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Unofficial Patch Project
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Everything posted by MadCat221

  1. *DELETED Nevermind. I seem to have an outdated version.
  2. The great thing about GOG is that they solve age-related incompatibilities in the games they release.
  3. Oh wow, sweet. I thought it was something along the lines of a log that eats up resources and accumulates a file like the script logger. That certainly saves a trip to Wrye Bash to see what's missing whenever either of those cases happens. It's strongly recommended to have the other stuff anyway, as one cauterizes runaway orphaned scripts (which has proven to be a potential bloatbomb source), and the other stuff fixes some glass memory ceiling problems.
  4. Version 1


    A package of WIPpy Stalhrim weapon mesh tweeks to use Multilayer Parallaxing on the stalhrim bits. Diffuse textures are from the official HD texture pack, with a new alpha channel needed for MLPing adapted from the official HD's stalhrim enviromask textures. The mace is screwy. I haven't had time to figure out why.
  5. Good riddance to bad rubbish. The bad rubbish being the last remnant of that awful vanilla menu UI that the crafting menus were.
  6. IIRC, that bard is the one that she has problems with. Maybe she got so fed up with his crap that when she saw him getting punchy with someone else telling him to cut it out, she flips her lid? Yeah, that's the ticket. RP it that way.
  7. From the album: MadCat's WIPpage

    Gaze of Arkay, a WIP Master-level light damage spell for Dawnguard Arsenal. Need to get lighting working right, a few tweeks to the behavior of the light beam, and find a way to tone down the explosion rate so it isn't umpteen-hundred per second.
  8. Another feature request, if possible... Some animation key data is not positional data of any kind, but color data. Could an option be added to the right-click drop-down for such bits of data to treat it as such? A sort of "Interpret as color" that goes to the color wheel interface. Altering the values of those keys as-is is really clunky. For example, the soul gems I'm working on have a gradually color-shifting glow shader (which was part of the vanilla mesh, actually). I've figured out the keys, but altering them involves figuring out the specific RGB values, then dividing each value by 256 to get a decimal value, and then typing them in. An example would be in one of my soul gem meshes (http://www.afkmods.com/index.php?/files/file/1538-multilayer-parallaxing-soul-gems-wip/), in any given gem NiTri's BSLightingShaderProperty is a BSLightingShaderPropertyColorController. In its NiPoint3Interpolator is a NiPosData block, which are the key timings and the XYZ values that are actually RGB color values.
  9. Version 1


    A set of soul gems, set up to use Multilayer Parallaxing effects. Color coded down the visible light spectrum, with red petty, orange lesser, yellow common, green greater, blue grand, and already violet black. Having fun with MLP! Not "My Little Pony", you dolt. This must overwrite any existing soul gem textures, as not only did I recolor things, but I also needed to add a specifically designed alpha channel. It's recommended to uninstall other soul gem retextures entirely, as these are based on the vanilla official HD textures and do not overwrite normal maps (which are shared between multiple gem models) and would have a mismatch. For an explanation, Multilayer Parallaxing is not the same as Parallax Bump Mapping. It instead makes the appearance of a second "subsurface" beneath the actual geometry surface, without there actually being a second layer. Refractory effects, subsurface scale, and some envirocube reflective effects round out Skyrim's MLP setup. The Frost Atronach (vanilla version, not any that have the *NOT* realistic transparency) and several glacier and frozen lake statics also use it. In other games, I've seen it used in Dragon Age: Inquisition in the Red Lyrium crystals, and it appears to be a more advanced version with MLP subsurface glow and even an animated UVW. To see it in action in Jonwd7's Nifskope 2.0, check out this devlog video: To get your hands on Jon's most current builds of Nifskope 2.0, go here: https://github.com/jonwd7/nifskope/releases
  10. A bug and a feature request... 1: When I completely delete a material property set (like BSLightingShaderProperty), the mesh disappears in the render. Previously, it'd just go all white. 2: Can you implement a "Copy/paste Color" right-click dropdown menu choice for anything involving the color picker wheel? To get exact colors, I have to copy the individual channels' values, and not in a hex format like I can with Photoshop's color picker setup.
  11. NOTICE: If anyone downloads this, the scripts are NOT in BSAs. Be sure you remove all scripts if you deactivate it, because it overrides some vanilla scripts, which can cause issues.
  12. Aaaand now apparently the chat room occupancy limit is 2. Unless the link on the main page is misreporting by a very large margin.. But... I'm the ChatBreaker...
  13. As far as I've heard, there's no definitive fix for the lipsync bug. However, two other things broken by the v1.9 patch that may be related have been fixed: Player eye-blinking and the facial expression console commands that were broken by v1.9 beta pretty much at the same time they were discovered. Try MFG Console: http://www.nexusmods.com/skyrim/mods/44596/? It also fixes the lack of a GameID on whatever is selected in the console and also displays some info that often is useful for diagnosis purposes. It shows not just FormID but baseID, last module to alter its BaseID, and last module to place/alter the Ref selected.
  14. I think Destiny refers to savegame data baking.
  15. From the album: MadCat's WIPpage

