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EmperorPilaf

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About EmperorPilaf

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    Oblivion, Phantasy Star Portable 2

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  1. @ Postal001: It's fine as a hobby as long as you know how to limit your time spent modding. Which can be impossible for some since working on a mod is kind of like when an artist creates a painting, the artwork is never truly finished until the artist gives up on it.
  2. Do you ever feel like creating mods isn't the best use of time? In creating mods the modder must devote time and effort to create an extension of a game, but the game is copyrighted and is the property of a video game company. Modding is like building a house on someone else's property for free, you can create something really cool through mods in various PC games but the world in which it exists is not truly your property. Modders may find that to complete a mod properly they might become so absorbed in creating that they neglect aspects of their own lives. Hours of unpaid time spent in front of a computer creating something in someone else's sandbox begins to feel like a waste after a while. I often wonder how certain modders found the time to create such vast and detailed creations and still have time for the responsibilities of reality. I understand the joy of creating a mod from your own love of a game, but the devotion one has for a game shouldn't take over hours and hours of ones own life continuously without end just to ultimately create something in a virtual realm. There is only so much time in one's life, to use a chunk of that time to create objects to add on to some virtual dreamworld feels wrong to me.
  3. Thank you for your feedback DrakeTheDragon. How Coronerras Skeleton adds a tail to the original skeleton may be the root of my problem. I started the mod with Coronerras Skeleton installed, so every time someone with the construction set opens the mod without the skeleton installed it starts looking for Coronerras Skeleton for the beast races. What I don't get is why the construction set gets hung up, even in a brand new mod it starts looking for Coronerras Skeleton and the problem continues where the beast races bodies will not appear in the NPC creation window. Even after I remove all mods and uninstall & reinstall everything. I believe the only way to create Khajiits and Argonians now is to modify an existing NPC from the Vanilla version instead of making a brand new one. Eh, I guess this is just the price I pay for a lack of foresight.
  4. I worked for many hours on a mod without realizing that having Coronerras Maximum Compatibility Skeleton installed would have a negative effect. All the Khajiit's & Argonians tails glitch and attach to a nearby object/ NPC. My aim was to create a vanilla mod, a mod that would have no requirements. I tried uninstalling all my mods, I uninstalled the construction set, the mod manager, and Oblivion.. I tried removing all the Khajiits & Argonians from my mod and saving a version. I was able to create a version with no visible glitches by replacing the NPCs with tails with different races... But the real problem is the effect it has on other users ability to use the construction set. I installed my mod (the version without any visible glitches) on my friends computer, who didn't have the Coronerra Skeleton installed. Everything seemed fine when I checked through every cell in the Construction Set. But once I tried to create a Khajiit or Argonian the same issue spread to their construction set... Like a virus. Even after I deleted my mod from their computer they were now stuck with this issue. After seeing this happen I decided to take my mod down in fear that my problem would spread to other modders. Is there any possible way to revert back so that the construction set looks only for the vanilla meshes? Any suggestions or ideas on how to solve this problem are greatly appreciated. I tried unpacking the nifs of the vanilla meshes and tried directing the Khajiits or Argonians to use the BeastSkeleton.. It still was acting messed up.
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