Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Lefok

Pages: 1 2 [3] 4 5 ... 7
31
Construction Set / Re: Learning Nifscope
« on: May 14, 2016, 10:27:59 PM »
I just started fiddling with it and asked the nearest NifSkope monkey (Melchior Dahrk, in my case) a question or two. It's not as intricate as stuff like Blender.

What are you wanting to do?
I want to know how to retexture existing assets and create objects made of other objects, kind of like how you did with the things you made.

32
Construction Set / Learning Nifscope
« on: May 14, 2016, 09:21:59 PM »
How do you guys learn to use Nifscope? Did you follow a tutorial or something?

33
Modder Claims / Re: [Modder Claim] Plot 46 - Lefok
« on: May 08, 2016, 01:24:04 AM »
Below the dusty crypts of the long gone lays an ancient forest.


34
That dining hall looks like a pretty good place to eat at, the restaurant vibe is a nice touch. That armor looks fairly well made Melchior, it kind of reminds me of the male version of Golden Saints.

35
Construction Set / Lighting in the CS
« on: April 17, 2016, 08:42:36 PM »
How do you guys usually go about handling the lighting, especially in regards to dark areas that have a bunch of objects that would become black voids if a light source isn't close enough?

36
Modder Claims / Re: [Modder Claim] Plot 46 - Lefok
« on: April 15, 2016, 10:28:48 PM »
Thanks Melchoir Dahrk, that seem to have solved that problem!

37
Modder Claims / Re: [Modder Claim] Plot 46 - Lefok
« on: April 15, 2016, 05:10:11 PM »
That's pretty cleverly done, Lefok.

About the roots: you could also make a unique copy of the model and use that. It'd still use texture replacers and most people would never even know the difference.
By copying the meshes of the roots and putting them in their own folder and creating them as new statics, right? Would there happen to be a way to replace the original statics with the new ones, keeping their positions and rotation information kept unharmed?

38
Modder Claims / Re: Modder Claims Guideline - Please Read!
« on: April 15, 2016, 05:08:40 PM »
I've claimed the C&E a while ago.

39
Modder Claims / Re: [Modder Claim] Plot 46 - Lefok
« on: April 14, 2016, 07:41:30 PM »
Here's a little update on what I'm working on with one of the interiors

40
That fountain looks pretty nice, though it could use some more space. I like the idea of the kitchen being above, if only for the mental image of lazy waiters throwing down drinks and foods down onto the people whenever they don't feel like going down.

41
Master Planning and Discussion / Re: Player's Introduction to Modtown
« on: April 11, 2016, 05:35:46 PM »
That's a pretty nice submarine you made, Autoclock

42
Master Planning and Discussion / Re: Player's Introduction to Modtown
« on: April 07, 2016, 10:20:50 PM »
True, that could be another way to travel to the island. I would imagine that the ship would be found in the telvanni regions, if we're going with the ship itself that is.

43
Master Planning and Discussion / Re: Player's Introduction to Modtown
« on: April 07, 2016, 09:59:46 PM »
The skydiving thing sounds awesome, but if the player wants to go back to Vvardenfell, how would they get back there? Perhaps instead of using full length submarines, you could do a dwemer pod that doubles as a flying vehicle?

44
Master Planning and Discussion / Re: Player's Introduction to Modtown
« on: April 06, 2016, 08:24:52 PM »
That Submarine looks pretty sick. I feel like there should be a proper garage for her that eventually rises out of the water and into whatever the ol' lass is nearby, perhaps the C&E?

45
Master Planning and Discussion / Re: Player's Introduction to Modtown
« on: April 06, 2016, 05:48:50 PM »
So if they went through the C&E Office, would that mean that they would have to sign some papers and show it to an official before they can do their thing in the place?

Pages: 1 2 [3] 4 5 ... 7