    Image for USKP TracDown ticket 16176. http://www.afkmods.com/index.php?/tracdown/issue/16176-improved-briar-heart-body-swap-method/
  16. From the album: MadCat's WIPpage

    Image for USKP TracDown ticket 16176. http://www.afkmods.com/index.php?/tracdown/issue/16176-improved-briar-heart-body-swap-method/
  17. It seems that I am unable to enter neither the AFKMods chat room or the Nexus chat room as of this post's timestamp. Normally, there are at ten or more people in the Nexus chat room, but the counter has dwindled to just two. However, that occupancy counter there has been misleading in the past, so it may just be me. So it is just me, or do others find themselves getting errors upon attempts to enter either chat?
  18. On FNVEdit, I made a module to correct a bug with NVInteriors that I found, where Chucksteel or a partner of his used the wrong items; they used the erroneous (and I suspect leftover) MiscItem Legion and NCR money in several instances, when they should have used the Caravan Money (CMNY) type. I did a lot of Find/Replace in gamespaces and a few in leveled lists, but it seems that FNVEdit doesn't like it. I get the following error when I attempt to drag'n'drop altered ref base subrecords from the fix ESP into the NVInteriors ESM: "Found a CMNY reference, expected: ACTI, ALCH, AMMO, ARMA, ARMO, ASPC, BOOK," etc etc etc several other formtypes. Here's the module I made: https://dl.dropboxusercontent.com/u/36069651/NVIntFixedBank.esp Here's the DL site for NVInteriors if you don't already have it: http://www.nexusmods.com/newvegas/mods/43534/?
  19. Version 1


    ==================================== SHIELD OF MAGNUS ==================================== Author: MadCat221 (MadCat221@gmail.com) Version: 1 March 14, 2014 1. Introduction 2. Installation 3. Version History =============== 1. INTRODUCTION =============== When the Snow Elves took Sarthaal, the Eye of Magnus was not the only mythic artifact they found within. They also found a shield with remarkable magical properties: the Shield of Magnus. When the terrible retaliatory wrath of Ysgramor and his Five Hundred Companions fell upon them, the Snow Elves fled Sarthaal with the Shield, as it was much more portable than the Eye. As the Snow Elf realm gradually fell to the atmoran invaders, the Shield of Magnus traveled with refugee snow elves into Blackreach, where they were indentured to the Dwemer. The Dwemer were just as fascinated with the Shield as the Snow Elves were. However, the Dwarves eventually disappeared inexplicably, leaving many of their Skyrim holdings in the possession of the now twisted, feral remnants of the Snow Elf race: the Falmer. One particularly powerful Falmer warrior in Blackreach has found the Shield of Magnus again, and roams underneath the cavern's underground sun. The shield has a weight of 12 and a base armor rating of 32, and improvement is enhanced by the Dragon Armor perk. It requires a Grand Soul Gem and an Ebony Ingot to improve. The shield gives the wielder a passive 20% Absorb Spell chance effect, occasionally consuming the magical yield of a hostile spell into the magical potentcy of the wielder. When raised to defend, the Shield of Magnus projects a light magical ward. If used to powerbash, it will send out a short-range energy wave that will absorb magicka from whatever foes it hits for a short time. =============== 2. INSTALLATION =============== This mod requires the Dawnguard DLC due to Auri-el's Shield grip mounts being the most easily adapted to the back of the Shield of Magnus. Additionally, the powerbash spellcast scripting was adapted from the Dawnguard Rune Hammer's. The mod itself is a simple ESP/BSA combo. Install and activate as normal. ================== 3. VERSION HISTORY ================== v1: Initial Release.
  20. A heads-up from Dark0ne: I've seen it a few times, and the way they were uploaded always seemed fishy. I was not aware that the malignant was host-hopping though.
  21. Another one for the list: Dawnguard's "Hide and Seek" quest, where Gunmar sends you to find a "Pilgrim/bard/advisor/whatever" who is a vampire getting his power trip hiding in plain site. Confidence level is, you guessed it... 4/Foolhardy. This one is probably an alias-generated FF-range reference, so it may need to be backtracked from the quest it's part of.
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