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TheUnknownChemist

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Everything posted by TheUnknownChemist

  1. Okay will give it a try hopefully that is the only thing that is effecting the collision, I notice the official oblivion mesh's have more than one property added and thought maybe that might contribute to the problem. Thanks will post how it went
  2. I am having some trouble understanding (and implementing) the finer points of collision mesh. I have created a sword and can’t seem to get the physics right, the main problems include: Blade has no collision it seems, so when dropped it spins round and round through floors and walls and is very hard to pick up again. Initially it is hard to pick up from where it is resting only when you hover over the cross guard does the hand icon appear. Also when I add the scabbard from the steel long sword, and then export the new sword with scab and collision. I place it in game but when you draw the sword the scabbard is still attached to the sword and not at my side where it should stay upon drawing your weapon. I would like to know also what is the best way for collision to be implemented, would it be using blender and nifskope or can you just use one program to set it all, and what is the best way for a sword collision to be done. The only time I got a working collision mesh was using an existing one from OB’s steel long sword (as I didn’t need to edit a thing) So you might be better able to help I will list what I do to create the collision quickly. I start off with adding a cube mesh. I click f7 set draw type to bounds draw extra to cylinder I rename the OB and ME to cylinder. I then rotate the X axis to 90, and resize the mesh be pressing S (all of this in object view) I resize it so the width of the collision is a bit larger than the sword itself. Then clicking the size manipulator button I stretch it so its length cover the blade. The n I click f4 click actor, set it to rigid body set mass to 25, radius to 1 or 2 (tried both along with higher and lower numbers all with varying effects all seem to be bad) then click bounds add property change from float to string then in the box I put HavokMaterial and HAV_MAT_METAL. I do the same thing for the cross guard except rotate the z axis instead. Once done ctrl+a on the new collision mesh and scale to OBdata no rotation as it makes my collision a big coin shape. In nifskope I open up the first BhkCollisionObject and alter only the mass to be 25 and the second BhkCollisionObject that appears a little further down the list under a NINode (I guess the cross guard) and change mass to 25 as well. All done I save and load into the game this however does not work in game as stated above the problems start. I hope that someone can see what I am doing wrong and help me figure this out, right now collision mesh is the only thing stopping me knowing all the basics of creating new weapons and static objects for OB Thanks in advance
  3. Cheers Don, going to try and make the blade slightly transparent to (eventually) Still got a headache from the UV mapping but Echos video tutorial helped wonders
  4. Okay completed mesh with a base texture (the blade texture is complete hilt and handle are not) here are some screenies
  5. Okay a quick update I have been playing with blender and although no where near finished, here is the first 'base' creation for a sword. I hope to make the hilt more spiky just not sure what kind of spiky yet. the blade will be wider at the top than it is. Although not finished I hope you can get a rough idea of what I am aiming for, as this is my first attempt at making a mesh I am quiet excited about posting the results so far.
  6. The nerd storm gathers for 11-11-11

  7. I think SKingrad would stand a fair chance of surviving an assault, although not the best land layout outside it would still be able to pelt arrows at the invading force untill they breached the gates. Now the main two gates at east and west lead into a perfect gully, if all the access points from the gully where sealed then you have a kill box, the north eastern gate could be baricaded to a point and would inevitably be a weak point for the defenders. Also I do believe that skingrad has more archer towers surrounding and inside the city than any other city in the game. as long as they have the man power to garrison them. Just a thought but if any one here plays medieval 2 total war. then could maps of the oblivion cities be made for it. Be a good way of putting the idea into reality in a sense.
