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...

Sigurd Stormhand

Allies
  • Posts

    39
  • Joined

  • Last visited

Everything posted by Sigurd Stormhand

  1. When you created this custom race did you create it from scratch or copy a custom race?
  2. Hey DarkRider, Just wanted to drop by and wish you the best of luck, I did tip a bit on the pot, not much but I hope it helps. Also did the whole Facebook thing. Also, for the record, everybody at AFK Mods is behind you with prayers and best wishes.
  3. Update: Simply running an import/export from Blender raises the file size by 110kb, despite completely removing all animations and the controller, everything in fact except the "start" and "end" text keys.
  4. The controller can't be mapped to the parent - apparently. If you've been editing meshes in nifskope that's not the same as importing them into Blender and then exporting them again. Everything relating to the Controller is gone on export, it's wiped out, and the blocks have been reordered. Besides which, as much as I appreciate you attempt to help, this isn't a solution to my problem - how to import, edit, and export a nif whilst maintaining existing animation. I'm going to combine various nifs together at the node level - import three nifs and then reduce the number of niNodes on export. That will mean the blocks will be completely re-ordered, so I doubt you method would work in that case, unless I've missed what you're suggesting doing completely.
  5. OK - Today's question: How do you import an animated Nif, life a static or activator, into Blender and preserve the animation. Specifically - I'm looking at merging the various parts of the vanilla ship together and I'm stuck on the mast - the furled sales are supposed to swing back and forth, but importing the nif into Blender seems to strip the animation out and I cannot find instructions on this anywhere online. I don't want to edit the animated parts, just the rest of the nif, to be able to merge it with the other parts of the ship. Any and all help appreciated.
  6. Just upload the esp and note it was based off work I did I subscribe to the Cathedral concept of modding.
  7. Wrye BASH - OBMM works but it's not suitable for anything but the most simple mod installs, and it's conflict detection doesn't work.
  8. I don't believe there have been any changes made to the game files in the GOTY Edition, beyond applying the patch. No DLC was ever patched, and as you shouldn't have edited the DLC's (beyond running a TES4Edit clean) you should be able to copy the KOTN disc esps over without issue. All DLC's are self contained, and any DLC quest should carry over because the form ID's will be the same. Just make sure you run BOSS, or have load-order locked in BASH to prevent the esp's being re-ordered and make sure they are ENABLED before loading a save. Should be no problem then.
  9. I've made a patch which brings the Eye Candy Equipment replacer (EVE) into line with the latest version of Oscuro's Oblivion Overhaul (OOO 1.35) The file is up on Nexus, until CorePC releases an official update for EVE you'll need this replacement esp file in order to use EVE with the latest OOO release, otherwise some male torso armours will be invisible and some names will be reverted to OOO 1.34 Link: http://oblivion.nexusmods.com/mods/42574
  10. Huh. 12 going on 22 indeed. There's actually a lot of sense in that, in that most people buy rundown cars when they learn to drive and then run them down, she's proposing to buy a run down car now and fix it up before she starts driving. Car insurrence will be a ***** though, if she dings it it'll cost more than she paid for it.
  11. Not sure about other countries, but in the UK when you accept a licence it doesn't usually impinge on your rights as a customer under Statute.
  12. What I find extra=ordinary is that there was never this fuss over videos or DVD's. I suppose because video games today represent an ongoing return for the publisher with the likes of DLC, also it is a question of scale now.
  13. I actually don't own Skyrim, because I couldn't play is with Steam, I'd have to crack it. As that's illegal, and would put up creek lacking paddle if a mod went "boom" I haven't bought it. The only game I actually have with "phone home" DRM is Dragon Age: Origins, and that just takes the form of "you can't play your DLC without a connection", which is fine by me given that I need said connection to even download DLC. So, there you go, one fewer Skyrim unit sold - and I honeslty expect it will stay that way until the game has massively dropped in price, if I ever buy it. Right now, I'm working on positioning myself as an "established" Oblivion modder for when OB gets its second wind like morrowind has - now that all the Big Guns have moved to Skyrim.
  14. This is just a small mod which I made, it has been "out" for a while but never made it onto any of the larger mod sites. Pelinal Abbey essentially began as a sort of concept-piece for what a First Era Church built shortly after the Alessian Rebellion might look like. It's made primarily from a mixture of retextured Imperial Dungeon meshes and ruined fort meshes. The idea was to create something as high up as possible, so it sits atop a mountain in the Jerrel range, and it has lots of large windows to let in natural light. Below, in Everwinter Valley, there is a small "Abbey Hall", a log building made from some meshes from one of the extinct Skyrim mods, there are some monks who can tell you a little more about the Abbey and it's history. The mod is labled "wipz" because I'm currently looking at adding a couple of quests which will give the player more background, but the mod is fully functional and complete otherwise, and any updates will be fully backwards compatable. anyway, it's in the downloads section now. http://tesalliance.org/forums/index.php?/files/file/1289-pelinal-abbey/
  15. It would still be a big deal, but they might be willing to put up some sort of stink in the belief that they can hold out until the EU caes, or they might just lock the EU out of Steam, which would hurt EU gamers at the expense of potentially releasing their games with weaker DRM. Basically, they take the DRM off but offer less support as a result. I can see that happening.
  16. Greatings - would offer you a cookie, but cannot bake. Enjoy yourself, and I hope to see you around.
  17. Actually, the EU is about the same size as the US economically, so I expect it's about the same size market - it also requires the additional cost of localisation. They could ignore it, it will depend on whether or not they want to fight an embargo or pay fines. A few years ago the EU ruled Microsoft had to be broken up - it didn't happen, they just sort of compartmentalised the company.
  18. For creating lip-sync I recomend the Construction Set Extender by shadeMe. It's also generally awsome.
  19. Rather boringly, my first Oblivion character was called this. Now, all my nordic characters in Oblivion and Mount and Blade have this name, because coming up with new ones is too much like work. Sigurd was a hero of Norse Mythology, and "Stormhand" references my preference for shock based magic, because lots of enemies are immune to fire or ice.
  20. Ah, thank you, that is exactly what I wanted. It does need to be a ranged spell, but that can be taken care of with a distance check in this case - it's less about the rock and more about the water it's in.
  21. OK, the situation is this. As part of a quest I want to "experiment" on a rock by casting a shock shield and then ranged shock spell on it - then the quest should update. I know you can use script effect spells on corpses, doors, etc. but I'm not sure about activators. The sequnce of events needs to go like this. 1. Player and mage arrive at location - quest updates. 2. Mage gives player two scrolls, one shock shield, one ranged shock spell, asks player to cast on rock - quest updates. 3. Player casts shock shield on rock - quest updates? 4. Player casts ranged shock on rock - quest updates. 5. Mage tells player how interesting that was, quest updates. I'm clear on how stages 1,2 and 5 will work, but not how to get from 2 to 4. Thoughts? Invisible (physivally and mapwise) automatic door with no teleport to use as the activator?
  22. Greetings. My thoughts - modding is tricky. Start small and work upwards to bigger projects.
×
×
  • Create New...