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Showing results for tags 'poly'.
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Just a thought I had in putting together a succubus playthrough but, I think it would be really cool to integrate the succubus class with the sex framework and poly romance. My thought is making succubus also have a supportive aspect towards teammates but also making it so sex with teammates also boosts the succubus or unlocks more abilities. And expanding in succubus charm abilities outside combat. For example: -Granting temporary skill boosts in the form of "Lover's Favor" (or something) that can just flat boost stats by a certain amount or other effects similar to some spells like a protection aura each time they have sex with a companion. -Adding a conquest bar (or charm or whatever) that is similar to favorability. The succubus can seduce teammates until they're basically in her thrall. The higher the conquest level, the more boost or abilities the succubus unlocks and the greater benefits to the teammate. Abilities like being able to summon the teammate to the succubus in battle. -The higher the conquest, the faster and easier it is to gain approval for actual romance. I feel like this would be best with a poly mod or just build in that companions at a certain level of conquest no longer mind poly. The higher the conquest AND approval, the greater power the succubus gains from companions. -Add the ability for a succubus to approach a foe first without triggering combat to attempt to seduce them. If they succeed, then they have the option to idk do a kiss of death and suck their soul out (single target) or basically f*#@ them to death (can be multi-target; sex framework would probably need a patch for group sex for this and idk camp orgy or something) which would give an alternative way to defeat enemies without combat. Could probably do this to NPCs and just loot them afterwards lol -A temporary boost or even lasting effects for the succubus based on how many characters total they seduce. Like no matter what, they are feeding off their sexual partners in one way or another. Like after certain thresholds, the succubus gets stronger charm OR stronger resistance to control effects. Something like that. -Would be hilarious if the succubus is able to seduce the absolute cult/mindflayer overlords (or even just various bosses and make them summonable later in some battles) if they gets to a certain level of ascension with their power (maybe have certain requirements like having conquered/romanced all party and gained a certain level of power feeding off NPCs). Basically pull an uno reverse on their plans and now the hive mind is yours to control
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Hi! So I installed H.P.P. But only a few things work. Like the firewood, smelter coal and the really stony walls f.e. the one before riverwood. Also some clutter works. But all the other stone walls like the one from riverwood don't work. I think it has something to do with my priority order. I use Skyland AIO, Skyland Landscape parallax, rustic cluter and obviously SMIM. Also some grass and tree mods. So what order would be optimal? I have tried some already. I know it is actually described in the mods description but it's just that Skyland has some order requierments it self that don't really work with the requierments of H.P.P Thanks for your help!
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So, i have made a rifle in 3ds Max 2016 and I am soon moving on to the low-poly/texturing steps. The tutorial I am following is not for Fallout specifically. In fact, it is a professional tutorial made for a modelers personal portfolio. But walks through these steps (Base controls, high-poly, low-poly, unwrapping, texturing). What exactly, if any, things need to be done to get this gun into fallout? I'm speaking of course in regards to size and the such. My gun looks the right size in its parts, but should i be importing a weapon asset to scale my rifle too? that way i can use similar reload animations in the game? Or is this unnecessary with nifskope? (which i also have to relearn) Also, should certain parts of the rifle be connected? I have the stock, lower receiver, magazine (with 2 separate bullets inside the mag), the upper receiver with the barrel unattached, the sight, and the trigger group are all separate pieces.. Invariably, I intend to add mods for this gun..i.e. stock variants, sight variants, barrel variants..i'm not sure if textures can be changed in game also, but if so those as well.. I just have no idea how to go about these. Do i make them a whole separate model project? or maybe make them along side the rifle for scale...I'm confused.. anyways, any help would prove very useful, and i look forward to helping make mods for those who need them. ' Thanks
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I have no idea what mod is doing this. What you see is JK's Riften installed via his all-in-one file and I reinstalled trying to overwrite but have no luck. I don't know what other mod could have done this; could it be left over files? How would I go about deleting it? Load Order (from LOOT) on pastebin: https://pastebin.com/JV6JkYSF Would really appreciate the help thanks guys!
