Tried this mod. With both xtra options added, Skyrim stops working somewhere during the loadscreens. Without those 2 options, it loads fine, but the kid has no dialog for me... I'll give this one a miss.
What are the Daddy Issues - RSChildren.bsa and esp for? They're not mentioned at all in the moduleconfig.xml and do not get installed regardless of what options I choose when using Mod Organizer. Selecting the Main file, the 2k textures and the Main file - RSChildren Patch only installs:
There is no Daddy Issues - RSChildren.bsa and only Daddy Issues - RSChildren.esp. the only thing it changes is James' face. I don't really see the problem since the files you say it installs are exactly the files it has to install. sooo, what's the problem?
Look in the archive inside 00 - Main Files RSChildren and you'll find Daddy Issues - RSChildren.bsa and an Daddy Issues - RSChildren.esp. I never said there was a problem, I was just curious what they were for? Are they a merge of the main esp and the patch? If what you say about the bsa is ture then I can just delete the 400mb file?
I am currently working on the expansion! here is some screenshots, remember this early in development: <img src="http://i59.tinypic.com/14o4u1k.jpg" alt="14o4u1k.jpg"> <img src="http://i61.tinypic.com/2eea68x.jpg" alt="2eea68x.jpg"> <img src="http://i59.tinypic.com/2nqe0qx.jpg" alt="2nqe0qx.jpg">
They are several tools able to create a bsa (which is an archive format btw).
Which said, clean ? Use Mo (Mod organizer) require one to go trough a tutorial as to both set it up then use it. From where, each mod into his own folder, so, issue solved (along quite some others).
--
Otherwise, do you use TES5Edit as to keep the mod clean & tidy ?
Tracking for now, quite a nice little quest so far, looking good.
I don't use TES5Edit no... Though i should probably use it when it gets bigger... Thx for tracking, i am currently working on the expansion. This expansion will add a house, where you can live with James. He will also give you quests and stuff after you have required the house...
He couldn't have killed his family if his dad is around.. just most of his family, am i right? lol... the intro was confusing me so i thought i would ask.
Here's how to fix your sword issues. First, scale down the texture sizes and save them in the proper formats. There are no details in them that warrant 4096 sizes and to be saved as RGB8x24. Make them 1024x1024 pixels. There will be absolutely no noticeable difference. As they are now, they are pixelated and blurry, which means the textures you used were originally smaller and then scaled up. This does not make HQ or HD textures. They render exactly the same way they would if they were their original, correct dimensions. They just take 16 times the resources to process as they are now. Save the diffuse and the environment maps as DXT1RGB with all Mipmaps. Copy the environment map and on your normal map, make a new alpha channel and paste the environment map into that. This will solve the shine problems for the most part. Save it as DXT5ARGB with all Mipmaps. The alpha channels of the normal maps are the specular maps.
Your map that has _m after the name is the environment map. These are basically just an alpha type mask for the cube map reflections. They work on the same principle as the other masks, where the darker the value, the less it will reflect the cube texture, and the brighter the value, the more it will reflect.
Your environment map is actually working correctly. It's just your normal map missing its alpha channel that is causing the extra shine. If you use Photoshop, open the _m map and the _n map. Copy the _m map. Go to the _n map and click the Channels tab. If you don't have the Channels tab showing, you can go into Window in the top toolbar and check Channels. This will place it in the tools that show up on the right side of the screen by default. Once in the Channels tab, click the little circle with the triangle icon and hit New Channel. Tell it OK. This will give you a new alpha channel. Paste the _m map into this alpha channel. Save the _n map as DXT5ARGB. You might need to darken your wood areas, depending on how shiny you want them. Yell if any of this is confusing.
Hey guys, I have a question... how do you add generic voices for your custom voicetype? I want to make commentary, like 'hello' when you talk to James, and i want him to comment on different things, like when you walk around with magic in your hand. Stuff like that. please help >_<
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With both xtra options added, Skyrim stops working somewhere during the loadscreens.
Without those 2 options, it loads fine, but the kid has no dialog for me...
I'll give this one a miss.
Daddy Issues.bsa / esp
Daddy Issues - 2K textures.bsa / esp
Daddy Issues - RSChildren Patch.esp
<img src="http://i59.tinypic.com/14o4u1k.jpg" alt="14o4u1k.jpg">
<img src="http://i61.tinypic.com/2eea68x.jpg" alt="2eea68x.jpg">
<img src="http://i59.tinypic.com/2nqe0qx.jpg" alt="2nqe0qx.jpg">
Which said, clean ?
Use Mo (Mod organizer) require one to go trough a tutorial as to both set it up then use it.
From where, each mod into his own folder, so, issue solved (along quite some others).
--
Otherwise, do you use TES5Edit as to keep the mod clean & tidy ?
Tracking for now, quite a nice little quest so far, looking good.
If you find some issues, please report them so i can improve the mod
He couldn't have killed his family if his dad is around.. just most of his family, am i right? lol... the intro was confusing me so i thought i would ask.
You're a rebellious kid, aren't you?
First, scale down the texture sizes and save them in the proper formats. There are no details in them that warrant 4096 sizes and to be saved as RGB8x24.
Make them 1024x1024 pixels. There will be absolutely no noticeable difference. As they are now, they are pixelated and blurry, which means the textures you used were originally smaller and then scaled up. This does not make HQ or HD textures. They render exactly the same way they would if they were their original, correct dimensions. They just take 16 times the resources to process as they are now.
Save the diffuse and the environment maps as DXT1RGB with all Mipmaps.
Copy the environment map and on your normal map, make a new alpha channel and paste the environment map into that. This will solve the shine problems for the most part. Save it as DXT5ARGB with all Mipmaps.
The alpha channels of the normal maps are the specular maps.
-Thank you
These are basically just an alpha type mask for the cube map reflections. They work on the same principle as the other masks, where the darker the value, the less it will reflect the cube texture, and the brighter the value, the more it will reflect.
Your environment map is actually working correctly. It's just your normal map missing its alpha channel that is causing the extra shine.
If you use Photoshop, open the _m map and the _n map.
Copy the _m map.
Go to the _n map and click the Channels tab. If you don't have the Channels tab showing, you can go into Window in the top toolbar and check Channels. This will place it in the tools that show up on the right side of the screen by default.
Once in the Channels tab, click the little circle with the triangle icon and hit New Channel. Tell it OK.
This will give you a new alpha channel.
Paste the _m map into this alpha channel.
Save the _n map as DXT5ARGB.
You might need to darken your wood areas, depending on how shiny you want them. Yell if any of this is confusing.
http://www.creationkit.com/Adding_Voice_Intermediate_Tutorial