• We are currently performing site maintenance, parts of civfanatics are currently offline, but will come back online in the coming days. For more updates please see here.

elder scrolls mod development thread

I don't think it does. At least I newer got them to work. Not that you need to given how small and low detail CIV4 models are anyway. I mean, let's be real here. We all like to make our screenshots close up but at the end of the day the player will be looking at that unit from a far. So a bump map, even if it works as intended, isn't going to do much other than annoy the video memory.
 
How is this? It's different pieces from vanilla and modded Skyrim put together. It's a little hefty so I can reduce the poly count some more if you like it. The _n.dds aren't really needed I don't think. I'm not sure how much Civ 4 actually uses bump maps. I keep the file in the nif, but it's simple to remove.
All in all, the Cyrodiil Empire units have already been completed. I don't think you should pay too much attention to them. It is better to deal with those that really do not exist yet.
For example, this applies primarily to creatures and some units for ayleids.
Perhaps, for the empire, it is worth making a separate unit of the Penitus Oculatus? But I won't find a use for it yet.
Once I've finished with the great houses of Morrowind and uploaded the mod, the next stage will be Skyrim. That's where I'll need dragons, vampires, and necromancers.
 
Sounds good. I'll stick to the spreadsheet. I rigged this very early on and can work up something better if you like. Helseth's royal guard. Since you have been concentrating on the Dunmer, I thought you might have a use for it. No worries if not.

upload_2021-4-21_9-20-7.jpeg
 
Been speaking with Tantanmen and he motivated me to try some new horse models for cavalry units. Here's the progress so far. Seems pretty well animated. The model in the lower left has a very strange transparency issue that I haven't been able to fix yet.
 

Attachments

  • Civ4ScreenShot0007.JPG
    Civ4ScreenShot0007.JPG
    349.2 KB · Views: 74
  • Civ4ScreenShot0008.JPG
    Civ4ScreenShot0008.JPG
    354 KB · Views: 69
https://forums.civfanatics.com/threads/infantries.668577/

Quite a common problem with materials. It was discussed here recently.
As for the horses, I think the community will really like them.
But I'm a fan of this style of units, which was set by Backuel. Therefore, I will hardly use other horses myself.
 
I was able to fix it. It was a problem with the alpha channel on the texture. Once I changed the threshold, it worked fine. I did notice something frustrating when checking the nif. Even though I had removed vertex groups in blender and thought the model was "clean", there were still nodes present in nifskope. Removing the nodes in nifskope reduced the file size. I've also been having problems with losing vertex weights when exporting. I believe this is what has caused some errors.
 
Completed along with LPlate2 Daedric Princes. Now, if you choose daedra worship, you can choose one of the princes. Unlike the deities, each of them will have a more substantial positive effect, but will also have a negative effect. So, for example, Sanguine makes its fans more fun, but alcohol abuse is harmful to health:)
As for the other religions, the division into different deities is not so detailed in the lore that it would create a similar system. Perhaps I will do something similar in the Tribunal, but I will not do it yet. Religions will get other effects.
Civ4ScreenShot0073.JPG
 
Here's the Helseth unit. It's using the <KFM>Art/Units/Unique_Sumeria_Vulture/Unique_Sumerian_Vulture blood.kfm</KFM> set. The sword and shield are from a Bannor champion and not intended for the unit in TES. I used those just as place holders to see how it would look rigged. This is from a mod and the original files were over 12k polygons once assembled. This is cut down to 2500 and 1300. I wasn't sure which you would like so I included both. The textures have all been reduced to 256x256. You may not be able to see it in game, but I gave it a Dunmer head inside of the helm.
 

Attachments

  • Civ4ScreenShot0000.JPG
    Civ4ScreenShot0000.JPG
    306.6 KB · Views: 78
  • Helseth.zip
    Helseth.zip
    1 MB · Views: 42
Well, that's good. I'll work on it a little later. Anyway, it looks about the way I want it to.
Now I have a need for vampires and necromancers from Skyrim. I think it would be nice to rework their costumes and robes. If there are no plans and there is still a desire to help, I would like you to do just that.
 
Do you want regular vampires and necromancers? They use the same robes generally. The vampire lord has unique assets. Do you want that as well or only the robes?

