JaySuS Mods for TES V: Skyrim

Post » Sat May 26, 2012 4:56 pm

For some reason the Jade Blade does not have it's higher textures but the others do. All the files are there though if Jian is the Jade blade as i assume it would be given the name. Oversight? Just figured I would point it out.

Also

http://www.skyrimnexus.com/downloads/file.php?id=1002

http://cloud.steampowered.com/ugc/648747634081312569/65C698A7B0FB2F3AA9D69C2E6EB2353FAA186F82/ should it upgrade with the other packs? Also magnificent sword is bugged on wall mounts a bit. Just trying to let you know abou any little bugs. So far no real performance difference for me at about medium/high levels
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Maddy Paul
 
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Post » Sun May 27, 2012 5:22 am

we will eventually find a solution for jade ;)
but for now im in lazy mode XD

btw, please post some screenshots on the file page, id love to see them in action :)


@daedric weapons
probably not from me, i still hope the daywalker will eventually create normal maps from his morrowind daedric stuff... more than enough really good daddric armors and weapons he made

@dragon weapons
no idea how that would work... cant really forge a blade from a dragons bone... maybe putting it on an axe or somin might work, or their teeth on a stick lol... not sure
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Monika Fiolek
 
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Post » Sun May 27, 2012 2:06 am

@JaySuS Swords

V09 released!
adds more weapons!
merry xmas!
god jul!
frohe weihnacht!
joel noel!
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Lucky Girl
 
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Post » Sat May 26, 2012 11:35 pm

sorry if this was answered, but can they be bought from merchants or are they just found somewhere

I think it will be great if you added them to leveled lists (if you can)
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Bethany Short
 
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Post » Sun May 27, 2012 3:09 am

sorry if this was answered, but can they be bought from merchants or are they just found somewhere

I think it will be great if you added them to leveled lists (if you can)
You craft them

And Leveled lists likely won't be edited until we can reliably see them. ie Construction Set release.
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Sabrina garzotto
 
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Post » Sat May 26, 2012 11:41 pm

yup, they are all craftable atm...
not sure when levelled lists will be done, probably in V10
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Yama Pi
 
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Post » Sun May 27, 2012 1:57 am

:tes: merry xmas skyrim...
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Monique Cameron
 
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Post » Sat May 26, 2012 11:17 pm

@JaySuS Swords

V09b released
-fixes the 2handed weapon blood bug...
however since it was bugged in the vanilla file i must point out that the steel greatsword most likely doesnt have blood effects in the vanilla skyrim release either ;)
not sure if it was patched by now, never used it lol... my swords now do have blood at least ;)
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Devils Cheek
 
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Post » Sat May 26, 2012 11:34 pm

btw... im always glad if someone posts screenshots on the nexus filepage for me to confirm to my good morning coffee :)
is kinda exciting to see what you people do with those toys ^_^
thanks... and have a good holiday season! :celebrate:
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Natalie Harvey
 
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Post » Sat May 26, 2012 6:29 pm

Looking awesome again and again Jaysus.

You work purely in zbrush?
If so, i seem to remember seeing you post a workflow somewhere. I just cant remember where. Was that you and was it for zbrush? Would you mind linking if you can please?
Would be much appeciated. :smile:

Edit- Found it, Must of been blind earlier :facepalm:
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Jeff Tingler
 
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Post » Sun May 27, 2012 2:46 am

@zbrush
i tend to use 3DMax for uvmapping, smooth groups and creating basic meshes aswell as all the auxilliary work... but the creative parts are done mostly inside ZBrush indeed
and i dont really have a fixed workflow, it usually depends on each project... most swords in this mod however had their base/low poly meshes created in max and then sculpted in zbrush, the first 3 axes however were a way of testing full zbrush creation except for the uvmapping, the smoothgroups and uv distortions become problematic that way tho and need lots of post creation fixes

@JaySuS Swords
v09c released...
-adds the Dragonsting Sword and Dagger

http://www.skyrimnexus.com/imageshare/images/70110-1325119483.jpg

edit: shiver me timbers, could it really be? can we finally post images in this forum? O.o :banana: :bunny:
edit: ...sigh... obviously it only seems so in preview mode -.- dahhhhhhhhhhhhhhhhhh
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Rachel Briere
 
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Post » Sun May 27, 2012 3:30 am

Can you upload the mod here please?
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Miss K
 
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Post » Sun May 27, 2012 3:29 am

Can you upload the mod here please?

The links in the first post.

@zbrush
i tend to use 3DMax for uvmapping, smooth groups and creating basic meshes aswell as all the auxilliary work... but the creative parts are done mostly inside ZBrush indeed
and i dont really have a fixed workflow, it usually depends on each project... most swords in this mod however had their base/low poly meshes created in max and then sculpted in zbrush, the first 3 axes however were a way of testing full zbrush creation except for the uvmapping, the smoothgroups and uv distortions become problematic that way tho and need lots of post creation fixes

Alright, thanks.
One last question though. :)
How do you texture. The uv map and photoshop (or similar), or do you polypaint inside zbrush?

