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Section_31

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Everything posted by Section_31

  1. From the album: Section 31's Screenshots

    One of the gatehouses located on the Skyrim border area, symbolizing the might of Imperial Legion and constant reminder of their presence. A tavern for travellers can be seen on the far right.
  2. Here are the error messages I kept getting before I did the old school method of deleting the faces. Frankly, I still have no idea why this occurred on the first place and then why it suddenly gone. However, one of the users at Nifstools forum did similar method to solve this which also strangely worked, therefore I decided to do the same.
  3. Thank you very much all! Your help is very precious! All people who have replied to this thread (PM, Arthmoor, Phant0m32) and shall have their names be put into acknowledgments section on my upcoming plugin(s)! (Actually I already put Arthmoor name in the Beth thread for helping me on some CS basic, but still... ) Anyway, if I may add, during my search for guidance, I stumbled upon a very precious UV editing (texturing) guide in Blender by pekka. Then, I discovered a Blender video tutorial about a tip of hole cutting on curved surfaces (although I must say that the link to Blender Wiki provided by Phant0m32 is exactly what I was looking for). I also had problems with ZeroDivisionError: float division in which Blender failed to export modified meshes into Nif format, but after searching I got some insight from Nifstools forum about it here and here. No clear solution, but I just used the old method of removing potential problematic faces and rebuilding them, Blender exported successfully again for me. Well, the more meshes I am working upon, the more I discovered oddities, I currently have one regarding texturing, but since this thread is mainly about mesh and collision and there is a sub-forum already dedicated for Texturing I shall post there. Again, thanks for all your help!
  4. Welcome, young padawan. Soon you'll learn that you are much younger, perhaps too young, than the rest of the regulars here.
  5. I have some more questions. 1. How do I modify the existing collision to match the actual mesh shape? Can it be done automatically in Blender or is there some specific procedure for collision? In this case, the collision for column also get shorten to half. 2. If I want to make circular hole on the bridge roof, or supposedly for simpler example, something like this: Is it possible to make a long tube that cut through the center part of a block? I haven't figured out how to do this, because the method I used so far was by clicking the vertices or edges for rectangular shape, but what if I want to make circular hole? 3. Using Cheydinhal bridge image as example, if supposedly the bridge was only built half (the vertical blue line on the render screen represent the 'imaginary line' where only part of the bridge to the left of it is built, while to the right of the line there was no any bridge/mesh). How do we make a similar duplicate that can snap edge-to-edge with the original and then combining them into a single mesh? Pheeww...that's a lot, time to take a deep breath...
  6. The order of Lily sounds somewhat...weak. I intend to crush them to oblivion. Akatosh forever!
  7. Thanks, PM (can I call you PM?). Didn't know about 'B' feature before. Sorry if I wasn't clear before, when I said box I mean making a 3 dimensional cube that can act as remover. The 'B' helped, but I wonder if I can do the "cube remover"? And yup, yup, yup. I already read all professor Vince's tutorials, including the Textures101, got copy of them all on the HD. In fact, one of the method I used was Knife Cut mentioned in page 13 of Session 2 (but it's somewhat prone to "unsmooth cut" like when making a line that might not be perfectly horizontal or vertical) . I'm quite understand about texturing and managed to get a working normal map for flag textures using Paint.NET some times ago. I am however, still confused with something like UV. For example, when I right click a mesh's surface in NifSkope then select Texture → Edit UV, I see white lines and dots. I can move them, but have no idea how they got wrapped like that or a particular texture was applied on this style, etc.
