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Nubblecakes

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  1. In response to post #39640030. I think removing console modding would definitely fall under the "knee-jerk" category. While the current system is full of holes that are allowing these issues to go unchecked, there are sure to be modders out there who genuinely care about modding for the console platforms. Taking that away from them is only going to stir the proverbial s#*! pot that has been brewing. I may not like consoles as a platform, but I can respect anyone who wants to make console mods in order to improve their preferred platform. I would never try to take that away from them. I see - within the boundaries of the author's permissions - a mod as a gift to all the players. If you take the means of modding away from authors, then everyone under those authors' umbrellas of support will also suffer.
  2. Great article. The "father-who-left" analogy hits the nail right on the head. I think Bethesda need to get the right people involved in the modding community in order to get an agreeable system in place. There should definitely be a proper channel of communication between places like the Nexus and Bethesda's own platform, but they absolutely need to get a handle on the rampant mod theft before anything else. The theft issue HAS to be priority number one.
  3. I'm running in to the same issue. I spent a good hour making my very own custom automatic combat rifle fire sounds since the vanilla sounds are like a wimpy firecracker, but when I went and tested it in-game, it went completely bonkers. I'm assuming there's either a way that Bethesda put flags within the .wav file itself so the engine knows how to loop it properly, or there's a script file somewhere that determines it. I don't see a script file being the reason because I matched my custom loop perfectly with the original. The echo tail at the end is only a little bit longer. I might go and shorten it to the exact length of the original and see how that works out. Perhaps the sound file not being the exact length as the original causes the game to brain fart and make it loop incorrectly. I'll post here again with the results. I remember trying to make looping ambient samples for Half-Life 2. I made the start and beginning fit together seamlessly so you only had to loop the entire sample end to end. However, the Source Engine didn't know how to just loop the entire sample by default, so you were required to open the sample up in something like GoldWave and put in custom loop flags so the engine knew where the loop start and end positions were. It's possible that the Creation Engine needs something similar.
  4. Hey there guys. I'll start off by saying I apologize if this is not the correct section to post this. I don't have a problem with getting a mod to work or anything, but I'm trying to do something that involves modding. So my friend recently reinstalled her copy of Skyrim and wanted to start playing it again after I introduced her to modding and all of that. I went over to her house and installed some mods she wanted, along with some mods I recommended and use myself. We were browsing the follower mod section on the Nexus when she spotted YuiH's Elwyn follower. She really likes the look of the follower, but wants her character to look like the follower rather than just have the follower. I installed all the body, texture, and hair models this particular follower uses, but I'm at a complete loss as to how to actually get the facegen data of the follower and import it in to ECE while my friend is making her character. Is this even possible? I know you can do the opposite, which is obviously what all the authors of these really well-made follower mods have done. But the only documentation I have found on doing what I want only works on vanilla, unmodded followers (Aela, for example). I'm assuming it involves the creation kit? I'm fairly confident I can manage that. I used to use the GECK for Fallout 3 and NV, and it's somewhat similar to the CK from what I've seen. Thanks for taking the time to read my post. I hope someone out there knows how to do this.
  5. @Lisnpuppy Don't forget that it would also be illegal since most mods contain content by Bethesda that has been modified by users. You obviously can't make money off of stuff like that. And even if mods consisted entirely of original content, trying to sell them to people is just plain ridiculous. It contradicts the entire core of a modding community. Anyway, the bandwidth throttling system sounds like a great idea and I'm sure it will have some effect. For me it doesn't make much of a difference since I'm a supporter, not to mention I probably wouldn't ever exceed 500 kb/s download anyway, thanks to my crappy service. But good luck to you. I'm eager to see how the site evolves this year.
  6. Oh...no as a matter of fact I haven't tried running it without the dll file.
  7. Actually, ENB Series uses a modified d3d9.dll. How else would it inject itself in to Skyrim? I didn't back up the original d3d9.dll because I'm a noob, so now I'm stuck with the ENB d3d9.dll. I'm going to try and use the d3d9.dll from my System32 folder and see how it works out. Worst case scenario it doesn't work at all and I just put the ENB d3d9.dll back in there until I find a proper solution.
  8. I also get random CTDs when I'm traveling on foot or by horse in the open world. I have a lot of mods installed though and I haven't tried narrowing it down or running with all mods completely disabled yet. It could be an isolated incident in my case so I can't confirm that this is a reoccurring issue or anything. I was getting crashes near Whiterun and Riverwood. When trying to ride my horse to Dustman's Cairn to do a quest for the Companions, it just randomly crashed to the desktop with no errors or anything. Traveling to the south east of Whiterun also caused me to crash abruptly. I haven't really crashed anywhere else, though I haven't really explored much either. I had a couple of "player abode" mods installed but disabling them didn't help. It could be an issue caused by the latest patch, but I doubt it.
  9. Hey guys. I was using ENBseries for a good while now but I've come to realize that all it does is end up creating a really murky image with nasty banding effects and other ugliness, while causing certain issues like not being able to see underwater. So I installed IMAGINATOR and found it to be a far better tool because it's non-intrusive and is easily customized since it's real-time and can be modified in-game. And it doesn't require a modified dll file. So basically, I want to get rid of ENB Series for good so it's not running in the game at all. Is there some way I can obtain the vanilla D3D9.dll for Skyrim? Could I just copy the one from my System32 folder and paste it in to the Skyrim folder and not have any issues? I'm not entirely sure how it all works, honestly. PS: Sorry if this was the wrong section to post this in. Wasn't sure if it belonged in the mod help section.
  10. There's a mod that modifies the jump height. I use it personally. But I'd definitely love to be able to swing while running and jumping. I just imagine the kill cam would bug out if you were to initiate them while in mid-air or sprinting.
  11. I just want a well-done Berserker Armor from the manga Berserk. There's a pretty nice dragon slayer sword mod which I've been using for a while now, but if I could get my hands on a high quality replica of the Berserker armor set, I would be in heaven.
  12. How about the Nirnroot plant? I love hunting for those personally. The glow effect and the sounds draws the player's attention pretty well, yet the plant texture is somewhat low resolution upon closer inspection. I figure something this small wouldn't be too difficult. Though I'd also love to see a reskin of the fox. I love foxes. :D
  13. Tytanis's Ultimate Mod adds the ability to craft fire, shock, and frost arrows. They don't charge up and create AOE blasts or anything (which would be sick), but they do have spell effects on them. You equip them like any other arrows. Of course, the mod also has a ton of other cool stuff, but some of it might be too much for certain players. I personally didn't download the mod.
  14. Assuming it's even possible, could someone make a little mod that completely removes that obnoxious radial blur effect when you use night eye? I practically rely on Night Eye when it's night time and when I'm dungeon crawling, but I can't use it for too long before the blur starts messing with my eyes. I'd use candle light but it gets REALLY redundant having to go back in to my favorites to select it to recast it every time it goes out.
  15. Berserker armor would definitely be EPIC, but it's a lot of work. Unless of course Obsidian reused the same skeletal system that Oblivion had when they made Skyrim. If that were the case it probably wouldn't be too difficult to port the Berserker Armor mod from Oblivion to Skyrim.
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