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Discussion topic: FOMOD Guide by Step Modifications Wiki Link Work in progress FOMOD Guide. Step is aware there are tools available for FOMOD creation. This Guide's purpose is an alternative to those tools, as well as, an informational resource.
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As I was working on Mythic Dawn: Gateway to Oblivion WIP I had seen many mods that are compatible with Nehrim. I would consider Nehrim to be one of the best full conversions for a game. Soire had started a guide over here but I have not seen her active in the past month. So, I figure that I am going to start thinking about writing a guide because I am familiar with the Oblivion engine and know a thing or two. If you can, make a mod suggestion over on this sub forum and then make a post here that provides the link and the topic title. At this point in time don't worry about messing up the topic over there. I will be able to fix. This isn't going to be something that is going to happen immediately. Well, if I get enough feedback I may be able to get a good skeleton going. Currently, what I think I want the guide to be Core/Extended frameworkKeep the mod format from Mythic DawnChange the Colors but keep more of the .css from Mythic DawnMore... TBA...If people can actively post here and help get a list of mods going then this change be done pretty quick. It's all up to you... On a side note... I know I have been making a ton of topics all around but its because of this topic posted by Z and because he pm'd me asking me to... so... I figured if I am going to start doing these mod suggestion things then I might as well have a complete section. Trying to keep everything linked together is kinda tricky
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So there is something that I have been poking around with for the past... 6 days 7ish onto 8 10/11 now?. Anyhow, I remember Sounds of Skyrim back in the day by the effect it had on a game and the patching hell it was, it was the thing that really got me into xEdit. Cliffworms opened up perms awhile back and I knew there must of been a better way to do things and there kind of is. Crushing you expectations comes first, I cannot produce an effect that is identical that Cliffworms produced, but I will be able to have more interactive sounds(kinda) I'd like people to try and break it the best they can by using vanilla mechanics. The mod currently spawns the log, some state debug code is enabled. This should would in either game but was developed in SSE. Here you go(Dev 3), seriously though, don't use this on a save that you intend to keep using. Consider this a broken mod, if youre going to do that. There are a few tools out there to assist with unbreaking it, if you did though. What I want to achieve: I want to learn how feasible a dynamic SoS would be. I'm not all that concerned with producing a file. I would like a dynamic solution that doesn't spawn mass script instances all over the save because that is gross. Quest aliases seem to work but have their own limitations, plus I consider them slow but I wont really know until I scale up and then throw in other mods. I have a really small sample file which only handles three types of sounds, boiling potions, cooking pots and rain hitting tents. I'll be adding more as I find and troubleshoot problems How it works as of today: I have a script that has a sort of quick irregular heartbeat to spawn sounds later, but current every 11 thumps, the objects are rechecked. There are also a few other conditions like if the player is above a certain distance(4000) or if they switch interior/exterior. Im planning on adding a weather change event. The sound manager has a script attached to it that manages the other workers(I tired to decouple the sequential operations for speed) The sound manager thumps all the workers for anything like fades. The scripts then find available aliases and spawn sounds onto of them After all the states have finished, the script goes to the "Waiting" state. Known problems: The code is still gross, I tried so many different methods. What I need: I need the sounds to make sense. I need to know what sounds I need to spawn and where. There are dozens of sets of sounds and I don't really know where to stick them all, any sort of correlation would be awesome. Figure out what I don't know, this is the fun one as I can't figure out something that I know nothing about. What if this "project" dies: Anything and everything I do is open, have at it kid, original author perms need to be followed though.
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Posted later on this thread Comprehensive vanilla body texture compare XCE scars, FemFeet and Warpaint/Dirt are essentials if using a vanilla body solution. ~z Current download link for testing: https://drive.google.com/file/d/0B1_Nlyy2ueu0N29SdkZpUTFwSlE/view?usp=sharing This mod is in an Alpha state and will remain so until the seams have been resolved. Updates: December 17, 2014, Alpha v1.1Reduced shine on skin for both body and face. Shine is now slightly reduced and smoother. Added versions to the file name for users. Current Compares Vanilla Lighting Vanilla >> Previous Version >> Alpha v1.1 ENB Lighting Vanilla >> Previous Version >> Alpha v1.1
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OK3SEKSY NET 9000 is in a better beta form, and it's time that it was posted here to be tracked. From the Description: 0S3KZYNET 9000 is an adult animation mod for Skyrim that adds seamless, fully animated, player driven,adult animation scenes of lovemaking and embracing. Every action is controlled by the player on input, the characters never teleport or appear in a position, every movement they make is fully animated for a perfect seamless quality. I have done every animation in this mod by hand. As well as the art work on this page by myself. It currently has just under 600 .hkx files. All animations are consensual / romantic, and depict no illegal activities. Version 1.05 is now up and includes kissing. Nexus Mod Page link here: https://www.nexusmods.com/skyrim/mods/69448/? This newest version features in-game configuration via MCM. While I remain rather ambivalent about "adult mods" for Skyrim, I do think CEO's current work stands in a camp of it's own. The animation is the best I've seen in terms of fluidity and natural movement (outside the sex element) and it suggest some major paradigm changes in terms of FNIS additions. This really is more of a "Immersive Fondling" or "Immersive Cuddling" mod than its porn inspired predecessors, at least in its current beta form. I'm sure I'm not the only one here who has been following this strange addition.
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- 05-animation and physics
- immersion
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Since the other thread got locked and I couldn't find another topic of this sort I thought I'd just start it. I'm sitting about 2 meters from my 30" monitor, I have to zoom to compfortably read at that distance and my resolution. The line spacing of the forum seems fairly large, information is mostly spread vertically. When I zoom in to the point where the subforum list lines up with the right end of my monitor I can see only very few threads. This makes navigating the forums more complex for me because I can simply see less information at once with the same font size. I would much prefer if the boxes representing subforums would align with the right end of my browser, scaling with zoom and the recent topics would go elsewere. Also the palette option to the left of the forum distracts my vision. And maybe category headlines with more contrast would be desirable too. I say this without having tested any different themes, but I usually browse the forums as guest. [edit]Also line spacings and thus layout of posts appear different in the editor then they do in the post. It would be helpful if they didn't. Generally the font size seems small compared to the geometry of less important things in the forum (like avatars etc.)