  8. That would be very welcomed I love the look of that sword especially the transparency (please do tell how you do that) If you would be interested in doing a few new meshs I have some ideas for roughly what I am after. Think elven with a more pointy serrated kind of feel to it, and very knobly steel kind of mesh. Thanks for the offer let me know if you want more detail on mesh ideas
  9. Wow thanks Lanceor yeah kinda gone a bit nuts on texturing lol. @IS Yeah I do hope to get some new meshs for this mod to, just got these as an example of the kind of textures, also as a fall back if my meshs turn out to be rubbish lol
  10. Thanks Echonite Here is a couple of screenies of the weapons so far
  11. WipZ thread: I plan for this to be my first long term project whilst learning quest building (might as well dive in the deep end) This will more than likely take a long time until this project reaches completion, I will more than likely release beta versions with and without the quest for testing but again long way off yet I would welcome any ideas, suggestions ect... Mod Name: Crystal crusaders. Storyline Idea (not to detailed, as don’t want to give away to much storyline, what you have here is more a quick blurb): Long ago a star had fallen from the sky and landed in the northern part of Cyrodiil. A small group of battle mage and astrologers followed the star to its landing point to discover a vast cave system had been created by the star itself; a strange crystalline growth covered the area. It did not take long for the group to set up a mine for this magical crystal, to forge it into weapons of unimaginable power. Forming the order of the Crystal Crusaders they swore to keep the secrets of this divine element from falling into the wrong hands. But the legend ends there what became of the order or the caves themselves a mystery, most believe it nothing more than an adventurers fable a simple camp fire tale of a cave holding ultimate riches. The only record of the caves is an excerpt from a letter to the mages guild published as the Legend of the crystal caves. Maybe it holds the key to finding these caves, and finding the truth behind the legend... but beware a dark journey awaits any traveller that seeks such legendary power. What it will add to the game: *So far only a portion of the weapons have been created* Weapons: Crystalline Swords, axes, hammer, and bow. blue for steel mesh green for elven mesh, ultimate crystalline white steel based mesh. Corrupted crystalline purple. All weapons will glow and cast a light (thanks to Lanceor for the script) Armour: Crystal Crusader blue crystal armour steel mesh green crystal elven mesh, Corrupted Crusader Purple (elven and steel). Ultimate Crusader White crystal steel armour mesh only. Potions and Ingredients: Potions: Orion’s elixir, tears of the star chaser, crystalline liquid. Ingredients: Crystal atronach salts, crystalline mushrooms (cairn bollete and wisp stalks mesh) crystalline hearts (corrupted) More may be added Static: New glowing crystal, new cave interior colour (metallic oil sheen) crystal style cave clutter static. More may be added Creatures / human enemies: crystal atronach (corrupted) Corrupted crusaders (Breton race edited, some crystal texture on skin) more maybe added Locations: 2 New caves Crystalline main cave and side cave (different entrances caves are not linked) 1 new fort location. 1 player housing. Quests / factions: Crystalline Crusaders (may be a chapter 2 to add on way down the line) New faction crystal crusaders (joinable on mission completion) Other: New Amulet texture crystal NPC's: Orion Depending on how well it goes learning quest building will determine the complexity that I would like this quest to have. Also again depending on how well I learn this there may be a new mesh for certain weapons maybe armour too.
  12. Can't wait to test this (the vid looks great), always been a big fan of centaurs now I can be one yay
  13. Okay well thats good to know script does not seem to be my strong suit, I get annoyed very quickly with it. I am in the process of downloading every wiki tutorial and TESA tutorials on quests
  14. LOL nice an IS launcher. will be using this I think And thanks for the edit Lanceor will give those lines a go to. Script is weird why can't you just type do this, that one, yeah yeah that one pick it up
  15. Okay now with the mod I am working on now I want to add a bit of quest to go with it. I have a story but no idea how to create quests. The tutorials are good in the fact they have given me a sense of what quest building involves but I can't seem to find out how to build the quest the way I want it. The idea is in basic terms. Read a book to activate the quest, tells of a weird unnatural crystal cave. you get a journal update saying blah blah you need to find the location by deciphering the clues in the book (there will be no map markers) When you find the cave second journal entry I found crystal caves maybe I should investigate this mystery further ect. Inside the cave you find a journal telling you in more detail about the cave and a group of high elves and bretons that unlocked the secrets of tempering the precious stone into a heavily enchanted weapons. You find the white crystal sword (the ultimate of the crystal weapons) and quest ends. Rather simple in theory but with zip experience and the overwhelming nature of many quest tutorials I have found I have no idea where to start how to start, will I need script ect. So any help on this will be great, I don't need the answers spoon fed to me but a good jumping off point would be fantastic. I thought also that for te end of the quest you had the choice of three white crystal weapons an axe a sword and a bow, the thing is though you could only choose one. Maybe they are locked behind a cage and as soon as you use the key to open it the key disappears, however if this is to complex I would rather leave it till I get more exp. thanks in advance
  16. Well after re entering everything correctly it didn't work, as I did not have my net working had to work out what was going wrong. decided to just delete the sin and cos Set XCoordinate to PlayerRef.GetPos X + (40 * Sin Direction) Set YCoordinate to PlayerRef.GetPos Y + (40 * Cos Direction) to Set XCoordinate to PlayerRef.GetPos X + 40 Set YCoordinate to PlayerRef.GetPos Y + 40 Works fine now. But I do have OBSE latest version to I think I got it to run CoH properly, how would I make it so that obse is active when using the CS?
