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Derok

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Yes Senviro work on side things so the hard and painful stuff does not bore you out. When main release comes just i just hope those modifications are optional.

( I don't want this mod to die again)

 

 

I understand its alpha but pointing out the noticeable problem I seen first to get it out of the way. Feet are not aligned to the body yet. its alpha yes yes I know lets move on.

 

now for the next problem is well details that can be overlooked, but also could be simply my animation mod I use which is the Mystic animation mod.

When in jog and sprint, the toes do not bend therefore clip into the ground slightly on flat areas, larger clipping into the ground on larger hill inclines.

 

as for this problem I might seek the fix / improvement for my self in the future. As for the picture below show off both issues, and actually this was a standing shot.

 

Large image:

 

 

http://oi49.tinypic.com/2pzy7w1.jpg

 

 

 

I'm using the YYAnim.Replacer for Mystic knight to and from what I've seen I don't clip through the ground. Not even when using ''Pretty females'' animation poses for screenshots, as seen in the previous posts! I can go take a look at the sprinting animation in slow motion but I use another animation for that called ''Momo Dash''. And converted it from female to male. So now it's a unisex thing :P My lizard guy is so feminine and cute ^^

 

Such a cutie lizard! :3

First test, Up close

Ancient art

2560x1440 wallpaper 2

 

Battle stance with Mystic knight

 

As seen the feet don't clip I think... But I'll try do a sprint with my dash and see if it clips to. Can imagine as the toes don't bend it will, but that's ok. I move my feets so fast when sprinting I can't possible see if they clip normally ^^

 

 

Edited by Furrywolf
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and your correct Danidragon, and furrywolf if you could do slowmo sprint you would see it but your feet move so fast that your eyes cannot catch it. But it is more noticeable for me with UBR. I might just be staring at the feet to much now. the feet do seem to bend a little on up slope when you stand still. so that part is already done within engine.

 

http://www.memes.at/faces/yay.jpg

Edited by strazytski
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You could use the slow time shout and by that everything is slow mo,including your sprinting .

 

By the way,Senviro,what 3D program do you use ?

 

Zbrush. It's completely idiot-proof, so it works best for me. Only down side is that it costs a paycheck.

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Can Zbrush import skyrim nif files or you have to delete some stuff in nifskope for it to work ? because I have blender,and decent mesh editing skills with it. though don't know what do do after you edit the thing,like putting back what you deleted to be able to be imported .

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First of all, the script is attached to the active effect called Digitigrade Feet. If it doesn't show up there's something wrong with your load and yes, it requires SKSE, forgot to say that.
I never said that every boot is going to be converted. Just armors. Boots will come, eventually, later in the development and just common ones (iron, steel, leather etc...).
They should should cover legs under the knee leaving the feet open. About beast races and their hypothermia problems:
1 Well, first of all, lizardmen and catmen don't exist in real life I think.
2 Closed boots for that feet will look REALLY stupid.
3 In my opinion, this is one cause of scrapping digitigrade legs for beast races in Skyrim. Because it just doesn't fit with the theme and the climate of Skyrim where snow and ice is everywhere. (the other one is laziness). :P
But this doesn't mean I don't love this mod!

The seam is quite obvious to see and we know that. The color mismatch probably is due to normal maps that cause a different shading between body/feet.
If you want to take a screenshot during some animations, try this powerful spell that gives you the ability to stop the time:

tfc 1

Guys, if you want to help you are welcome, but right now I don't need anything.

Edited by Derok
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1. You never know. :wink:

2. So we just need to convert this mod to fit new angle of leg. If it would be possible, it could save you some time.

3. My cat is running in snow all the time and she really enjoy it, I bet that it was the other reason. ;D

 

BTW this could help with taking screenshots while you are moving too.

 

sgtm xx

 

Sets game timescale multiplier, where x=1 is standard Skyrim time, and lower numbers slow time down. Again, really useful for catching just the right point in a pose or combat sequence to freeze action and take a shot. This is different from the "set timescale to xx" command which sets the number of minutes that pass in-game for each minute of realtime - it's more like a bullet-time slo-mo effect that effects the speed of every actor and action on screen.

 

Example: sgtm .1 slows playback of most actions to 1/10th standard speed.

Edited by starfis
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Can Zbrush import skyrim nif files or you have to delete some stuff in nifskope for it to work ? because I have blender,and decent mesh editing skills with it. though don't know what do do after you edit the thing,like putting back what you deleted to be able to be imported .

 

Zbrush has no real functionality when it comes to .NIFs. I have to use Nifskope to convert them into .OBJs in order to open and edit them, meaning all data is lost - except for the UVs and the mesh, of course. Having only hobby-level knowledge this is the main reason why I can't make mods on my own, and have to collaborate. I have the tech skills of a dead rat.

 

On a side note, here's a minor update to those who are curious about what I'm doing.

 

http://i121.photobucket.com/albums/o237/ZeladisXoi/ZBrushDocument-1.jpg

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