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GothGirlDanielle

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Everything posted by GothGirlDanielle

  1. No problem. I can send you the .dds. Let me see ... ~ Dani ~
  2. From the album: GothGirl Danielle's Projects

    The back of the curiass posted in the previous image. ~ Dani ~
  3. From the album: GothGirl Danielle's Projects

    This is the front of a retextured Blades Cuirass that I'm working on. The back will post immediately after this. This is for my Ronin mod that I've been working on for months now. Note the armor dates back to the First Era, so it should look old and distressed. This armor corresponds to StarX's Green Dragon katana. Problem 1: Silver. I've added silver buttons, but they show up as white, no matter how much I burn the edges the add shadow. My shadow darkening is not showing up. Any idea why? (I checked the four lighting settings in Nifskope and their on normal settings, so not sure why they are so white?) Problem 2: I have design features I can add, but the armor design is segmented, both in the texture and the mesh. So finding a smooth, clear spot for a design enhancement (example: Medusa's Head, or whatever) would required a redesign of the mesh, as well as a retexture. There is the space between the tassles, but if you look closed that's segemented, too (the plates going on the chest for greater flexibility of movement). One thought I had was to simply join the two top plates, making it one solid piece (that would take two minutes of PS work) but I don't know how realistic it would be, as I'm not an armor expert. What I was is a way to distinguish this First Era Blades armor from Third Era Blades armor, without losing the design intergtity, and the visual recognition that will occur when a player sees this armor. I've done a bit with color, but I don't want "unrealistic" colors. I also want something a little more meaningful than just a recoloration of an existing armor. Any suggestions are welcome. ~ Dani ~
  4. It's done. I've reduced the Blades cuirass to 20+ different graphic levels. Even the little buttons that hold on the tassels and the 12 brass tighteners have their own level.

    1. Show previous comments  5 more
    2. marek0712

      marek0712

      Wow, I'm curious, I saw your morning glories and they look awesome.

    3. Hanaisse

      Hanaisse

      Welcome to the wonderful world of layers :D

    4. DarkRider

      DarkRider

      Awww, wish I'd known you needed this, I already have the Blades cuirass in layers LOL

  5. Well, it can't be helped. I'm going to have to mask and layer out the Blade's cuirass piece by piece.

    1. InsanitySorrow

      InsanitySorrow

      Oooooh I hate having to do that :dizzy:

    2. GothGirlDanielle

      GothGirlDanielle

      Yeah, but there's no way around it. When I'm done I'll have a completely cut out of all the elements, if anyone wants the .psd file.

    3. InsanitySorrow

      InsanitySorrow

      You should release it as a resource :D, I did the same with the Glass ones.

  6. Thanks for the catch ... corrected now. And a gift? We like gifts ... ~ Dani ~
  7. As the name suggests, Morning Glory Madness adds an insane number of Morning Glory varieties and species to an easy to use .esp as a modders' resource. Simply merge the .esp with your mod and use the ones you like. Delete the rest. Easy as pie. And we like pie. Includes: 17 color variations of Morning Glory (based on real life varieties) that are identified as "Morning Glory" and drop Morning Glory Root Pulp. 5 color variations of the new species "Star Merremia", which drops Merremia Root Pulp, an ingredient similar to Morning Glory Root Pulp. A unique merremia "Azura's Star", which drops Azura's Star Petals, a restorative ingredient. A unique merremia "Moonlight Merremia", which drops Merremia Seeds, an ingredient useful in making poisons – and avoiding your enemies. This mod does NOT place any plants in-world. If you're not adding the plants yourself, the mod is useless. This mod is only available from TES Alliance. Download here. Official ReadMe included. Enjoy. ~ Dani ~
  8. Thanks! I think it's great that I finally found a use for those two Photoshop classes I took my sophomore year ... @ Donnato: They're actually really easy to do. You could do one in less than an hour ... ~ Dani ~
  9. thinks it will happen ... tonight ...

    1. Meo

      Meo

      Take your time, only when youre ready... youre talking about your morning glory resource right?

    2. GothGirlDanielle

      GothGirlDanielle

      Either that or I'm having a baby.

      Since I'm not pregnant, let's hope for the mod release, eh?