  8. Greetings Imperial, I have some questions regarding mesh and collision, well, a lot actually but I'll try to keep them simple. I am not exactly new to 3D modeling (had several courses but mostly for (small) engineering design, and old game years ago), however NifSkope and Blender look somewhat alien to me. I figure that before I ask the questions, it'll be better to explain what I try to achieve, therefore I shall provide a picture as example: The above picture is original Oblivion Cheydinhal bridge. I'm assuming that I intend to do the followings: 1. Cut/remove all the supporting columns under the bridge to half of their height. 2. Remove the "old collision" for the deleted (in other words, non-existent) columns. 3. The bottom part of the column mesh is hollow (one can see through the inside of the column), therefore I'd like to place a "cover" on it (was it called face?) 4. Get textures to properly "attached" to the new modified column meshes. Now I know in normal circumstance, one can just lower the bridge in CS rendering half of the columns unseen. But it's not the case here, I intend to work on some other meshes too, some of them will be facing horizontal and/or bigger in scale therefore "burying" them to the ground is not the solution. I have tried to modify one mesh in Blender but it's somewhat frustrating and I can't seem to get it correctly. As for the questions: 1. Is it possible to do what I intend as listed above in NifSkope? Or do I have no other choice but to use Blender? 2. The method I use for deleting the part of the mesh followed similar procedure here. I click all what I deem as necessary vertices then erase them. I remember that in my courses with the old engineering 3D design software, I can make a box (or other shape) that act like "eraser" or deleter therefore I can quickly delete part of the mesh without having to click every single vertice. Is it available in Blender? How? 3. I'm using similar procedure on the same section to cover the hollow (SPACE → Edit → Faces → Make Edge/Face ). Is it the only way? 4. I have no clue how to attach textures in Blender, and still somewhat confused with placement of texture in NifSkope (I managed to replace some mesh's texture with a new one but that's just about it). Can you guide me through both? Your help will be very precious.
  9. Do you mean new meshes? How about something like this, or this?
  10. I used to use Elder Scroll theme, but have now switched to Charcoal. I wonder what's everyone's current TES Alliance board skin? Do you prefer the simplicity of Lo-Fi? The "blueness" of IP.Board? The Elder Scrolls? Or perhaps, you don't know that you're actually able to switch skin...until now?
  11. How long does it take for an NPC to exit from an interior cell to exterior (or enter another cell)? Here's an example: An NPC sleep inside a house until 6:00. The NPC's next AI package which starts at 6:00 is going to the town square. Supposedly a player wait within few meters right outside the NPC's home, how long will the said NPC actually take to appear outside the house starting from 6:00? I noticed on some occasions NPCs didn't execute their schedule on time and could take over 20 minutes (in-game time, I use timescale 12) to actually exit the house, where if you broke into the house, it would only take a few seconds (real time) for the said NPC to quit. Also, how does Oblivion calculate the time for the same NPC when the player is in: a.)different cell and not visited by the NPC (AI package)? b.)an exterior or worldspace but located far away (e.g: the NPC exit a house in Aleswell and the player is at Faregyl)?
  12. At the risk of being called self-centered There was a minor inconsistency (or should I say bug ) between Lore Dialogue 300 and VOILA. Every non-Imperial member of Imperial Legion have the topic 'Imperial' and would talk: "I am proud to be an Imperial". My guess is the intended topic was 'Imperial Legion' and not 'Imperial'. I also noticed that the Nord member of Imperial Legion also have the topic 'Nord' and therefore he would claim to be both Imperial and Nord...
