Hannes821
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Post by Hannes821 on Oct 3, 2015 13:38:46 GMT 1
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Hannes821
Traveler to Atmora
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Post by Hannes821 on Sept 29, 2015 8:13:02 GMT 1
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Hannes821
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Post by Hannes821 on Sept 29, 2015 5:21:50 GMT 1
Books need pencil drawings! that´s where this comes handy: and it works:
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Hannes821
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Post by Hannes821 on Sept 29, 2015 1:18:09 GMT 1
There is however also a "cheaper" CK-Way to retexture for more simple meshes:
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Hannes821
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Post by Hannes821 on Sept 28, 2015 19:38:32 GMT 1
LOAD ALL ESSENTIAL NECESSARY FILES AND THEN DO THIS; THEN SAVE AND UPLOAD!
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Hannes821
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Post by Hannes821 on Sept 27, 2015 10:17:05 GMT 1
an example for you:THIS IS HOW THE EXAMPLE WILL LOOK INGAME:AND THIS WOULD BE THE CODE: (i have QASmoke testroom open in the back, so i can fast travel there from main menu with "^coc qasmoke" and test it in seconds! very useful" TS5editcleaned! even testroom-references should be removed again with ts5edit to be sure; you just need to right-click on the branch "box" and then "remove"; thats all... only thing left to do is make a folder, copy in the textures with the right path used before; and the cleaned esp, pack it in a zip-format and upload...
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Hannes821
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Post by Hannes821 on Sept 24, 2015 17:39:16 GMT 1
Hey ! this place should keep what i found out so far; having done a retexture by using GIMP for new dds files with minimaps (always click "load minimaps" and "generate minimaps"!) and bringing them on the objects using NIFskope, we have a nice Model.nif and those textures (for how to do check the other threads or pm me; you should try out crazybump for normal maps!) NOW we want to implement the Model in our MOD FILES with C.reation K.it - this is what i found out and i hope you can give me some feedback since i am just doing this first time CHECK you use as less masters as necessary! CHECK you copied the textures / meshes in the Data folders they belong; for my bear it was always "textures/actors/bear"(the dds files) and "meshes/actors/bear" (the nif file) then: run CK and: as i said, i made it first time and so there may be bugs! pls tell me if you know how to solve the "bear-dynamic-movement"-problem; and i hope this here helps you (and me )
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Hannes821
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Post by Hannes821 on Sept 15, 2015 8:40:07 GMT 1
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Hannes821
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Post by Hannes821 on Sept 14, 2015 8:39:06 GMT 1
nice that you joined! I dont want to make you super busy; so if you want to focus on scripted events i would suggest giving you "special tasks" that are in your main fields of expertise ! Ofc we are happy if you do quality checks in general, as Rhod mentioned, but i can understand if you are to busy to do so;
The biggest scripting we actually are thinking about is if we implement drivable boats/ships and some more easier things like scripts for boss fights. And most simple things would be new shout effects, maybe some teleport animations ... these things stated,
first and formost like to all our third party content - supporters: THANK YOU and you are always welcome here!
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Hannes821
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Post by Hannes821 on Sept 12, 2015 16:14:09 GMT 1
So you are the capable modder who made these awesome weather? ^^
welcome! would be nice if we could work on the [Exterior]/[Weathers] stuff together (shouldnt take too much time) and you are welcome to look for interors / exteriors / objects as you wish, and also other things you want to get some experience with
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Hannes821
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Post by Hannes821 on Sept 10, 2015 8:07:27 GMT 1
great mod you did! fits perfectly in the adventurer concept; we just by coinscidence talked yesterday about climbing equipment for the crew ^^ feel free to take a look! and what i might say here: Meatbag101 mentioned yesterday that he felt strange about us not asking for our new members files as strictly as he espected... my answer to that: we dont have to! All work done will be checked by several people; and we can discuss and see the quality instantly; so, at this point, we dont need people to be perfect and take over all the work; This is not how i understand team work; it is more the chance for anyone, even people new to modding; to try, and grow by our feedback; and thus most important are the emotions, the ideas, the creativity you bring in; the technical stuff we can fix together; so the biggest point is your ambitioun and your passion; the rest we do in teamwork! we dont want to show off or something we want to make a good mod together!
