sergyu2500 Posted January 29, 2012 Share Posted January 29, 2012 You will need a program called Fallout Archive Utility (make sure you have Java installed). After that you open the file inside the Data folder of Skyrim called Skyrim - Meshes.bsa and there will open a list with all the meshes from the game. There you select the werewolf one wich is inside the actors or characters folder and extract it to your desktop, then open it and start modifying it. Same goes to the textures, instead its called Skyrim - Textures.bsa. After that you will get a folder "meshes" and inside it will be the mesh itself. Link to comment Share on other sites More sharing options...
DreamCodex Posted January 29, 2012 Share Posted January 29, 2012 Well i got a link directly to downpoad the wolf mesh from the other teammember doing 3D modeling Luckily for texturing reasons they made all of the body parts into different objs so last night i started making the face into quadrilaterals and once im down with that ill organize it some more since it is truly a mess, the inside of the mouth itself isnt connected to the mesh so im think of giving that area some more resolution for flexibility and connecting it properly, once this is done, considering no animations use the mouth of the werewolf we should resize and shape as much as we like without causing any unwanted effects Link to comment Share on other sites More sharing options...
sergyu2500 Posted January 29, 2012 Share Posted January 29, 2012 Cool, I've been trying my luck on a new logo but I cannot think of anything right now Link to comment Share on other sites More sharing options...
TheElderInfinity Posted January 30, 2012 Author Share Posted January 30, 2012 Anyone seen a tumbleweed? Link to comment Share on other sites More sharing options...
sergyu2500 Posted January 30, 2012 Share Posted January 30, 2012 What are you talking about? Link to comment Share on other sites More sharing options...
TheElderInfinity Posted January 30, 2012 Author Share Posted January 30, 2012 Ever heard of that visual cue where a tumbleweed rolls across the screen on TV/in a movie to signify a place being deserted? It's been about 24hrs since the last post, which usually doesn't happen Link to comment Share on other sites More sharing options...
DreamCodex Posted January 30, 2012 Share Posted January 30, 2012 (edited) i have seen many of them and i know what you mean, like in the cowboy movies lol edit: well im always here waiting to see what ppl r saying or their progress but there has not been to much talk Edited January 30, 2012 by DreamCodex Link to comment Share on other sites More sharing options...
TheElderInfinity Posted January 30, 2012 Author Share Posted January 30, 2012 (edited) Yep. How's it going on your end? I've finally gotten started on my work, sort of. Apparently the list of scripting commands and a partial list of opcodes were datamined, meaning I have a fair idea of where to start, and what I'll be able to do. GetCurrentTime is going to be useful... (note that the below script is me writing out of memory of how oblivion scripts worked, and assumes that Bethesda has fixed the bugs with the logical statements. Just a little rough draft of how I'm hoping things will work.) scriptname cohTimingScriptOnefloat fQuestDelay 1;; Which is to say, the script checks the transformation conditions once every seconds. begin gamemode;; Runs when the game is unpaused. short cohGetMoonPhaseset cohGetMoonPhase to (( GameDaysPassed + ( GetCurrentTime / 24 ) - 0.5 ) % 24 )set wwPhaseDay to cohGetMoonPhase / 3set wwPhaseDay to floor wwPhaseDay;; Together, these two calculations return the moon phase as a number between 0 and 7, listed below.;; 0 = full moon;; 1 = 3/4 waning;; 2 = half waning;; 3 = 1/4 waning;; 4 = new moon;; 5 = 1/4 waxing;; 6 = half waxing;; 7 = 3/4 waxingIf GetCurrentTime >= 20 || GetCurrentTime <= 6set cohnightvar to 1elseset cohnightvar to 0 returnendifif cohnightvar == 1 && cohbmvar != 0SetQuestStage cohtimingmode to 3;; Not sure what commands change quest stages in Skyrim, so I just made this part up...elseif wwPhaseDay <= 1 || wwPhaseDay == 7 && cohnightvar == 1 && cohbmvar == 0SetQuestStage cohtimingmode to 2;; Stage 1 is daytime, or nights where a transformation cannot occur, stage 2 is nights were werewolves transform, stage 3 is SPOILER.else returnendif;; this script is attached to stage one of the cohtimingmode quest, and terminates in stage two and three in favor of separate scripts for efficiencies sake, since the scripts that run while werewolves are transformed doesn't need to take the moon ;; phase into account, since it changes at noon in the context of the script. In fact, they only cross script variable from this script that it needs to track is cohnightvar, since that's what tracks if its night or not in the context of the mod.end Edited January 30, 2012 by TheElderInfinity Link to comment Share on other sites More sharing options...
argan Posted January 30, 2012 Share Posted January 30, 2012 wait, does the costant checking on the current time by the script affects performance? Link to comment Share on other sites More sharing options...
DreamCodex Posted January 30, 2012 Share Posted January 30, 2012 (edited) well for me its no different from what i posted above, only thing i would add to it is that it is more messy then i thought so lowering the unnecessary resolution is going to kill edit: IS killing* Edited January 30, 2012 by DreamCodex Link to comment Share on other sites More sharing options...
Recommended Posts