I don't know what to do!

Post » Sat May 28, 2011 3:02 am

As the title indicates, I don't know what to do.
I'm not a newcomer to Morrowind, but this is the first time I've started seriously modding it.

I've released two mods, both of which are little tweaks to perfect my copy of Morrowind;
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8912 - Better Heads Dunmer Texture Fix
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8916 - Moon Sugar Replacer

I've also made a teeny tiny fix to some of the seaweed and barnacles off the coast of Seyda Neen, because I'm obsessive.
I pay a lot of attention to detail, and I can't stand things like floating meshes.

But I'm actually pretty darn happy with my copy at the moment, though I'm hoping for a new version of Armed_Defender's Mesh Improvements to sort out some of the more complex miscellaneous meshes I'm still annoyed by.

So basically, my problem is that I would very much like to mod, but I don't know what to do.

Bearing in mind my level of experience- mostly edits of existing work so far, I'd like some suggestions for what to do.

I can edit textures pretty well, though I can't figure out where to start with making original stuff.
I can swap out textures on meshes, and I can edit meshes without too much trouble. I can probably handle UVs if I need to.
I have fairly limited knowledge of the construction set, but I'm good at small details.
I want to start small, and I want to make something that people want.

And just to clarify, I'd like to work on original stuff, rather than more edits.
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Rodney C
 
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Post » Sat May 28, 2011 6:07 am

I know one thing! Those ugly ropebrigdes that's all over the West Gash, please do something about them, I HATE them :D

The trees covering WG could also need a refresher.

Imperial Armor.. The guards look like wearing a armor of bricks. It's very blocky and sure need a new texture, and mesh if possible.
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Theodore Walling
 
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Post » Sat May 28, 2011 7:57 am

Which part of the rope bridges needs improving?
The textures, the mesh? Both?

That is exactly the kind of thing I'm looking for, by the way.
Outside of my comfort zone, but nice and self-contained. :)
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cosmo valerga
 
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Post » Sat May 28, 2011 8:11 am

Here's a little project, if you're interested:

You know Morrowind Advanced? You can find a link to it on my site, among other things. It adds eight new ingredients to the game, each of which uses an icon/mesh/texture of an existing ingredient. I'd like to see new icons/meshes.textures made for them... even something as simple as a recoloring of the existing ones they're using.
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Rex Help
 
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Post » Sat May 28, 2011 4:45 am

Which part of the rope bridges needs improving?
The textures, the mesh? Both?

That is exactly the kind of thing I'm looking for, by the way.
Outside of my comfort zone, but nice and self-contained. :)


Well the bridge would do well with a retexture, also a more smooth mesh would be quite nice.

A really high resolution replacer for house redoran is also quite rare..

Nah enough with suggestions, I hope you can fix the bridges lol :)

- Trance
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Loane
 
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Post » Sat May 28, 2011 4:41 pm

imperial armor! it'd be easy with all these resources out there!
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Hayley O'Gara
 
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Post » Sat May 28, 2011 8:22 am

I have already started to retexture the ropebridges and the hammock.

But it's not yet enough good I think >.<' => http://img8.imageshack.us/img8/5421/mgescreenshot4d.jpg
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teeny
 
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Post » Sat May 28, 2011 1:27 pm

How about useful statics? Varying rope lengths, and stand-alone rope knots. I'd like to place knots where I please.
And skeleton parts, to assemble a seated one, or whatever, in many positions.
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Britta Gronkowski
 
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Post » Sat May 28, 2011 2:24 pm

How about useful statics? Varying rope lengths, and stand-alone rope knots. I'd like to place knots where I please.
And skeleton parts, to assemble a seated one, or whatever, in many positions.

More rope meshes would be very nice!

TR has a full collection of bones to build skeletons with. (can be used as a resource)
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Claudia Cook
 
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Post » Sat May 28, 2011 8:59 am

Ah, hmm what to do. Ya know what I have wanted to do, make boating lanes. I also pay attention to little things that may not effect game play too much but I notice and this is a larger one(thankfully most people have done stuff so I dont have to). If you look at the places with boats from the sky, you start to wonder just how the heck they get boats out of the ports without smashing them into things or running aground, particularly around Telvanni waters. I would have already done this myself but when looking at Vivec, I couldnt figure out how the quick travel boat should get out of there without drastically changing a bunch of stuff so I dropped it for later and still havent picked it back up.
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Adrian Powers
 
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Post » Sat May 28, 2011 3:24 am

I'll probably work on the rope meshes and the bridge textures first.

