u/Correct-Ad6645

Update on my mod project.

Update on my mod project.

Thanks to Edu01011 I could export the model from Soldier Souls to work on importing them into Skyrim. Little did I knew, I got myself in a HUGE MESS.

1 - The model I imported is divided into multiple pieces, which is kinda easy to deal with when you have to assemble it back and put textures, but it doesn't translate well in-game.

2 - The first attempt with the texture was horrible. So I tried another approacch: using Gimp and Photoshop with real life textures to try and give the armor a more "realistic" look. I even added a little bit of ornaments to it, but I'm thinking of removing it as It doesn't really fit the armor that much. It's not bad, but nor it's good either.

3 - Now the biggest issue for me is the weight paint. To make it simple: each character, NPCs or not, has a skeleton. The armor they wear is attached to that skeleton and moves with it. In order for that to happen, you "paint" the "weight" that bone has on the mesh of the armor. The more you paint it, the more it moves.

The problem here is that mine is a custom armor, and, of course, there are no other examples I can use. So unless I learn how to do it properly, it basically pointless trying to test it in-game.

4 - the only positive side of all this madness is that I'm discovering the "workflow" bit by bit. So, hopefully, the next armor will be much easier

u/Correct-Ad6645 — 5 days ago

The Raya x College swap update

Slowly but steadily, I'm covering more aspects of the mod. Due to some issues, I had to rethink some of my methods, but I have now covered at least 90% of the first entrance area. Having to only import one asset and then copy-paste it is slow, yes, but a huge time saver, especially on the sheer amount of texture it uses for each independent part. Also, I found just the right spot to put the Academy, and it fits quite well in the map; it's incredible. Gonna share some photos in the comments.

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u/Correct-Ad6645 — 2 months ago

The Academy of Raya Winterhold, an update on the project

Last time, I told you all about this silly project of mine. Since then, a lot has happened. I made a lot of mistakes, I improved my skills quite a lot, my Microsoft account got hacked, and I lost all my stuff since the dawn of Xbox 360 (goodbye, my first edition of Dark Souls, you will be missed). But, in all of this, I didn't stop working on this mod, and I can now say I've finally reached a breakpoint in its development. Allow me to share:

TLDR: madman found a way to build the Academy brick by brick

At the start, my idea was to export the assets from ER, put them into Blender, scale and build them based on visual reference, then export them back. I then realized that ER for each asset has multiple textures, while Skyrim can't do that. So I had to separate each piece of each asset into Materials. To make you understand: a single piece of a bridge could become 20 different pieces, each one its own mesh with its own textures. A single bridge could go up to 50 or 60 meshes (or TriShapes in Nifskope), to which I had to: put the texture, fix the Specular Strength (or the bricks of the stone could shine like glasses), and ultimately put them into CK. And this doesn't count the fact that most of these materials are one and the same, just on different stuff.
I realized pretty soon that it would have taken YEARS for just a single piece. So I tried to find easier ways, like merging similar materials, but that proved inconsistent at best. It was then that a revelation hit me in the head: ER buildings are mostly copy-pasted assets assembled in the world map; why can't I do the same?
So, I took a HUGE low-res poly model of Raya Lucaria, and I've exported it into Skyrim. In CK, I placed the places, and surprisingly, it fitted quite nicely where the College was. Then I simply started making singular pieces and nifs, and every time they get repeated in ER, I repeat them too in CK. While this takes quite the time to do, once an asset is exported, I can simply duplicate it and place it everywhere I want. But since ER reuses many of the assets everywhere and also the same textures, once I have all the models down will be just a matter of patience. Also, the low-poly Raya in the Skyrim map allows me to place the pieces by following its shape.
For the time being, I'm focusing on the first entrance. I decided to start from there because it's where the map of Raya Lucaria starts when I load the map in Smithbox, and also it has proper scaling with the Skyrim character. I even tried to walk on it and... you won't belive who cool the view is from there. Can't wait to see it finished.

reddit.com
u/Correct-Ad6645 — 3 months ago

Update on my Raya Lucaria - College of Winterhold swapping mod

As you may remember, I took upon myself to try something big like changing the entire College of Winterhold with Raya Lucaria from Elden Ring. Last time I shared this project, I was barely at "exporting assets" kind of worflow. Now, as you can see in this video https://youtu.be/_WJhF9r45Ac?si=Yt5lhZ_alml2G5MU I'm actually at the point where I can put the buildings into Skyrim and even walk on them. Since Raya Lucaria is made by A TON OF PIECES this may takes some time to be completed, expecially since there are tons of steps I have to do before they can actually work in Skyrim. And I don't even dare to start thinking about the quest, the navmeshes or the all the triggers. I'll deal with that headache another time.
Meantime, if you like to follow me more about this I have a Discord channel https://discord.gg/wDFS4UUun on which I update frequently the work in progress.

u/Correct-Ad6645 — 3 months ago

If a project failed why not do something more insane?