  17. That's brilliant can't thank you enough for this
  18. Wow that's a lot of script for a simple effect lol if I change the cell, name of light ect to I dunno glowing cell and firebright for example. do I have to change anything in the script at all? This is brilliant and of course will credit you for this Thanks
  19. LOL funny thats what gave me the idea, I liked the effect. You see I am trying to create crystal weapons set, (just retextures) but got some good textures done already, they glow well but it's illumination they need to stand apart from the rest, I got three maybe a fourth colour soon so far blue, green and purple (want to add a red one to) and if they can either glow a generic colour or match their existing colours would be great. Thanks for the help Lanceor it is very much appreciated
  20. Hi all I am wondering how, or if it is even possible to make a sword glow. Now I know how to make a glow map and yes that's all very nice. but I mean can a sword have an aura of glowing around it, a diffusive glow I think it is called? You see I want to make a normal glowing weapon but one where the glow surrounds the blade and almost acts as a torch. Any help would be great thanks
  21. Would it be possible at all to make the player character smaller or larger in the game for brief periods of time after eating or drinking something. I am thinking of alice in wonderland, drink me potion and eat me cake. which made alice bigger or smaller. I am thinking for my next mod I will do a dungeon crawl but Alice themed, so I want an area where you have to eat and drink the 'me' stuff to progress through certain areas. Now a visual of shrinking or growing to go with this would be great but if not how would I go about making it so doors will only open when you have eaten or drunk something. Any input or advice on how to do this would be great
  22. Very handy resource, loved the morrowind dwemer enemies.
  23. yep bring up the landscape edit tool (H) then click the render screen, then press (I) to bring up the quad box, it is split into four areas that represent the cell you are editing. top right is NE top left NW and so on for the cell. Each one of these sections shows what type of texture is used in the said cell, this is what adds grass. The ones that have nograss at the end do just that add no grass. you can either replace the ones that have grass to nograss version, or use an existing nograss being in the cell to overwrite grass areas. When editing a texture make sure none of the check boxes in the landscape editior are ticked, and use the right mouse button to apply the texture you want to the cell. Depending on how many textures are in use in a said cell depends on whether you can add a new texture or have to re-use or delete existing textures. To get a better view of the cell to see what the quad window refers to hit T in the render window when in the desired cell to get the top view, by eye split that screen into four sections this will make it easier determining what textures are in use and more importantly where
  24. Thank you glad that other people like it too. Wouldn't have been possible with out the help from all the tesa peeps here and the great tutorials
  25. Name: Necronasium Version: 1.0 Date: 08/Feb/2011 Category: Buildings, Misc Requirements: winrar Source: Location: Cheydinhal Screenshots: see download above Details: To start with this mods was intended to just add a simple little shop that gave you the option to buy a reanimate spell. But as my skills developed and idea from others started (Thanks to everyone for their input) I grew a little on the original Idea. It is now a fully cluttered shop that between the two merchants will buy and sell most things, A retex of a glass claymore now called the Ossavomica, and three new retex for some unique potions. Notes: This is my first mod that I have made in full and released, so if there are any flaws please let me know and I will endeavour to fix. this project took me a little over a week to complete. Install: extract the necronasium folder to your desktop. Place the esp and relevant files in your oblivion\data folder, check necronasium in the oblivion launcher - data files. Uninstall: Delete added files and esp after deactivating it from your data list via OB launcher. Tools Used: Nifskope Photoshop CS3 The Elder Scrolls Construction Kit Credits/Legal: Credit goes to Bethesda for creating Oblivion, the TESA community for all their help and great tutorials. Please fee free to use this mod as you like, just credit me for anything and no uploading to payites.
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