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Hannes821
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Post by Hannes821 on Sept 8, 2015 17:14:45 GMT 1
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Hannes821
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Post by Hannes821 on Sept 7, 2015 0:27:41 GMT 1
Update: i know how to fix a lot of those little "yes"-errors when opening: simply clean the Masterfiles with TS5edit like shown here:
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Hannes821
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Post by Hannes821 on Sept 4, 2015 0:24:39 GMT 1
we welcome you! also from me: you can always ask, also on steam and here of course; here is the list: atmora-calling.freeforums.net/thread/110/list-16-08-2015 ( i have to update it actually ) we are heading forward, pic what you like and ask Rhod or me for all the support / questions you may need / have!
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Hannes821
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Post by Hannes821 on Aug 31, 2015 0:50:48 GMT 1
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Hannes821
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Post by Hannes821 on Aug 30, 2015 22:25:21 GMT 1
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Hannes821
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BLENDER
Aug 30, 2015 22:15:07 GMT 1
Post by Hannes821 on Aug 30, 2015 22:15:07 GMT 1
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Hannes821
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BLENDER
Aug 30, 2015 22:11:14 GMT 1
Post by Hannes821 on Aug 30, 2015 22:11:14 GMT 1
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Hannes821
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Post by Hannes821 on Aug 19, 2015 18:00:57 GMT 1
Well, I suggest you make an esp and add ...[YOUR CONTENT] there. When more people add their content to yours, just put [YOUR CONTENT] in your own .esp and merge it with TES5Edit. Each time [CONTENT]s are made, the esp.s are added to the previous merge, and thus the [YOUR CONTENT] .esp grows. On merging with tes5edit (super easy I swear) wiki.step-project.com/Guide:Merging_Plugins#Manually_merging_plugins_with_TES5EditWhen you find the textures and/or meshes for the tablets and copies, things will get more difficult and you will need to release a versioned ESM like I'm doing for the landscape. When we get there I'll help with that.
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Hannes821
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Post by Hannes821 on Aug 18, 2015 19:47:22 GMT 1
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Hannes821
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Post by Hannes821 on Aug 17, 2015 21:05:19 GMT 1
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Hannes821
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Post by Hannes821 on Aug 17, 2015 20:57:48 GMT 1
nice that you are here; and happy whenever you want to add something to it yes we love his basic work and what we (want to) do together with it ^^
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Hannes821
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Post by Hannes821 on Aug 14, 2015 21:23:18 GMT 1
when making books; these are the locations to put in new files (textures, covers) What's where?: -------------------- World models -> meshes\clutter\books\ Statics for Inventory Art -> meshes\clutter\books\book02\Character assets\
Textures -> textures\clutter\books\booksax\
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Hannes821
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Post by Hannes821 on Aug 14, 2015 14:38:00 GMT 1
this was to make generic background for new textures, very usefull, thank you
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Hannes821
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Post by Hannes821 on Aug 14, 2015 14:12:34 GMT 1
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Hannes821
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Post by Hannes821 on Aug 14, 2015 14:09:27 GMT 1
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Hannes821
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Post by Hannes821 on Aug 13, 2015 11:02:09 GMT 1
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Hannes821
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GIMP
Aug 13, 2015 10:37:23 GMT 1
Post by Hannes821 on Aug 13, 2015 10:37:23 GMT 1
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Hannes821
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Post by Hannes821 on Aug 13, 2015 10:32:48 GMT 1
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Hannes821
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Post by Hannes821 on Aug 13, 2015 9:49:16 GMT 1
pls go in creation kit, click on: Open set a x on only Skyrim ok click yes to all error Messages wait (takes up to 3min) go in object window; enter "book" in search take one that you like (cover style)(books look like a Container as Symbol) click "duplicate" Change the "BOOKduplicated" Name into "Bretwalda" click on "Edit" (the Bretwalda)
then a window opens: there put in ID-NAME, Object Name (shown ingame) and then just type in the text of your choice (i cannot correct it in Terms of Content, you are the lore master; but there is a Programm spelling check like in word by Default) and then just click ok and save under a Name like "Bretwalda.esp" under skyrim/data (he just let´s me save there)
Then you go on dropbox or another free upload Service (or mail since it is small) and upload it and post here the accesable link to the uploaded Folder with the Bretwalda.esp inside
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