Long story short, I can't go past the skeleton and the animations as I'm not that good with 3d modeling. So for the time being I chose to pause my Dragon project.

Then I remembered that InfernoPlus is porting Morrowind into Elden Ring and I asked myself: what if I do the same?

And that's how in the past few days I managed to put some stuff from Raya Lucaria into Winterhold. My plan? Swap the entire College with Raya Lucaria.

Will I be able to do so? Honestly, I don't think so but it's worth the shot.

reddit.com
u/Correct-Ad6645 — 3 months ago

Sir, a new dragon skeleton is going to drop soon

After the last animation I faced a dilemma.

I tried to pair the Skyrim skeleton.nif of dragons to that of Elden Ring's Dragons. It was a huge achievement for me. While the animation wasn't perfect, I break a milestone I didn't think I could reach. But also I realized that no matter how good I get, the issue is that the skeleton.nif of dragons is, at the end of the day, just a giant flying mega ultra chicken.

To make the animation mod smooth I need to rework the base of the skeleton. Which will means redoing all the meshes too.

What started as a simple "patch" is probably going to be my most ambitious project as of yet (bar the flying FF9 airship one).

Wish only I had more time to dedicate to it. So far, the skeleton is 50% done. Pic in the comments.

reddit.com
u/Correct-Ad6645 — 4 months ago

Sir, a new dragon animations has hit Skyrim

I'm happy to say that my work on the dragon animation has reached a solid point. I barely did one animation out of ALL OF THEM, but from not knowing what to do to do it... Well, I can pat myself on the back!

At first, I wanted to make Skyrim dragons move more like Elden Ring ones. After some trials and errors, I managed to come really close. The only way to have a clean and 1:1 animation would be to build the entire skeleton from the ground. Instead, at least for now, I decided to go for something different. I tried to mix them up.

For the head/neck and spine, I followed the Elden Ring bones and skeleton, especially the neck bones. That gave my dragon a real "arched spine" before striking.

I then added some mixed animation to the wings. My idea came from a video: some birds tend to spread their wings wide open to appear much larger. That is usually either for defence or when attacking. I thought that there was no way a dragon wouldn't do the same, since they already are big and they can easily do that and still be as imposing as ever.

I then played a bit with the lips, so the dragon bared his fangs more before striking.

My only real limit was the legs and claws, as I couldn't really translate them from ER I had to make the animation "eye by eye" trying to mimic them. Not perfect, but better than nothing.

Overall, I think I made quite a good animation even though I knew nothing of the sort a few weeks ago. I'll put a video in the description, and I've decided to work on a "kinda-tutorial" to explain what I did.

Now I just need to decide if I want to continue this way or make a whole new skeleton that will follow that of ER more closely. Stay tuned!

reddit.com
u/Correct-Ad6645 — 4 months ago

I'm kind of insane

If you remember, I started this path because I wanted to make True Dragon - 4 Legs good 2 legs bad compatible with DCA.

At first I was having any kind of issue just importing the skeletons and meshes.
Then I was having all sort of troubles with the hkx and the animations.
Then, I thought "why not making animations of my own?" which very quickly became "why not making the skyrim dragon move like those of Elden Ring or the Froms game?

So I managed to extract the animation from ER, find what I wanted and even import into Blender. Yesterday then I did a post on FB telling everyone how hard that task was and I may just had to be happy to fix what I could.

Today I officially managed to pair the Elden Ring animation to the Skyrim dragon skeleton. Not perferctly, but it's a start.

I rest my case: I think I'm insane in the membrane. Do you agree?

reddit.com
u/Correct-Ad6645 — 4 months ago

I just learned how to animate models in Skyrim because two mods I got didn't worked together.

Dragon 4 legs good 2 legs bad with Dragon Animation Replacer won't work out of the bat as the animation was not made with the forelegs in mind.

Soon they will 😂

reddit.com
u/Correct-Ad6645 — 4 months ago

Maybe I'm eating more than I can chew

So I've found the Detection Meter mod and It has a open code.

https://github.com/max-su-2019/MaxsuDetectionMeter

For whatever reasons, I wanted to change the mod so that It would activate always as combat starts. Like some sort of alert when enemies knows you are there.

Naively, I thought I could just edit the code and recompile the .DLL. Obviously, didn't work out. Then I realized that the mod is for SE while I have AE.

I'm using ClibDT and my guess is that the old mod need to be ported first, which means correcting the code for AE.

Also, I don't get why the original source code has #include DKutil and there is no DKutil into the original folder 🤔

Am I doomed?

u/Correct-Ad6645 — 5 months ago