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TardisChan

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TardisChan last won the day on June 22 2011

TardisChan had the most liked content!

About TardisChan

  • Birthday 07/05/1983

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    Female
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    New Jersey

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  1. Just learned that I can make longer dialouge topics by editing the CS's ini. This is AWESOME!!!

  2. Version ALPHA

    141 downloads

    When NPCs in Oblivion "StartConversation", they play any combination of animations depending on whether they like or dislike each other. They'll talk about goblins and mudcrabs. They've even heard others say the same! They also play about 10 of the same animations, quite often. For me, a few of those are an eyesore, so I decided to change the ones that bugged me the most. Some background: After playing Oblivion on the xbox for so long, once I got the game on PC my time was spent making machinima with it. I later wanted to do more then what the current mods allowed me to do. I taught myself how to animate and mod the game. That's when I saw those poor NPC's - unable to *really* gesture how they hate goblins and mudcrabs! Something needed to be done! I took the 4 animations that bugged me the most and edited them as a simple replacer. Then I had an idea - perhaps I could release this as an actual mod, and then add more new animations for each update? Of course, they'll still talk about mudcrabs and goblins, but won't look as robotic, monotonous and stale. Here's the machinimated version of what you'll see in game. I've tested this to make sure I didn't see any strange anomalies. It should be compatible with ball pose mods, but I didn't test those. I'll also be happy to hear if I need to adjust the animations I've already included. More information is in the readme. Installation: Drag and drop into Oblivion folder. Make sure TGIN.esp is the LAST of your load order, just to be on the safe side. To Uninstall: Remove TGIN.esp and the TGIN folder inside of meshes/characters/male/idleanims/ Incompatibility - Probably anything that replaces talk_armscrossed_motion.kf, talk_armscrossed_motionfem.kf, talk_armscrossed_still.kf, talk_femalelefthand_motion.kf. Future plans: Adding new animations so that there's more variety in NPC conversations. Enjoy!
  3. Hello. :)

    1. darkstone

      darkstone

      Hi there TC, good to see you again :)

    2. donnato

      donnato

      Yaayyy...Hiya TC ...

    3. TardisChan

      TardisChan

      Glad to be here. :)

  4. I agree - it's not only immersion breaking, but as someone who enjoys screenshooting and video work, this is an issue to me as well. What's the point of having a "living breathing world" as a main part of a game if the character doesn't pay attention to it? I've seen posts in the past on different forums complaining about this, but no one knows how to fix it. Or, why Beth decided to make PCs into zombies. If this was something that could be fixed/modded, I think modders would have figured it out by now. I suspect it might be hardcoded and only Bethesda can enable things. Question is - are there enough people willing to voice their displeasure to get Beth to at least comment on it/and maybe fix it?
  5. Forgive my ignorance - 1: When do I use Float and Short?
  6. I have to say I am *very* excited for the CK classes. I look forward to them.
  7. I sort of have a love hate relationship with Steam, but boy am I happy about the fact I can play without the DVD.
  8. Good to know in case I do need these things, which I may, but too early to tell now. Thank you.
  9. Ooo, well.. There are a few things I have in mind right now. First of all I'm having a hard time finding realistic, lore friendly-ish armor with sleeves for Zelda that is visually appealing (show a tiny bit of cleavage...) but not slutty, for Exnem's body. I wanted to have her be able to pair it with a removable coat of some sort as they head to the Bruma area, but I figured the only way this would happen is for me to make it or ask another. I do have a few ideas for how it to look, and if you're interested in helping (or pointing me to a good tutorial or 10, lol) that would be great. Another thing: I know that creating an NPC or a playable Dagon the way the model is in the game is not possible as there are no playable animations for it. BUT - Not too long ago, I saw someone made a two armed dagon as a modder's resource. http://tesnexus.com/downloads/file.php?id=40418 Now, I'm not opposed to doing a lot of the ground work myself. What I need to figure out is how to take that model and make it at least playable..and maybe speak? I've seen Slof's Xivilai race in COBL races and maybe the same could be done with the two armed dagon by using an orc as a base? Orcs have the same jutted toothy jaw and Dagon would probably speak the same way, and make LIP creation easier. As far as getting the other two arms onto Dagon, I thought I (or someone willing) could create armor from the chest and bottom two arms of the vanilla model, maybe animating them in a relaxed idle position, and we wouldn't have to worry about animating that TOO much. Dagon wouldn't be walking around too much, and if worse comes to worse only film his head and shoulders. OR, maybe force an idle animation on his playable arms to simulate movement with the non playable bottom ones. Remember, this is all for visual effects. This wouldn't be used at LEAST for another 5-6 episodes (maybe next summer) so there's plenty of time.
  10. Thank you everyone for your kind words - In a way, I'm trying to bring a new wave of new creative content to the ES community via machinima. I'd like to get more modders interested in creating machinima. Quest mods are almost like ready made machinima scenes - just add FRAPS. Well, maybe a little more complex then that. It would just have to be set up a different way since you are not releasing it for the playing public, but for visuals only. There was a small machinima scene a few years back by using Oblivion (for example, kdmd, chuck norris, ect). My assumption is that most machinimators were not modders and were limited because they were only mod users and most likely did not understand the internals of the game. For instance, how do you get lip synced dialogue and, what the heck are idle animation conditions?! The dialogue system is complex and even I don't understand it 100%...at least not yet, anyway. I am not a scripter - I only got it in Ignotus because I accidentally found an easy workaround and other techniques by fooling with a list of OBSE and vanilla scripting functions on a wiki and trying them in console. (Dont worry, I make plenty of game saves before conducting console experiments. lol!) Most depended on animation mods (ie: Actors in Charge, UMPA, ect) that were available at the time, but the process of creating a series was tedious. People would flip through menus of animation and pose mods, green screen action, swap between character saves, and constantly toggle menus off to remove the HUD, AND edit out the console in the video. I'm sorta in the same category, but was lucky enough to start my series with mods like Wrye Morph, WHOOSH, and companion mods available, which made controlling, swapping and filming multiple characters a lot painless. Without these mods, there's no way I'd be able to do what I did for Ignotus. However, right now I'm limited to what I can do until I learn how to create, texture and import my own models and animations and script my own events. Right now I'm teaching myself Blender, as well as getting voice stuff done (and teaching myself how to manage my time. lol) If anyone wants to help out in later episodes, please, let me know.
  11. Now that episode 3 is pretty much finished, I can now release the pilot. (Those of you who have seen a preview already - the pilot has been revamped!) Starring myself, Aranas, Edouard and Martin M. We hope you enjoy it as much as we enjoyed creating it! New episodes will be released the 1st of every month. EDIT: Episode 2 is out! Enjoy!
  12. Actually, I found out that there IS a way to do it with OBSE via the console, and found it totally by accident too. http://cs.elderscrolls.com/constwiki/index.php/SetMouseSpeedX SetMouseSpeedX 5 or SetMouseSpeedY 5 I found I can get some smooth camera movements when I move to first person mode. To shut it off, SetMouseSpeedX 0
  13. Heyyy! :) Great archive btw.

  14. I am SO participating in Skyrim modding school (when it opens). :D~

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