[RELzWIPz] StarX AV Packages - Creature Variants

Post » Sat May 26, 2012 10:41 am

Some packages come with new normals, as I changed so much that a new normal was required. The ones that come without a normalmap will use the default normalmap. If that's the normal from the BSA or the modded one: I have really no idea to be honest, may be worth asking in the AV thread. :yes:
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kiss my weasel
 
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Post » Sat May 26, 2012 12:50 pm

Say, the Wolf package, Frost Wolfes...

When I do placeatme 023ABF which is in your General Specifications.json it spawn a Falmer not a Frostwolf. Wrong ID?
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Kitana Lucas
 
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Post » Sat May 26, 2012 9:46 am

Nope, that's the ID for the frostwolf. I haven't used placeatme commands since Oblivion, but you could try 00023ABF as the two zero's at the start define Skyrim.esm. Not sure if that works, but give it a try.
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Jinx Sykes
 
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Post » Sat May 26, 2012 1:12 pm

Trollf!!! :biggrin:
What's with the new name? I'm glad you kept your awesome avatar, otherwise I wouldn't have known. Well, the Director's Tools mod would ring a bell maybe. :tongue:
Well, I decided that personality needs some rest. A lot of it in fact ;] And I put this avatar back at "last minute", I didn't want to confuse you too much with the post of a complete stranger ^_^

Anyway, I see that Skyrim has a simpler way to add all of those textures than it was in Oblivion. The less editor tricks needed to add such things to the game - the better ;]
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luis dejesus
 
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Post » Sat May 26, 2012 4:59 pm

Well, I decided that personality needs some rest. A lot of it in fact ;] And I put this avatar back at "last minute", I didn't want to confuse you too much with the post of a complete stranger :happy:

Anyway, I see that Skyrim has a simpler way to add all of those textures than it was in Oblivion. The less editor tricks needed to add such things to the game - the better ;]

Hope Trollf gets a lot of rest than, but also hope to see more goodies from Artisanix in the future. :yes:

And yeah, you should have had AV when making Armamentarium! :lol:
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Alexandra walker
 
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Post » Sat May 26, 2012 1:37 pm

No, neiter 00023ABF nor 023ABF gives me the frostwolf.
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stevie trent
 
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Post » Sat May 26, 2012 9:24 pm

No, neiter 00023ABF nor 023ABF gives me the frostwolf.
What does that formid spawn when you don't have AV active?
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+++CAZZY
 
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Post » Sat May 26, 2012 4:14 pm

Wolf.

When I turn on AV it's Falmer suddenly.
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victoria johnstone
 
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Post » Sat May 26, 2012 9:08 am

Wolf AV Package doesn't seem to work.

I added a few other wolf black variants to star x package with Var0X structure, and wolfblack.dds textures in it. I have 13 Wolf Black folders. I thought it was the .json file, not adding. Stuff, but then I checked and it was ok.

So I spawned about 200 wolk black via console, and some skeletons: http://i.imgur.com/Ml9JG.jpg

The wolf black are always the same. Same stuff happens with wolf white.
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Kortniie Dumont
 
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Post » Sat May 26, 2012 12:39 pm

Just from a design standpoint, I would HIGHLY recommend just making your own packages, rather than inserting more variants into StarX's.

AV will shuffle them together just as well, and you can troubleshoot your setup apart from StarX's much easier.
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Stephy Beck
 
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Post » Sat May 26, 2012 9:05 pm

Ya, I will, in the future.

However, I deactivated all mods except skyrm.esm, update.esm and av.esp . The problem persists. Skelettons, Giants, Hagraven, Falmer are all getting different variants. Wolfs ain't. They are all the same.
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vicki kitterman
 
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Post » Sat May 26, 2012 7:30 am

Well, for my own peace of mind I just tested the wolf package and no problems here:

http://tesalliance.org/forums/uploads/1332610232/gallery_114_64_1952453.jpg

The problem isn't with the package.
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~Amy~
 
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Post » Sat May 26, 2012 3:05 pm

I'm [censored]...