  13. Cyrodiil needs some live comedy show
  14. Pffft......enough technical chat. I demand progress immediately!
  15. Updated to version 0.5.7 : Guards react properly if you are caught without enough money to pay the fine New method to modify three original guard captains for better compatibility Nord legionnaire's fixed original power attack and new guard-to-guard conversations Seven new non-Cyrodiil legionnaires; three patrolling near the Jerall Mountains and four close to Fort Sutch. I would like to highlight the latest point here, if you have never assisted the Imperial Legion near Fort Sutch , you shall know what it's like to be among the multi-races Imperial Legion on battle
  16. I noticed in the late original DB quests, some never-before-seen Dark Brotherhood members appeared (such as Arquen). If I understood the description correctly, the new Sanctuaries will be available along the Dark Brotherhood quests, but before the final original quest? Perhaps you might want to add these members to some of the new Sanctuaries. Heh, I found Blender confusing at first too. But after learning from this tutorial I am able to grasp most of the basic functions in Blender on a short time (I think it took me less than two hours). You might want to try that as well
  17. Wrye or Wyre Bash...? I'm using version 264. Anyway, I've been reading both Bash guide many times but can't figure it out. Where is the Merge Filtering located? The guide stated it is an advanced option, do I need to do something out of ordinary? This is how I normally "configure" Bashed Patch: 1. Open Wyre Bash 2. Right-click on Bashed Patch, 0.esp 3. Click Rebuild Patch... 4. A new window named Update Bashed Patch, 0.esp should be opened 5. Tick the configurations or features that I want to activate or use. 6. Click OK button 7. Wait for Wyre Bash until it finished configuring the Bashed Patch. Now, on step number 4, we should be able to see various components or features on the left side. Starting from the top it should be Alias Mod Names Merge Patches etc, etc... (there are many in between) SEWorld Tests But how come the Merge Filtering feature doesn't even exist on my WB. If we traced the guide, it should be located under Merge Patches, but it's not there in my case. I have tried uninstalling and reinstalling different versions of WB to no avail. I have also examined through the Bash 'official' thread in Beth forum, but it seems nobody have similar problem. What do I miss? Is this a prank? Or perhaps some kind of crazy conspiracy involving thousands of Beth forum users led by Wyre himself?? Even more spooky, it's not just Merge Filtering missing, Item Interchange Mode and several other supposedly "features" do not exist in the WB here. Yet, the ordinary folks (or should I say conspirators) chat casually as if there's nothing unusual. I do hope some folks here could enlighten me...
  18. Looks fantastic. Being devotees to "guardian of nature", I assume the Kynaran Order will get mad at player if the player blatantly attack animals in front of them (though I wonder how they react if the animals decided to attack them instead!)
  19. @Arthmoor : Yes, I had hoped for the CS to show grass too, thanks for the tip anyhow. Related to New Roads and Bridges, I also noticed slight conflict between III and NRB, the road connecting to the bridge north of Imperial City is buried and there's a land gap if III is placed below NRB. Also, if I use NRB OCLR Road Record, the NPC seems to exhibit strange behavior when traveling on the Silver Road. One of the NPCs insisted one going through the fences near southwest Sercen, while another NPC who rode a horse took a normal road to go up until he reached a certain point (this being near new intersection to Bleaker's Way) then he suddenly chose to "dive" to the road below and (after fatally injured) insisted on going "through the hill". @daemondarque : Thanks for thy feedback, those abnormality shall be looked over for the next version. As for the Skyrim border, well, if you notice closely the road behind the gate was blocked due to "avalanche" . Okay, maybe not, but I haven't figured out how to remove those "avalanche" (a.k.a: hollow landscape texture). But still, you can enjoy the 'hospitality' of the border guards, they are more civilized than most of the native Nords of Skyrim.
  20. I haven't played DB quests, but being the "deepest" than the others hollow guild quests, this looks interesting enhancements.
  21. Updated to version 0.5.1 : A new Orc legionnaire and Orc's response for resisting New AI packages for each non-Cyrodiilic legionnaire, they patrol the roads and stop at various inns throughout the province at specific day. Thanks! And Cliffworms, actually Orc was added in this version. You have to download the new version to see one
  22. Thank you! Thank you! And thanks for the cookie! What? Stranges...well, from where I live a lot of strange people are around. Or are you talking other kind of strange? Do I need to tame them? With cookies perhaps? Maybe...you're talking of adoring fans??
  23. I have tried to search for any mention of its existence in both here and Beth forum, but didn't find any. Anyway, it is the guide map of Cyrodiil, which has also been floating in HD for around a year. I even forgot how I was able to reach it. Maps of Cyodiil, SI, and Morrowind They were created by someone named Jonathan D. Wells a long time ago. His maps are more of a location guide, but they were designed very systematic, with pleasant layout, different and beautifully colored locations and icons for easier identification, and the maps are also divided into sectors for even easier method of finding a certain location. In all, very well organized. I looked at it whenever I was searching a certain location in Cyrodiil.
  24. I would also like to comment on this That's very correct indeed. Sadly, the same creator who wrote these seemed to have forgotten their own words as time passed. And I don't speak just about one creator, over the past few years many creators seemed to have "abandoned" their old depth creation and instead focusing on graphics and eye-candy stuff. I guess profit is the main reason, but we don't really know.
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