Regan
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Post by Regan on Dec 7, 2004 11:37:44 GMT -5
Hopefully this will stop me making a new thread for each display of my ignorance I'd like to know what the minimum/maximum heights are that you have in-game. For instance, I have strong strapping nords as 1.1 and sweet little wood elves as 0.85. (All races are a bit 'heavier' in my game). There is a valid reason for my question, and it has something to do with water levels!
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Post by Calislahn on Dec 7, 2004 12:16:43 GMT -5
I think it might be 2.0, i'm not 100% certain on that though. Best way to find out is keep upping the number until it won't let you anymore, of course if you make the height too big they may have trouble with doorways
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Regan
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Post by Regan on Dec 7, 2004 12:25:32 GMT -5
No, I meant what YOU have the settings at.
I have this cell with water and immobile NPCs and I'd like the water as high as possible, but low enough to avoid unintentional drowning (couldn't find a smiley for that!)
I know the normal MIN/MAX is 0.5/2.0, which can be bypassed using SetScale in a script.
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Post by Calislahn on Dec 7, 2004 12:29:44 GMT -5
Sorry Regan, i'm having a bad day call it a blonde moment or something ;D So you wish to know the default heights for mw races?
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Regan
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Post by Regan on Dec 7, 2004 12:37:00 GMT -5
Blonde Moment ;D We all have those
No, I mean you personally, or whoever reads this post. I would have thought most people change the defaults to something a bit more aesthetically pleasing than the anorexic bethesda settings. Just checking how large these changes are.
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Post by Calislahn on Dec 7, 2004 12:40:12 GMT -5
Well i've never altered mine so i'm no help Funny it's never occured to me really, i play a nord which is about the right height i feel, i did make the dryads a bit taller than you'd expect as i didn't want them tiny when i play them ;D I don't like the wood elf males being so tiny but i've just never bothred to alter them.
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Regan
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Post by Regan on Dec 7, 2004 12:45:20 GMT -5
No, that's good news Cali. If someone as proficient and prolific as you has left them standard then I won't have to alter much. EDIT: I'm an Associate ;D What can this mean, higher wages, company car, pension plan? Or just a few stars
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Post by Calislahn on Dec 7, 2004 12:53:33 GMT -5
Just stars i'm afraid
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Post by Bravo 1 on Dec 7, 2004 14:44:50 GMT -5
:laugh4: ...to answer your question, I really don't remember, I had them tweaked, but now I've switched PCs and am completely redoing 'My Morrowind' (basically my mod which tweaks the game to how I like it), so I can't say... ...I agree on the anorexia, BUT, my laptop is widescreen, so it gives Morrowind a *slightly* stretched look; (compare 1200 x 800 to 1200 x 768). It makes lots of optical illusions where boxes are rectangular on ones side, yet if I move, they're square...I could of course play in windowed mode, but this is fun! (also, my point is that everyone looks slightly beefier/wider). ...so yeah, currently set at standard!
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Regan
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Post by Regan on Dec 7, 2004 15:27:18 GMT -5
I get that on TV, but in reverse, it's a 3/4 but most programs are 16/9. After a while I can't quite tell what's wrong, but there are all these thin people on . . . . . it's quite disturbing
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Regan
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Post by Regan on Dec 10, 2004 19:16:36 GMT -5
An animation related question: I've made a helm from one of the (Oh so marvellous!) Better Heads, but when I or an NPC equips it, the animation goes to pot and it goes all guppyish the mouth opens and closes at regular intervals, not when speaking. Is there a way to fix this?
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Post by Calislahn on Dec 11, 2004 2:29:13 GMT -5
I'm not totally sure what it is your after Regan, you say it's a helm so do you want the mouth to open at all, or is it that you want it to move when they speak like a normal head I know that heads lose their animations when imported into max, i guess milkshape would do the same, so if you don't want it moving that's an easy way to fix it. If it's that you want it moving only when they speak then i have no idea how to do that. I would guess the game engine is a bit confused by the head being a helm so is just looping the animations.
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Regan
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Post by Regan on Dec 11, 2004 6:28:00 GMT -5
Ideally I'd like it to move as a normal head, and speak when NPC speaks, but I will probably 'static' it in MS3D as you suggest. Better an unblinking head than the 'fish' effect I've got now
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