BTB, if you could list what default ingredient each of the new ones duplicate, that'd save me a bit of work. :)

I'll think about Imperial armour and Redoran textures if I get bored of the above. :)
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Eilidh Brian
 
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Post » Sat May 28, 2011 1:13 pm

Corgi wants YOU!

If you're up for it, I've got some vanilla meshes that I'd like to have their UV maps chopped up/the meshes segmented so I can put different textures on certain pieces, and mix-n-match pieces to synthesize new weapons. Kinda part of my project to add in some missing weapons for materials sets (currently frustrated over my ebony warhammer, my inability to make silver and glass battleaxes and a silver warhammer. Not to mention all the fun things I could do if the BM and TB meshes were segmented). Archimaestro Anteres was even kind enough to give me instructions, but I'm still too scared of Blender to try them. :ph34r:

EDIT:
here are some tips 'n' tricks I've picked up:
1. Open up Mesh A in NifSkope, then open up Mesh B in a separate NifSkope; you can have several NifSkopes open at the same time, so you can copy parts from several different meshes
2. Click on a part of Mesh B that you'd like on Mesh A
3. Right-click on that part either in the render window or the block list, then click on Copy Branch
4. Go to Mesh A and right-click on the NiNode you want it to be connected to, then click on Paste Branch
5. You can now move/rotate/scale it to your liking
Repeat steps 2-5 for any other parts of the mesh(es) you want
6. Save and you're done

- bodvar

Do you mean something like http://i20.photobucket.com/albums/b240/Psymoniser/NifSkope-Doodles/TransalationNS.jpg
NifSkope can be abit picky about which rotation is done first, in this case after scaling, to start with I tried changing Pitch (P=Pitch) to -90 then use either Yaw (Y=Yaw) or Roll (R=Roll) to rotate in the desired direction but NifSkope would not allow any more rotations. Instead of using Pitch at all for any rotation I then just used Yaw and Roll as shown in the Screen cap and it seemed to work fine, is that what you meant?


There are two ways:

You can Rightclick on the top most Node ('0 NiNode') then go Transform >Edit and Rotate as normal, if all of your meshs are children of this node it should rotate everthing in the Scene.

Alternately you can Rightclick on the top most Node then go to Node>Attach Node>NiNode. This will create anew Node in the Scene, give it a value so you can find it easily. Now with Block Details on Click on your new Node and find 'Num Children'. Set this to the number of meshes in your Scene you wish to rotate at once, then click on the Green Symbol below the number you just typed in. A '+' should have appeared next to 'Children' expand this and put in the number representing the TriShape where it says 'none' (eg In the above screen cap if you want '9 NiTriShape TriAmulet_Common_1 3' you would put 9 in here) do this for all the TriShapes you wish to rotate. Once You have done that You can Rightclick on your New Node then go to Transform>Edit as before and it will rotate only the meshes you parented to this Node.

Ok I hope that makes sense.

Sy

you can copy it from the ring. Just copy and past to another file, the NiBSAnimationNode of the ring. Then copy and paste a NiTrishape you want to animate, under the NiBSAnimationNode. Then, copy and paste the NiUVController that is under the NiTrishape of the Ring, and paste it under your NiTrishape. Remove then the NITrishape that previously belonged to the ring, and you should be done. I doubled the gem of the ring, and made transparent one of them, to have a better effect.

To add transparency in NifSkope, Right Click on the NiTrishape that you desire to have the transparency then go to Node->Attach Property->NiAlphaProperty. This will (of course) anable alpha's in/on the selected NiTrishape. Then it is a matter of making either a specific texture that has specific alpha channel or using the NiMaterialProperty asscociated with that NiTriShape to make the entirety of the mesh transparent (using the Alpha Slider in the pop-up for the Material Property or setting the Alpha to a specific number in it's Block Details).

The latter seems your best option, of course, as you are using the stock textures wink.gif .

I hope that this helps; Take Care biggrin.gif
- I think this was from Anteres
QUESTION: Can I slightly hi-jack the thread? You mentioned X, Y, and Z and Nifskope... is it possible to flip meshes in nifskope along a single axis such that I get, essentially, a mirror image of the mesh? Lurlock's Left Gloves mod not only has left and right icons, but also left and right ground meshes for pauldrons and gauntlets and gloves. I'd kinda like to do that for my Left Gloves Addon mod and my planned upgrade to the AIM mod.