  10. How many variations of Morning Glory does Oblivion really need? I'm at twenty-four ...

  11. Thank you. I'm glad you like them. Moonlight Merremia and Azura's Star are on the only two new species in this release. The remaining plants are "varieties" of Morning Glory which drop the same ingredient ("Morning Glory Pulp") but have different textures for the flowers. I was going to post images of them, but I think I'll just push through to the release and post more pictures then. ~ Dani ~
  12. Thanks. I'm still having a bit of an issue: I know the "game value" for these are rather limited. Outside of a modders resource, I can't see that - with a 255 .esp limit - anyone would seriously consider adding a "flower" mod to their list. Not when you can add yet another cool sword or an set of retextured uber armor - you know, something practical and useful ... (I'm sure someone is looking at this and thinking .... "Flowers? She made flowers? WTF?") Point is: Not sure if it's worth it to go beyond a modder's resource to create an .esp that places these in-game. Then consider how much of Cyrodiil has been remade by Better Cities, Open Cities, the Unique Landscapes projects, and a thousand house mods ... I'd go crazy answering questions like: "I have 200 mods installed ... which one overwrites your flowers???" So I think I'll just release it as a resource and see if there's any interest ... ~ Dani ~
  13. From the album: GothGirl Danielle's Projects

    Not a very good screenshot. I was trying to get a "moonlight" image, but I was in my "vanilla-modder" install of Oblivion and not my fully-modded-with-All-Natural-nights version. It actually looks better in game, but it looks best in the morning, just as the sun hits it. ~ Dani ~
  14. From the album: GothGirl Danielle's Projects

    This is the second unique species of Merremia from my soon to be released modder's resource: Morning Glory Madness, part 1 of Flowers and Flora. It's based on the real life Black or Black Night Morning Glories. Of all the flowers I've done, these were actually the hardest. Getting the seams to line up and the white stems to match the flowers took, oh, over four hours of my life. If only I wasn't a perfectionist ... ~ Dani ~
  15. From the album: GothGirl Danielle's Projects

    Here's a picture of the texture in-game, on a rainy day. The mesh size is 1.2 of original mesh.
  16. From the album: GothGirl Danielle's Projects

    From my upcoming release (this weekend) of my Flowers and Flora mod, Part I - Morning Glory Madness. See, it started with just one retexture. Before I knew it, I had over 16 variety of the standard morning glory and two new species: Azura's Star and Moonlight Merremia. I'll pick the best ones and put them together as a modders resource.
  17. has been working silently in the shadows on a much needed addition to the Oblivion botanical world.

    1. Show previous comments  6 more
    2. GothGirlDanielle

      GothGirlDanielle

      I went to the gallery page and read the descriptions. Unfortunately, I'm not, um, even an ally. :) It seems I'm only neutral ...

    3. DarkRider

      DarkRider

      Allies are the default user group...your group. Just go into that category and click "New Album"

    4. GothGirlDanielle

      GothGirlDanielle

      Thanks .... :) I will.

  18. I'm making a patch mod to resolve a conflict between two mods - one of which is Better Cities. The patch requires that I delete some in-world resources that directly conflict with placement of BC resources. I delete the object, go to save the .esp, and I get an error: Assert or Assertion at, [string of numbers]. Anyone know what this is and why I'm getting it? ~ Dani ~
  19. Yes, it changes model paths from the all existing Soul Gem FormIds (I must be the only one that like spider soul gems ... ). And that's all it does. OOO, IIR, does change the model names. And so I did think of this and try it - what I did was set the load at the bottom of my load order, (not directly after OOO), then tagged it with a graphics tag, but the name did not change to green on the Bash file list and when I click on it, I get the "dot" instead of the "cross". When I load the game, the changes are gone. So I'm not sure why this isn't working. You're absolutely correct; this would be the easiest, least intusive solution. ~ Dani ~
  20. DUH!!! Just merge them ... of course! Thanks, Hanaisse ... ~ Dani ~
  21. No reason - except that when StarX mentioned patch, I saw a way to get rid of an .esp (since I'm pushin 225 ...) ~ Dani ~
  22. You are my hero! That worked perfectly! And the cuplit is: OOO - wouldn't you know! (Sorry ... feeling poetic ...) By patch, do you mean make a dependent .esp that includes the information and resources from both? So in this case, I have: GW71_Soulgems.esp (which loads before) Oscuro's_Oblivion_Overhaul.esp Since OOO changes it, I would need to make a dependent merged patch. Any suggestions on how to do that? Edit: What if both mods change the file paths from the original Bethesda file path? So GW71 changes it first, then OOO changes it again? Can I make the GW71_Soulgems.esp a dependent .esp (dependent on the OOO .esp) so that Wyre Bash ghosts it and it doesn't count towards the load order? I've done this with scripts before (for example, a delayer for the Ruined-Tales Tale quest) where my delayer was dependent upon the original mod and loads as a patch? Are we talking about the same thing? \ ~ Dani ~
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