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zmajtolovaj

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Layman

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  1. Thanks for the replies. I've checked out blender and it's a bit too much for me. So i'll have to look for another mesh or hope someone take pity on me and make the changes to the existing ones:)
  2. Name: Animated Capes, Sort of... Version: 0.3 Author(s): zmajtolovaj Download: TESNEXUS Description ======== My first mod, yey! This mod adds a couple of capes that use tail animation to the game. I've used pale_rider's and unavi's cape meshes and textures. You'll find the in the IC Market District somwhere in front of Slash'N Smash. Capes use tail slot, currently only mage cape uses amulet/tail I've included pale_rider's skeleton used to animate the cape, but you can also use Coronerras Maximum Compatibility Skeletons. I've rebuilt the 0.2 version in the CS from scratch, so the dirty edit from the first release should be gone. pale_rider mesh: Chorrol Guard Cape Bruma Guard Cape Imperial Ranger Cape Daedra Summoner Cape (based on Mysterium Xarxes) Order of Virtuous Blood Cape Unavi's mesh: Fur Cape Lorekeeper Fur Cape Mage Cape Daedra Summoner Cape Gleeman's Cape 2 Patched Capes Imperial Ranger Cape Tools used: CS Paint.net, Gimp NifSkope Requirements ========== Oblivion Patch 1.2.0.214 (Official 1.2 Patch) - I made it on this version, don't know for others Stylish Jump - Animation Replacer - Cape will flow better when jumping Installation Instructions ================= Uniinstall previous version. Use Wyre Bash, because mod is in early stages and I don't want to be blamed for your exploded computer and your dead parrots. Known Issues =========== -clipping aplenty ahoy!! Especially when running and having equipped larger weapons, -cape mesh needs smoothening out, also texture seems to get streched when applied to the mesh --> if someone more skilled can fix both, pwetty please -to smooth out the movement of the cape a skilled animator may need to modify at the tail animations to make it look better Credits ====== pale_rider and Unavi for their cape meshes and textures Licensing ======= For usage of meshes and base textures ask pale_rider and Unavi Like mentioned before this is my first mod, so unintentional stupidities maybe included. And since I don't know how to model:Link to the request thread. Also, if anyone wants any kind of cape made, write me.
  3. The main problem is that the Unavi's mesh (the bigger one) is slightly too wide, so it clips with the pauldrons, elbows and longer 1h-weapons. Since I don't know how to edit meshes I tried adding transparency to the texture and an empty space between the red and black part appears. I've now uploaded a new version of the mod and included my "attempt" in the files(look into meshes/clothing/animcapes2/capetransparent.nif). Also I've noticed that texture file size seems to be either under 1mb or it grows up to 5mb for no apparent reason? Any idea what would have caused this?
  4. So, I've released my first mod, Animated Capes, and I've run into a corner of sorts. In the mod I use two meshes: pale_rider's and unavvi's cape mesh, but both clip. Pale_rider's mesh clips with legs when walking and with any weapons equipped in back, Unavi's mesh clips with moving hands. I'm no moddeler and I can do a little retexturing, so I tried applying transparency to Unavi's mesh, which removes the clipping, but then the mesh looks wierd(you can see the empty space between the textures Pic). So I'm asking if there is anyone outhere who would help me?
  5. Welcome to TESA! :D

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