So I tested my very old, very clean save. Just 20 min. gameplay, just arriving in Rivenwood or something. Every mod I have enabled. Spawned some wolf blacks and voila, it works. :(

Apparently I have to start a new game...
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Killah Bee
 
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Post » Sat May 26, 2012 11:50 am

Good to hear that it works now. So making a clean save didn't help in this case? We should be aware that AV it's still in it's Alpha stage, but all the bug reports and issues that are reported will help Leviathan in working out the kinks.
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Stacyia
 
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Post » Sat May 26, 2012 3:54 pm

http://tesalliance.org/forums/uploads/1332610232/gallery_114_64_186196.jpg

:foodndrink:
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Ross Zombie
 
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Post » Sat May 26, 2012 1:43 pm

Snowy Sabrecat Package has been released:

http://tesalliance.org/forums/index.php?/files/file/1172-starx-av-package-sabrecats-snow/
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Talitha Kukk
 
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Post » Sat May 26, 2012 5:50 pm

Spiders nao?? Or the other Sabercat?
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Sudah mati ini Keparat
 
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Post » Sat May 26, 2012 10:46 pm

Spiders nao?? Or the other Sabercat?

http://tesalliance.org/forums/uploads/1332610232/gallery_114_64_187451.jpg

:devil:
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Jaylene Brower
 
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Post » Sat May 26, 2012 1:23 pm

Great work! The AV packages all work fine in game with AV 1.1.3. I especially like the Giants package. Vanilla skyrim had a problem where every giant seemed like a clone. Now it's fixed.
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brian adkins
 
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Post » Sat May 26, 2012 11:16 pm

I made a personal BAIN package including all your other AV packages where each can be optionally installed. Bash wouldn't detect the Hagravens, Wolves, and Snowy Sabercats packages because (weird, imo) their screenshots folder was named "screenshot" instead of "screenshots". Could you append the "s" to those folders in future versions so that they don't have to be renamed manually? I love this mod btw, the whole AV concept in general too. :biggrin:

Edit: To add to that, because of the fact that all AV packages are installed in the "SkyProc Patchers" directory, Bash can't seem to detect them as having anything to install, probably because it's a custom directory or something. Bellyaches' AV Package only had a "SkyProc Patchers" folder, with everything else inside that. Normal, right? Well Bash wouldn't detect anything. What I did to fix it was add a "screenshots" folder to the same directory as the "SkyProc Patchers" folder, then added a dummy image file inside that. Now Bash is able to detect and install every file (after selecting 'has extra directories', it wouldn't even allow me to select that before adding the screenshots folder).
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Jessica Nash
 
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Post » Sat May 26, 2012 9:29 am

No problem, will name the folders screenshots in the future! :yes:

Well, even with that workaround I'm glad BAIN packages can be made with the current setup of AV.
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Roanne Bardsley
 
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Post » Sat May 26, 2012 12:32 pm

It would be cool if you could make bands of Giants like this, similar to what WAC did with the Goblins. Each with their own warpaint, camps and territories...etc
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megan gleeson
 
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Post » Sat May 26, 2012 10:14 am

I have made a lot of variants for the Draugr! Making them look more like fresher zombies than the dried out mummies they are now. Here's an ingame screenie:

http://tesalliance.org/forums/uploads/1332610232/gallery_114_64_578368.jpg


It would be cool if you could make bands of Giants like this, similar to what WAC did with the Goblins. Each with their own warpaint, camps and territories...etc

That sounds pretty cool indeed. I will probably have to make the warpaint rather distinct so it's more obvious these are part of one band of giants.
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Kim Bradley
 
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Post » Sat May 26, 2012 12:35 pm

http://tesalliance.org/forums/uploads/1332610232/gallery_114_64_187451.jpg
So intense. Keep up the fantastic work, Star!
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Benji
 
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Post » Sat May 26, 2012 8:11 am

Thanks! Made me a new variant and a nice system so I can apply damage to the body wherever I want:

http://tesalliance.org/forums/uploads/1332610232/gallery_114_64_27240.jpg
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Toby Green
 
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