that sounds like a question for me :biggrin:
I do actually have some new stuff, the Mr. siika, mdogger, cryonaut, and muppetpuppet meshes are new
now if you want ME to create something from that little box that blender gives you to work with when it fires up..........
I'm a landscaper, not a 3d artist
(actually not a landscaper anymore, after thirty years it kicked my ass and now I'm on disability)
anyway, its the best I can do but I think the critters look okay so far
:biggrin:
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that was WAY more easier than I could have hoped, :biggrin:
NIVEA RULES!
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I'm rigging some obj witcher creatures to skyrim skeleton nifs
everything goes fine except for this one thing, after I get the nif into nifskope and change the user settings to 12 and 83, it does the usual removes the shader stuff
(specular, nimaterial and so on)
but included in the shader stuff is a "NiStencilProperty"
when I remove it, a hole appears in the mesh, its not actually a hole in the mesh, its looks like a hole in the UV
but looking at it again, you can see that the texture is on the opposite side of the faces
anyway, if I insert a nistencilproperty into the nitrishape it fixes it, but then in the ck I get a marker error and the model will not render, but without the nistencil, it renders fine
(except for the reversed faces thing)
is there a simple fix for this?
http://www.mediafire.com/?budjmh7swgk1lba
heres the mesh if someone wants to see what I'm talkin about
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I already saw that one and it does not help the weird partition thing as well
the creatures seem to be working so ...
I wait and see
edit:
not many people jumpin in with ideas for this,
or dealing with the same problem
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http://skyrim.nexusmods.com/downloads/file.php?id=3790
I was using the above tutorial to get past not having nif scripts for blender, I dont know if you've seen it but in the tut it says to convert the old FO3 shader to BSlightingShaderProperty, I cant get skope to do that, it only gives the BSshaderProperty
do you think I should skip converting it and delete and insert instead?
the last step in the tut says to do that and I thought the convert was needed
I sent ghogiel a pm and asked if he could respond to this thread, the guy knows his stuff but sometimes he gets on a roll and uses big fancy technical talk that a hillbilly landscaper like me cant follow :biggrin:
again I've now edited about 5 creatures and all have worked, they render proper and work just fine in game,
but none of them have the # of partitions they are supposed to have
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sf_vertex color flag 2
no
this thing has me stumped
edit: one other thing is that when I convert the shader to a skyrim shader, it does not give an option for "BSlightingShaderProperty"
just "BSshaderProperty"
edit again: I did get past the black texture thing by skipping the step where your supposed to change the UV number to 1 and change normals to "no"
but I dont know if this will effect the model somehow, it works and looks good in game
more edits: this time I did a spider, I was very careful to get every vertice exactly right, started with 2 partitions, ended up in skope with 6
again got the "BSshaderProperty" thing, again I skipped the "1 UV and no normals" step
the creature looks good, moves good, dies good
but is it good?
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yeah me too
:confused:
I followed the tutorial here on the nexus perfectly and had the same problem except with a creature.
I tried using something easy, the chaurus as it only has 1 partition, but after gettin it in nifskope it had 2
now I tried a couple times but it always came out the same, so I went ahead and gave it #32 in place of BP_TORSO in both new partitions and tried it in game and it worked
but the creature was pitch black
sorry I wasnt any help but I just popped in to find some help and saw your thread
maybe ghogiel will come to the rescue, he loves this stuff
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http://img816.imageshack.us/img816/8010/werewolfdsc.jpg
Skyrim Monster Mod is up and runnin here
http://skyrim.nexusmods.com/downloads/file.php?id=9694
but if you still want to comment here or have some good ideas or suggestions...