I love the look of your weapons, and im trying to learn the stuff myself, so im just trying to find out your secrets :P

Thanks again.
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kasia
 
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Post » Sun May 27, 2012 5:29 am

@prailos
i cant upload stuff here at all, afaik noone can, in the first post you will find a link to the mod tho :smile:
nexus is trustworthy

@trigger
ok what i did for most swords is:
-create a base mesh/low poly cage in 3dmax (blender, maya, whatever/ roughly 1k-2k polies)
-uv map it
-add geometry to create an even, homogenous, quadded surface on the low poly
-export
-import into zbrush
-add detail like mad at around 7-20mil polies (scratches, material texture, pores, etchings, screws, ornaments, etc)
-polypaint inside ZBrush
-bake diffuse and normal map,
-use these two maps to create a specular in photoshop for the normal alpha and use the normal map itself as the AO map for the diffuse as long as ZBrush's AO and cavity mapping stays broken
-export your low poly in the correct size and position as obj
-import your obj over a vanilla nif qith nifskope and adjust... (love the nifskope team!)
-use skyedit (0.0.31a+) to create ingame items (awesome unofficial CK!)

mind that this method has the problem (or pro side depending on how you look at it) of kinda restricting you to the low poly cage that you buildt, its usually better to retopologize a freely sculpted object by hand after youre done sculpting and painting, however that usually takes one to two hours more for a sword with fancy shapes... would be a vast industry jump if someone could write a nice quadded polygon decimation algorythm, those auto decimators all usually leave you with really forked geometry that is hard to map, smooth and use in general as those thin tris that most create lead to uv map distortions
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Jennifer May
 
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Post » Sat May 26, 2012 7:53 pm

Brilliant, wasnt expecting that, But much appreciated :)
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Chris Jones
 
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Post » Sun May 27, 2012 5:48 am

I'm banned on nexus for an unknown reason so I'm outta luck. Mod looks good though =]
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Mandi Norton
 
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Post » Sat May 26, 2012 2:12 pm

Good job, mate! I'm using the Ancient Nord Sword and the Norse Blade on a permanent basis now (enchanted and renamed aptly to Skofnung and Tyrfing ;) ).

Glad to hear you are in such a creative mood - your work looks very professional, you give Beth a run for the money, man! You've come a long way from Dragonbone, hehe!

Keep up the outstanding work!
Cheers,
PKR.
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Céline Rémy
 
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Post » Sat May 26, 2012 5:19 pm

@prailos
prolly gotta download a pirated copy of jaysus swords then XD

@painkiller
hope you like gungnir then :)

previews:

gungnir
http://img27.imageshack.us/img27/5742/62802886.jpg

albensword
http://static.skyrimnexus.com/imageshare/images/70110-1325206359.jpg
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sam smith
 
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Post » Sat May 26, 2012 8:35 pm

I'm banned on nexus for an unknown reason so I'm outta luck. Mod looks good though =]

Can't you just use a different email address, or did they ban your IP?
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Charles Weber
 
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Post » Sat May 26, 2012 7:38 pm

They ban IPs right away, I saw a few people get IP banned just for commenting their displeasure of seeing a MLP mod.
I'll just hope Skyrim modders see whats going on at the nexus and post their mods on a secondary site.
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Shannon Lockwood
 
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Post » Sun May 27, 2012 2:39 am

please discuss your displeasure with nexus elseweyr, in my experience it has its reasons if people get banned there, and disencouraging modders by stating that you dont like a certain kind of mod, which is totally opinion based, is a one way ticket out... read the TOS again... and yes, banning people for that makes sense as it protects modders from retreat due to pointless banter and hence protects the mod users as a whole,
use common sense and courtesy and a basic level of etiquette and you wont run into any problems on nexus...

anyway, you can find the mod on tesalliance.net too and a bunch of russian and torrent sites also have it for some weird piracy reasons albeit all probably not as up to date as nexus
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Anthony Diaz
 
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Post » Sat May 26, 2012 5:31 pm


@painkiller
hope you like gungnir then :smile:

previews:

gungnir
http://img27.imageshack.us/img27/5742/62802886.jpg

albensword
http://static.skyrimnexus.com/imageshare/images/70110-1325206359.jpg
Aye, totally like! It will make a worthy Companion to Wuuthrad! :)

Question: for the norse blades, ever considered using a "pattern-weld"-like texture? I know doing the normal map for that can be a bit tricky, but I think it's worth a try... ;)

Happy New Year!
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saxon
 
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Post » Sat May 26, 2012 6:06 pm

Any chance we can get these in leveled lists? I'd love to see bandits using these
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Epul Kedah
 
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Post » Sat May 26, 2012 5:40 pm

Thank you for showing me TESAlliance Jay. nice mod. =]
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Lifee Mccaslin
 
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Post » Sun May 27, 2012 4:00 am

happy new year!

@JBlack and levelled lists
still making new weapons atm, would be nice if we get a CK before i do that anyway otherwise the player would have to use the console to fire up a script and i couldnt give the weapons conditions like for example at which level they appear...
or i do it like tytanis or 3rd era and you end up with conflicts everywhere...
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Rinceoir
 
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