- Kodama - 09-04-2007
Downloading one of those files takes only a couple of minutes for me :confused:
- mirrored - 09-04-2007
I am using mediafire.com
You can upload files there without creating an account, but if you create account there, you can manage your files. It is very good server and there are no problems with space (100 mb per file though).
- Ysne - 09-04-2007
Thanks for the suggestion Mirrored.
Thanks, all. - Kielanai - 09-04-2007
I'll check out the media fire site once I get the final files from Rapidshare. I still have two texture packs to go.
And facial data? Where would I find that? Would that be from a save file since it's not really a mod?
I am about half done with NPC AI, and I have given up on many things I wanted to do. :/ Bit disappointing. I can tell I'm losing steam. May have to take a break from it for a couple of days and try again. Now I'm just happy if I can move them from one place to another without any realistic animations suited to what they should be doing. :ppp
RE: Thanks, all. - ra5946 - 09-06-2007
Oblivion Face Exchange Lite
- Ysne - 09-07-2007
Thanks for the link RA
Updates ... - Kielanai - 09-08-2007
Ups and downs lately ...
I managed to get the dog retextured to a bit of creamy yellow and white. (Yay!) When I tried to retexture a second time, no dog showed up in the game where I put the second one. The first one took on the coloring of the second. ?( Hoh? (Dame da.) I don't understand why the second didn't work, and worse why it replaced the other. The files are separate and named separately. So, it's really strange. I check more on that.
I managed to get the Han race into the game to replace all the Bretons! (Yay!) But when I approached them to see their faces, they lost their greetings and ALL dialog. :eek: Now I have to give each NPC dialog again? I don't know how to do that. (Dame da.) I did a little dialog with ST small mod for Rin, but I don't remember how I did it, and I can't find any easy tutorials on how to create dialog for NPC's. Anyone know of any? I'm getting nowhere guessing, and I'm afraid I'm going to ruin other dialog if I keep on.
All NPC's have AI now. (Yay!) But it doesn't completely work. Sometimes I see an NPC running up against walls, or standing still until I speak to them to prompt them to move on to the next task. I look at the AI schedules, and it looks fine to me. So, I can't decide whether to leave it like that (all buggy half the time), or remove it and leave them standing in one place. (Dame da.) X(
Thanks for the link, RA. Facelift worked perfectly for me when I wanted to give Kielanai's face an upgrade. (Yay!) But either it doesn't work for my problem, or I don't understand how to make it work for my problem. (Dame da.) I need to save to NPC face. I tried to copy my last PC save to clipboard and paste to NPC, but it made no changes. Is there more to it than copy and paste? If you got it to work, could you please tell me step-by-step what you did?
Alot of work this week, but very little to show for it. -_-*
Biggest note for the project to consider, I suppose, is the dialog/ race thing. If you intend to use new races, getting them to say -anything- becomes issue more than the voice acting. :/ On the one hand, I'm glad to not hear British voices coming from my Asian actors. But on the other hand, ... I want them to say SOMETHING, ne? Instead I get, "I have no greeting" or something about a boy looking at me and then returning to his work (after which it automatically boots me out of conversation).
Edit: I discovered what the problem was for dialog and race, and boy do I feel stupid. Of course no tutorial I have seen mentions this, but the race has to be marked "playable" and be matched with just the right voices. So, my Han all have voices back as Breton and Imperials. I have some tweaking to do to match their previous Breton features with the Han features, but AI seems to be working better, too. Strange ticking that option would make such a big difference, ne?
Han Race is designed to NOT overwrite the original Han mod, so the player can use it for PC, but I can't test that until tomorrow.
AI is nearly finished, but I want to observe a little longer before I assume all is well. Here the book shop owner and magic shop owner sit for tea.
- Intranetusa - 09-08-2007
^ that guy looks kinda creepy >_>
So is this Han race for Taesci, Ka-po-tun, etc?
Races - Kielanai - 09-08-2007
Han race is only for Asian/Akaviri humans. Tsaesci and other races are beast races (snake, tiger, monkey, etc.) because, depending on how you interpret what is written by Bethesda about Akavir, Akaviri humans are either obsolete or rare, having been "devoured" by Tsaesci. They definitely are not the dominant race, but they should look more like real Asians, rather than the same people of Tamriel. The Han mod by Modzillaz has Asian eye mesh. You can see it more clearly in the third, lower picture where he is profile. And actually that third picture looks a lot like many young Japanese men who wear shaggi-katto hair style, including brown hair dye. :p Kakkoiidesune? ... I do need to work on his eye spacing and brows a bit, though.
They were originally Bretons because that was closest I could get to Japanese features with only face-gen. Now I have to readjust everyone a little to make sure eye placement and shallow bones are okay for the new mesh, but I very much prefer it. ^_^ And I very much prefer hearing them have voices, even if they sound too British for my ears. (Especially if it save me from having to learn how to do dialog!!) I was about ready to trash the whole idea of working with NPC's because I was getting very frustrated. One mystery remains. I don't understand why only certain voices work with new race.
I created Kielanai as new race NPC Akaviri-Altmer to give her otherwise elf body the new eye mesh, and switched her to Imperial voice because she was supposed to have grown up half her childhood in Weye. It cut off her voice completely. High elf works fine, but she is new race so Imperial should work, too, ne? For "Akaviri Kojima Han" (that is the full name so that it does not overwrite the original Han mod), I tried to give them wood elf voice, but didn't work. I tried Breton as old voice, but it only worked on male. I had to use female voice Imperial. And when I checked the original Han mod, he had used Redguard for male and Imperial for female. I think you could use any voice for either gender if its a new race, but apparently that is not true. So, trying to find voice took time for having to experiment with which ones work and which ones did not. -_-* The same will probably have to be done for every new race used in Akavir project, but they must be marked "playable" to even have voice, for some reason.
- Tlo1048 - 09-08-2007
So, did you ever figure out how to add the animations to the Zabuton?
I think I know how, but I cant get the animations from EFG/JOJO, mainly because I cant find them.
Grrrr..... X(
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