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http://img560.imageshack.us/img560/2808/frostgiant.jpg
the elf is a wisp that has most of the fx (and clothes) removed, another mod author also did an edit of the wisp and called it a banshee
mine is just a wisp, I have 3 of them but only 1 is shown
okay heres the dark one
http://img690.imageshack.us/img690/9493/dethwisp.jpg
as for blender nif scripts, the last I heard is that they are still workin to get the new scripts for blender done so you can import and export skyrim nifs into blender
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ironman
dude I'm always lookin for new stuff
the more variety the better
I'll pm ya
thanks PR
:thumbsup:
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the way the mod works is NONE of the vanilla creatures get touched, all the new creatures have their own meshes and textures and will be contained in a bsa so its easy to install and uninstall
you can still use any vanilla texture replacer mods you want and not worry about a conflict or something overiding something else
theres not a lot of creatures in the game so I plan to use everything, like making a scaled down version of the dwarven steam centurion that will have scaled down stats as well and you will have a chance to find these guys in the same place as the dwarven sphere centurions
theres lots of ways to get more creatures from a small list, just have to be inventive
there wont be any edits to game settings, vendor lists, spells, blahblahblah..... just lots more different creatures to fight
its the best way to be friendly with other mods
it will take a couple more weeks before the whole thing is done, but I should have a pretty good stockpile of beasties by then
also when nif scripts for blender is done I can get some more new creatures then
http://img819.imageshack.us/img819/3151/risenh.jpg
http://img197.imageshack.us/img197/253/draugspirt.jpg
http://img810.imageshack.us/img810/3829/goldwcen.jpg
this gal looks much better in game than in nifskope
http://img687.imageshack.us/img687/3393/dfalmer1.jpg
http://img3.imageshack.us/img3/1926/chaurus.jpg
http://img23.imageshack.us/img23/1363/spiritatronach.jpg
http://img217.imageshack.us/img217/5305/draugfem.jpg
http://img269.imageshack.us/img269/346/axeboy.jpg
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http://img4.imageshack.us/img4/9834/hagwitch.jpg
http://img854.imageshack.us/img854/1043/goldmaidc.jpg
http://img13.imageshack.us/img13/3787/wispmaidc.jpg
http://img69.imageshack.us/img69/4867/dethwispc.jpg
I had to cover the naughty bits
http://img718.imageshack.us/img718/8263/hagraven.jpg
http://img825.imageshack.us/img825/644/charus2.jpg
http://img339.imageshack.us/img339/581/draugm3.jpg
http://img713.imageshack.us/img713/1433/drvsphere.jpg
http://img543.imageshack.us/img543/4992/falmer.jpg
http://img84.imageshack.us/img84/9144/giantc.jpg
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http://img833.imageshack.us/img833/9897/redwolfj.jpg
http://img26.imageshack.us/img26/9585/sabrecat2.jpg
http://img269.imageshack.us/img269/2760/snowwt.jpg
http://img59.imageshack.us/img59/4484/stormp.jpg
http://img443.imageshack.us/img443/4804/tundram.jpg
http://img705.imageshack.us/img705/3804/snowcat.jpg
http://img17.imageshack.us/img17/3277/2tones.jpg
the last image is a texture by another mod author who I hope will let me use this edit of their work, I think he looks cool
the mod has a long way to go but its goin, I had a friend ask to see some screens but all I have are nifskope images for now.
the mod is the same as vegas, lots of new creatures added to the leveled lists without touching the vanilla stuff, and again I'm not messin with the npc's except for vampires and those sick people that throw up on ya
(I cant remember their name)
I also did new lod models for the new dragons so you dont get that funky color change when they fly in from far away
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http://img837.imageshack.us/img837/5301/blackcati.jpg
http://img210.imageshack.us/img210/8339/bossn.jpg
http://img440.imageshack.us/img440/9725/brngrywerewolf.jpg
http://img72.imageshack.us/img72/4360/deth.jpg
http://img19.imageshack.us/img19/5145/dragyr.jpg
http://img577.imageshack.us/img577/9682/draugrmonk.jpg
http://img51.imageshack.us/img51/1266/forestop.jpg
http://img835.imageshack.us/img835/7696/frostn.jpg
http://img94.imageshack.us/img94/6171/graycat.jpg
http://img84.imageshack.us/img84/1637/ohdaving.jpg
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I know in fallout the meshes needed meatcaps and the needed settings in the body part data had to be there
I have not dug into any creature meshes yet but I'd like to see more dismemberment as well
hopefully everything is there, it just needes to be turned on with a simple body part data change
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the super store will be back, its down for repairs right now,
eve-900 was absorbed by angel park and momod so it came down, it also had some door crashes and I did not have time to fix everything in eve as I'm full time on angel park
eve was cool but it was just a collection of areas that I kept adding to with new material, angel park has more story and everything has a reason
hopefully it will be back up soon and you can find the weapons, creatures and areas there
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Thar she blows :biggrin:

Legend of Grimrock Nexus
in Site Support
Posted
I just got a great pm from Dark0ne, lets hope we see something cool in the near future :thumbsup:
this game is like skooma, once you get started you cant quit
the user created dungeons are gonna really make this game, I cant wait to run through a 99 level deep demon dungeon, or some horror based silent hill type
(how cool would that be?)