Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

auryga

Allies
  • Posts

    36
  • Joined

  • Last visited

  • Days Won

    2

auryga last won the day on October 27 2011

auryga had the most liked content!

Profile Information

  • Gender
    Male

auryga's Achievements

Apprentice

Apprentice (3/11)

2

Reputation

  1. Never tried GLSL before, many thanks! Looks really better now, although I couldn't set up the lighting (as bad?) as in Oblivion. It now looks very much like Skyrim objects. And I will have to improve several parts, can see much more errors now than before Needs a lot more work to update the materials to Skyrim than I had expected. So many new features now in the material settings of Skyrims NIF files. They look as confusing as Blenders material and texture settings to me. Seem I have to learn much more about this things first.
  2. My real world project is almost done, so I'm back to modding again. Beside playing Skyrim of course Started this project long ago, even before Rimmen as far as I remember. I wanted an Akaviri ship for my Fuyohin island project back then and while searching for ancient japanese or chinese ships I found this Wikipedia entry http://en.wikipedia.org/wiki/Naval_history_of_China. Never knew the chinese already invented paddle wheel ships in the 5th–6th centuries AD ... Here's the one of the pictures that mainly inspired my mod: http://www.authentischermodellbau.de/LT_Dschunke/LT_Dschunke2/files/page18-1001-full.html. Lot more pictures of model ships on that website. And those model ships are all very detailed, almost perfect as samples. Currently it's still an Oblivion mod but I'm changing textures now to those from Skyrim. As soon as the Creation Kit and the "Blender to Skyrim" scripts are availiable this ship will become part of the next Akaviri invasion to Skyrim Some screenshot out of Blender; looks a bit better in Oblivion but my Oblivion installation didn't like the changes I had to made for Skyrim
  3. Gonna try to release the current version within the next 3 days. I fear I won't have the time for that after Skyrim's release
  4. Fixed Version 2.1 uploaded to Tesnexus. Flag settings are recognized now correctly, except for the "Ultimate" setting. That's incorrect in the tes4ll_all.batch file, you need to change it near the end of the file to this: ;- <option value="ultimate"> Ultimate Resolution </option> Currently processing all my plugins again. The plugin list was submitted to tes4ll in the correct order (identical to the selection list box) and as far as I could see until now TESAnnwyn processed them exactly this way. Even the last plugin showed up in the log, so the list isn't truncated either.
  5. The new version is finished already for a while, but I'm waiting for Onra's new release of Black Marsh. Edit: pictures Watch out the electrified Dwemer centurions:
  6. Gruftikus has the same problem with the flags. He send me a pre-2.20 version only with the -l option for testing and I didn't do a test run with 2.20 again. I will have a look at both things immediately ... Edit: found the problem with the flags (actually 2). Can't fix them now as I haven't the latest sourcecode with me, but will do so later. For some few test plugins the order of the selection list seems to be maintained correctly, and TESAnnwyn processed them in the same order. Will test that with my full list later at home again.
  7. New version 2.20 of Gruftikus tes4ll is availiable, and my TES4LLShell v2.0 now too. Supports the new flags of tes4ll and manual reordering of plugins now. TesAnnwyn is called internally by tes4ll, so this page was removed. Edit: I also added start and end time and a duration to the tes4ll/TESAnnwyn log. Took less than 2 hours now for me to generate an "ultimate" LOD version of all my >140 plugins including Onra's complete Tamriel worldspace and most Unique Landscapes.
  8. @vometia: There is another component I could use for that list so dragging items around would be possible. But that will need much more coding which I might not get finished before my ultimate 11.11.11 deadline for any work on this tool. But I will try ... Edit: was lucky, found some code example and could finish it already. But I can't update my shell currently, as it depends on a new version of Gruftikus tool which is not released yet. The preliminary version he sent me did work very well for me, so it shouldn't last too long, may be even today.
  9. Upps! Could you give me an example were this shows up?
  10. Thanks! Being as lazy as I am, I just needed something like this . Currently working on an update, Gruftikus asked for further improvements. Hope I get that done before 11.11.11 (or is it 11/11/11?). It's a bit more complicated than I thought.
  11. Sorry, should have reported that too: Gruftikus' tool is working perfectly fine now. As my game PC is up and running again, I can generate the whole Tamriel LOD now whitout problems. Except the time, last's some hours, but results are gorgeous. Anyway I would like to try out that OBGE thing too. Already tried Liquid Water some time ago, but only managed to let all water disappear back then . Which might have had other reasons, had some bad settings in my Oblivion.ini that let the game crash quite often too. After I've fixed that in the mean time, I wanted to try OBGE v3 and Liquid Water again anyway, any hint for a good installation guide? Edit: should have tried it first, this setup's are perfect, no need for any guide, thanks a lot!
  12. I've finished a GUI frontend for tes4ll: http://www.tesnexus.com/downloads/file.php?id=40822
  13. Great work! Although I had expected some gypsy dancers too
  14. Nearly finished a "GUI shell" that will somewhat automate all the tasks necessary for running tes4ll. Really quick and dirty, but with some nice tricks ... hope I'll finish it tomorrow or at least until end of the week.
  15. No need to rename mods with spaces in their names. As I had played around a lot with Tesanwyn I knew that you simply have to enclose the mod list in double quotation marks for mods with blanks. E.g. Tesanwynn.exe ... -w Tamriel "Oblivion.esm,My Mod.esm,My Mod.esp". The only mods you have to rename are those with a comma in their name (e.g. "Bashed patch, 0.esp"), much less work than to rename those with blanks. Gruftikus will change the readme accordingly in the next version. As far as I understood Gruftikus readme he already plans to further improve the tool after it is stable enough. And even if he isn't able to do so it wouldn't be much work to program a "wrapper" for easier handling. I would love to combine it with Wrye Bash, but Python programing is not my world
×
×
  • Create New...