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Hey! I would like to use an object from Dragonborn DLC located in ...\meshes\dlc02\dungeons\dwemer\clutter\dlc2dweclutterbannerbar01.nif, but I'd need someone to reshape it. I've tried to retexture it countless times without ever managing to make it look good. It's supposed to be a railing, but instead of being shaped like a cylinder it's shaped like a rectangle. I'd very much appreciate if some experienced modeler could reshape its parts into more rounded and add few extra triangles to the mesh so the textures wouldn't look so stretched. Attached a picture of the object.
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- highdwemer
- improvement
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If you're familiar with Dragon Age: Origins, you may know of the polyamory/polygamey mods. If not, they are essentially mods that enable multiple romances. The polyamory mod is more complex as it edits certain lines of dialogue in a given conversation, replacing the not-so-happy lines with something perhaps a bit more modest, and it does so using the characters' original dialogue from elsewhere in the game in order to provide a more immersive experience, among other things. Polygamey is much simpler, I believe it just removes jealousy triggers and enables the multiple romances but I don't know exactly how these mods work as I am no modder. Anyways, I'm wondering if there are any mods like that for the mass effect series, and assuming not, if anyone is willing to perhaps make them? I would really like to explore most of the romances without having to spend hundreds of hours replaying all three games a dozen times, and I believe this feeling is shared by many others as well. Were I to have the knowledge, I'd make the mod myself, unfortunately I do not :/.
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Hello everyone, I've greatly enjoyed sampling various mods and am thankful for this site and its contributors! I have some 100+ mods running and a level 64 Khajiit, sided with the Stormcloaks, etc.. What fun! Anyway, as much as I enjoy playing mods, I would love to see some of my own artwork in a future mod. The problem is, most of my weapon models are high-poly and were created in Bryce 7 using Boolean operations. Bryce supports exporting to .obj among others, but apparently Skyrim does not want to even try to think about Boolean shapes (I may be wrong here). I've seen and downloaded a few different "importing custom swords" tutorials that run you through the Nifskope process and such. No problems there. What I am trying to figure out is this: What's the best (cleanest) way to convert my Bryce files to low-poly / baked texture versions for use in Skyrim? One sort of successful approach I have found was to just trace a Bryce render of one of my weapons in Photoshop CS5 Extended and using the "repousse from selection" feature to create a simple version of the sword shape. I used the same traced render as a texture for both sides of the sword. When imported into Nifskope, it was messy looking (I need to flip normals?) and mega-gigantic in comparison to the scale of the vanilla iron sword .nif I had loaded. I got frustrated at went looking for any tricks I could use for the high-poly to low-poly conversion. It occurred to me that I should ask here, amongst the seasoned modding veterans. Any advice on a sensible workflow for the conversion would be super-helpful and greatly appreciated! If I can just get over this technical barrier, there are a lot of new models I would like to release here as a package mod, perhaps a little quest for each one / hidden locations + hints, etc.. Personally, I just have this persistent craving to swat a few bandits and draugr down with one of my own swords. I have ZBrush (but am noob on it). I suspect this program can do what I need it to do, but the interface is ..complicated.
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So, i have made a rifle in 3ds Max 2016 and I am soon moving on to the low-poly/texturing steps. The tutorial I am following is not for Fallout specifically. In fact, it is a professional tutorial made for a modelers personal portfolio. But walks through these steps (Base controls, high-poly, low-poly, unwrapping, texturing). What exactly, if any, things need to be done to get this gun into fallout? I'm speaking of course in regards to size and the such. My gun looks the right size in its parts, but should i be importing a weapon asset to scale my rifle too? that way i can use similar reload animations in the game? Also, should certain parts of the rifle be connected? I have the stock, lower receiver, magazine (with 2 separate bullets inside the mag), the upper receiver with the barrel unattached, the sight, and the trigger group are all separate pieces.. Invariably, I intend to add mods for this gun..i.e. stock variants, sight variants, barrel variants..i'm not sure if textures can be changed in game also, but if so those as well.. I just have no idea how to go about these. Do i make them a whole separate model project? or maybe make them along side the rifle for scale...I'm confused.. anyways, any help would prove very useful, and i look forward to helping make mods for those who need them. ' Thanks
