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PacificMorrowind

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Everything posted by PacificMorrowind

  1. Well I'll be the first to reply... kinda shocking really given that it has been 9 days. anyways; '>Here'sthe birdcage - in a few textures - 8 variants in total. All new textures since at it looked like those textures were vanilla morrowind textures (at least most of them) - so couldn't be used. Also the animation is new... existing didn't import/export properly... got to use a PyFFI script I wrote a while ago for the first time in a productive way - just made an open animation and ran the script to make the close animation. So to use the animations on the cages would need a script along the lines of scn whateveryouwant short animstate begin onActivate if animstate == 0 playgroup forward 1 set animstate to 1 else playgroup backward 1 set animstate to 0 endif end I'm also going to start in on the birds but they'll take bit longer; I can in less than 5 minutes have a static bird of each kind (assuming the textures are reusable (ie not using vanilla MW textures)). Hwever Making them nice IMO will require that they are setup as creatures... which takes a (significant) bit longer - have to a ) make a skeleton for them (or use an existing but the closest would be imp and I don't think that would look good) b ) rig them (hard part for me) c ) create animations (only if doing a )... got pretty much zero experience so far with that... but I've been meaning to... and my modeling I haven't been happy with faces of creatures so this will give me a chance to practice the next step, and go back and practice more 'organic' modeling later. Pacific Morrowind
  2. assistant... though acting as the monkey-god (with Raziel) since Wrye's mainly offline right now

  3. yep... of course as soon as I said that I found another couple little code errors... really coming soon now. 276 came out on the 28th of December... had a couple bugs (one new, one old, and a couple python 2.6 depreciations that are still to be fixed).

    277 has a bunch of new joy.

  4. Welcome to TESA. What's your language of choice (in computers and might as well say RL)... mine is Python and English. Pacific Morrowind
  5. Welcome to the alliance I too am similar in gaming habits... exclusively MW and Oblivion (and a few times for DF/Arena). Pacific Morrowind
  6. staying up till morning.... the musketeers (3, 4 and Man in the Iron Mask) won't watch themselves afterall... nor will python code itself - though sleep is good for figuring out complex code... just set dream channel to python figuring. Pacific Morrowind
  7. Welcome Hope to see you in the shouty at times (but it can be a horrible time eater). Artistic incination is not required - an asset for some forms of modding (ie texturing) but you can certainly do anything without really. Pacific Morrowind
  8. try this on for size... it is set as static havok - do you need it as clutter? I too sometimes do this kinda thing and I was online and saw it first and Mage didn't mind me ninjaing it. Pacific Morrowind
  9. better late than never... Welcome I too use some of your mods in that quite silent kinda way. Pacific Morrowind
  10. yeah welcome back... lots of new mods for you to grab too (I would think that no matter how good your internet connection is it'll take you days to download them all). Pacific Morrowind
  11. well not as late as usual... still on the first page! Welcome Pacific Morrowind
  12. I was under that impression too... but I was talking to ThrottleKitty the other week (hmm or month), and s/he said that s/he had done some tests with each mipmap being a different solid colour and had seen all of them... I'm thinking it must display a smaller texture at a distance and the four is for the texture size settings... but in any case 4 is enough to not cause problems. Pacific Morrowind
  13. yeah that alpha of 2.5 is just awesome... though the nifscripts aren't yet supporting it (but they will soonish... a fair bit of api changes in blender need to be taken into account though) Speaking of Max, as a quicker method for fixing up your collision exports to be nonstatic rather than blender import and reexport/manually changing with nifskope you might want to use PyFFI... has a nice new spell to do that very quickly. I'm also figuring out C and the max plugin code to see about fixing that properly for exporting from Max to support any col type. ... oh almost forgot: the weapon looks real nice, and I can hardly wait to play (ie slaughter mine enemies) with it. Pacific Morrowind
  14. anyone with Morrowind and runs mods who doesn't know your name needs to have a bit of time on any good download site... I of course have been using your mods since I started MWing - 2005. Nice to see you coming over to Oblivion modding, and welcome to the Alliance. Pacific Morrowind
  15. YES! that is great! looking forward to it. Pacific Morrowind
  16. Thanks both of you! (yeah I was especially talking about the resource pack) Downloading (it'll still takes days but it will be possible) Pacific Morrowind
  17. not downloadable here?! pretty please put it here... then I can download it this year (300x mbs not doable with a bad dialup and a non-resuming download site). Looks really nice though. Pacific Morrowind
  18. I prefer Tes4Files... packs up a bsa optionally and lets you know if there are any missing file! Pacific Morrowind
  19. or possible that I can make a batch script for PYFFI/nifscripts... suddenly I understand what DW was saying about his bad naming choice for confusion with nifscripts... I'd just need to know a bit of what you are doing to the meshes; then I could probably (at least I think so) make such as script up. Pacific Morrowind
  20. Looks very cool! So I guess that means there has to be a patch of meshes for every (at least significant ones)armour/clothing adding mod? Pacific Morrowind
  21. Congratulations Yevic, Critter, Willie, Red! My horrific internet connection should have managed to DL the oubliette by this evening... then I'll get to play it at last! really looking forward to it I must say. Pacific Morrowin
  22. Looking very nice... as always! Don't hesitate to ask if you need any UV's edited to work better (I know some of the beth UV's are painful, though most architecture ones I've seen haven't been horrific) or something. Pacific Morrowind
  23. Welcome... what type of modding can we get you addicted to? Pacific Morrowind
  24. I'll vote A - not really sure, I'm sure on 2 of these but the rest I dunno... Pacific Morrowind
  25. Correct. my meaning was not the physical so much as the metaphysical as in the Adamantine Tower is the power point for Akatosh and Red Mountain was the power point of Lorcan (though the Nerevarine kinda stopped that)... er something like that... never good at explaining stuff like that. Also it is known as the Direni tower. Pacific Morrowind
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