Edit: I forgot that Volkihar in Skyrim has unique robes. There is also a very nice mod that created an armor set for them.

upload_2021-5-4_8-58-26.jpeg


latest


4806-0-1480061108.jpg
 
I'm going to bed, but here are some screens of the vampire lord so far. This is the unit at half the poly count and the file is 288 kb. Quarter poly is right at 160. I haven't exported the ten percent poly yet. There are some nifskope screens of how they look. I can't tell a difference really between the half and a quarter. From briefly looking in game, the animation seems to be ok. I used <KFM>Art/Units/Afterworld_Feral_Aberrant/Feral_Aberrant.kfm</KFM> for this. I'm thinking of trying the berserker animation if you don't have a preference. The aberrant is hunched a little too far forward to me.
 

Attachments

  • Civ4ScreenShot0008.JPG
    Civ4ScreenShot0008.JPG
    264.4 KB · Views: 68
  • Civ4ScreenShot0009.JPG
    Civ4ScreenShot0009.JPG
    297.8 KB · Views: 89
  • Civ4ScreenShot0011.JPG
    Civ4ScreenShot0011.JPG
    273.6 KB · Views: 71
  • HalfPoly.jpg
    HalfPoly.jpg
    70.8 KB · Views: 72
  • QuarterPoly.jpg
    QuarterPoly.jpg
    73.3 KB · Views: 81
I'm thinking of trying the berserker animation if you don't have a preference
As you wish. I still need to brainstorm on how to add vampires and necromancers to the game at all.
Now the idea is to make them dependent on the Civics. Necromancy is forbidden - you can build vampire hunters, necromancy is allowed - you can build vampires and necromancers. Maybe I'll do the same with conjurers.


I forgot that Volkihar in Skyrim has unique robes.
Yes, in Skyrim, ordinary vampires and necromancers have very beautiful and unique clothes. And I really want to see them in my game :)
 
Making that dependent on civic or religious choices sounds good. Vigilants of Stendarr hunt daedra so let that be from the Eight Divines religion? Conjuring plus daedra worship let you summon daedric units. Necromancy is a civic and a tech? Mannimarco, the King of Worms, could be a unique unit and these would let you create necromancers and summon / create undead. I'm not sure how to bring vampirism into it, but Harkon and the vampires could come into the game. Whatever tech or civic that allows vampires, when coupled with the Eight Divines, allows the player to build dawnguard units as vampire hunters? There's also werewolves via the Companions. TES 2, Daggerfall, had wereboars as well.
 
Here's the half poly on the aberration animation. The quarter poly and tenth poly will be uploaded tomorrow maybe. I'll test the berserker animation some other time. I've modified the textures and also included two sets. Pictures are of 256x256. I don't think the 512 are necessary, but it's easy to include and give you options.
 

Attachments

  • 256.1.JPG
    256.1.JPG
    292.2 KB · Views: 65
  • 256.2.JPG
    256.2.JPG
    274.7 KB · Views: 60
  • 2nd.256.1.JPG
    2nd.256.1.JPG
    276.4 KB · Views: 60
  • 2nd.256.2.JPG
    2nd.256.2.JPG
    274.8 KB · Views: 65
  • vampirelord.HalfPoly.zip
    vampirelord.HalfPoly.zip
    2.5 MB · Views: 45
Here's the half poly on the aberration animation. The quarter poly and tenth poly will be uploaded tomorrow maybe. I'll test the berserker animation some other time. I've modified the textures and also included two sets. Pictures are of 256x256. I don't think the 512 are necessary, but it's easy to include and give you options.
I think a quarterpoly would be ideal
In general, everything is fine in the animation, but the head is too sunk into the shoulders. Otherwise, it even seems that the animation is suitable. On the other hand, the vampire lord uses a lot of magic. Maybe you should choose a completely different animation, which also contains a remote attack?
 
I think the quarter poly will be ideal as well. I'll do the ten percent poly, but I'm positive it will not look very good. I agree about the head. This animation set has the unit a little too hunched. Changing bone positions doesn't deform the mesh as one would think. At least, I haven't been able to find out how. I can get any unit to use any animation, but so far I have to deform the mesh and tweak the bones a little at a time. If I could find out why the mesh doesn't follow/deform in relation to bone position, I could rig these A LOT faster. I can see about rigging this to use a magical attack. Which animation set to you have in mind? I'm also going to rig the robed vampires and necromancers to use magical attacks. Do you have a preference with those as well?
 
Back
Top Bottom