ANSWER: On a NiTriShape, Transform->Scale Vertices. Set the desired axis to -1 and apply. Locate the Triangles in the NiTriShapeData and Flip Face. Scaling the normals won't flip faces but will avoid having to recalculate them. Note that you might get all sorts of weird transform issues if the shape or its parent nodes have unapplied transforms, and you'll get absolutely bizarre results on bone weighted meshes.

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Marlo Stanfield
 
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Post » Sat May 28, 2011 11:38 am

BTB, if you could list what default ingredient each of the new ones duplicate, that'd save me a bit of work. :)


Dragonian Scale -> Racer Plumes
Harpy Blood ->Corpus Weepings
Dragon Molar -> Sload Soap
Dragon Fang ->Trama Root
Dragon Meat -> Rat Meat
Seducer's Heart ->Daedra Heart
Wyvern Spine -> Racer Plumes

Feel free to deviate from this list if there's something else you think would be a more appropriate fit.
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Miragel Ginza
 
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Post » Sat May 28, 2011 6:27 am

Dragon Molar -> Sload Soap

Wait. Why would a dragon have a http://en.wikipedia.org/wiki/Molar_%28tooth%29? A dragon is a carnivore usually, right? Carnivores don't have molars, they have http://en.wikipedia.org/wiki/Carnassial. Well, except for omnivores, like bears, pigs, apes, monkeys, humans, etc. But, I don't really see a dragon eating grass, flowers, fruit, and leaves, you know?

I mean, you can have a dragon with molars, if you want them to be omnivores. Which could be kind of cool, if you want to re-interpret the classic cliche dragon that breaths fire and eats the flesh of fair maidens.
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Mimi BC
 
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Post » Sat May 28, 2011 6:35 pm

Wait. Why would a dragon have a http://en.wikipedia.org/wiki/Molar_%28tooth%29? A dragon is a carnivore usually, right? Carnivores don't have molars, they have http://en.wikipedia.org/wiki/Carnassial. Well, except for omnivores, like bears, pigs, apes, monkeys, humans, etc. But, I don't really see a dragon eating grass, flowers, fruit, and leaves, you know?

I mean, you can have a dragon with molars, if you want them to be omnivores. Which could be kind of cool, if you want to re-interpret the classic cliche dragon that breaths fire and eats the flesh of fair maidens.



You realize that we're discussing the real-life biological inconsistencies of fictitious creatures, right?
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Red Sauce
 
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Post » Sat May 28, 2011 10:05 am

I agree though, the stereotypical grill of a dragon is full of nasty, dagger-like teeth. No actual need for molars.
They're large, so most animals & men are eaten whole anyways.
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Dominic Vaughan
 
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Post » Sat May 28, 2011 5:49 pm

Do wood elves count as vegetation?
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Assumptah George
 
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Post » Sat May 28, 2011 7:32 am

Do Nords count as ice cream?
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Susan
 
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Post » Sat May 28, 2011 4:27 am

I agree though, the stereotypical grill of a dragon is full of nasty, dagger-like teeth. No actual need for molars.
They're large, so most animals & men are eaten whole anyways.

Yeah, dragons in most images and generally throughout all dragon lore are rarely, if ever, seen with molars. There has been the occasional mention of them eating plants in a pinch, particularly ones capable of shape shifting into human forms (which do have molars), but actual dragons are huge carnivores. Their skull structure would probably be similar to a T-rex or similar creature, but with longer teeth and more emphasized fangs. Definitely no molars in sight. :)
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TASTY TRACY
 
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Post » Sat May 28, 2011 3:00 pm

Do Nords count as ice cream?


Only the females >.>
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Matt Fletcher
 
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Post » Sat May 28, 2011 12:39 pm

Do Nords count as ice cream?

pahahaha :rofl: nice one Jeff.

And OP if you feel up to it i might need some texturing done for some buildings and/or armor sometime in the next few months for DoHR. I'll let you know if I need something.
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Bereket Fekadu
 
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Post » Sat May 28, 2011 2:20 am

Only the females >.>

The males are hunky chunky monkey. :liplick:
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Rachell Katherine
 
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