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supernastypants

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  1. Wow, alright I'm stupid. I meant I have UPDATE 8, not 1.8. I guess Update 9 is 1.6, so I'll get that. Thanks for the help. C:B
  2. No way D:

    I heard it was on 1.9?

    Bluh, then I think I might be mistaken.

  3. There is no Skyrim 1.8 patch. The legal copy of the game is currently on 1.6.
  4. Hello.

    I installed your Build Your Own Home mod for Skyrim the other day, and I'm having some issues.

    I can't seem to use the Workbench.

    I looked at the FAQ's and it says to update to Skyrim 1.6, but I have Skyrim 1.8 installed, so I was pretty baffled when I couldn't use it. Do you know if your mod may be incompatible with any other mods on the Nexus?

    Please...

  5. Have to agree with ub3rman123 on the lore friendly part there. Lore and Un-lore friendly should definitely be included, even though many may agree and disagree over what is and isn't lore friendly, I think it is an easy decision in the majority of cases. Like the Michael Jackson example earlier, if someone just straight up put Michael Jackson in Skyrim that is obviously un-lore friendly. But lets say someone took Michael Jackson's personality (and even appearance) and put him in the Skyrim setting, with lore-friendly clothes, and the context in which he used was sensible (he were performing for the Bard's College for example) then I think you would be hard pressed to say the mod wasn't lore friendly. It's a dividing line, that while still debatable, still helps separate some mods from other mods. Only rarely will a mod be right on the dividing line between un-lore and lore friendly. But I agree that Realistic and Unrealistic are much more subjective points that could be done away with if necessary, simply due to Skyrim's fantasy setting. Though I might say, that Skyrim itself is still a fairly "realistic" experience compared to most fantasy genre. Outside of alien creatures and different religions, the world of Nirn is not so different than ours aesthetically and then on. But again, this is still a more subjective topic, and when applied to a variety of mods the "realistic" becomes much more difficult to define individually.
  6. SKYRADIO Nexus: http://skyrim.nexusmods.com/downloads/file.php?id=15024 User Comments So Far! "I don't care about lore or not, this is a really, really cool idea with a lot of potential." "But seriously, I am a lore realism fanatic, but you better bet I am downloading this!" "Uhm. File of the month. Period." The Wizards at the College of Winterhold have finally done it! After years of tinkering with a strange Dwemer device of unknown origins, they have managed to tune the magical frequencies just right! But what is this? The device seems to be picking up a strange Magical signal being broadcast... http://img13.imageshack.us/img13/8963/skyradiolol2.png They know not who is casting these Magics, but whoever it is seems to be broadcasting music THROUGH Magicka! And the Dwemer Device seems to pick up on these frequencies! The breakthrough is astounding! The College has since been selling the radios they get working to prospective merchants! The radios have already spread across Tamriel! Obtain your treasure! Purchase them! Steal them! Find them in ruins! The Dwemer Jukeboxes are in plentiful bounty! Obtain a number of radios, in a number of ways! Currently there is one Jukebox in every Dwemer Ruin, hidden in the halls, abandoned, waiting to be found! They can also be purchased from general merchants! Belethor's, Bits and Pieces, you get the idea! They can be stolen from the homes of those fortunate enough to own them! Once Obtained the Dwemer Radio is found in the food items! YOU control Skyrim's Sounds! Import your own music, and have it play on demand! No tracks play over it! No more combat music to drown out beautiful ambient! Choose whatever Music YOU want! Classical! ROCK! D-D-D-Dubstep! NO ONE WILL JUDGE YOU. Except Sheogorath, he can Judge whatever he wills. Its a furniture piece too! Your Dwemer Radio is mechanical in nature! When placed in the world, the Radio unfolds into a Jukebox! Don't like exactly how the Jukebox was placed? Rotate it about via the handy placement Menu! You can set the Jukebox to play whenever you enter your home! Be welcomed home with whatever Music YOU choose! The future of the mod! I am in the process of recording an actual Radio Show for the mod. It will be 1. Lore Friendly (as lore friendly as possible anyway) by using several in game voices, edited into commercials and such. 2. Able to track your game progress. Much like GNR of Fallout, Example: Never touch the Theives Guild? Radio host comments on how they are struggling. You in the guild helping it rebuild? He comments on that. You Guildmaster now? He comments on that. CURRENTLY PLANNED: The plan is to set up 3 Radio Stations you can tune into. 1. A general station that tries to remain Neutral in all topics, hosted by the mysterious mage who began broadcasting the magical signal.... 2. Stormcloak Radio! Propaganda in support of Ulfric's cause! They report on the status of the war and advertise support for the Stormcloak cause. 3. Imperial Radio! Hosted by the Empire itself (and, to a noticeable extent, the Thalmoor..). They spread Imperial propaganda and report on their side of the war! The radio show is currently under recording, but there are A LOT of sound files to sift through! So we are taking YOUR suggestions for advertisements! Be as eccentric with your ideas as you like. Skyrim Deodorant ads? Dark Brotherhood recruitment ads? YOUR ideas WILL be credited if used!
  7. All superb suggestions. I did some more digging and it seems modders for NV and Fallout got their audio from the Internet Archives, and there are also a few other titles I was planning to add so I'll ask the artists. Thanks for the advice.
  8. I have a question, though I am not sure this is the best place to ask, I will ask it here anyway. I am wrapping up development on my mod, SkyRadio: http://img803.imageshack.us/img803/5536/skyradio.png Its a mod that adds a working Dwemer Jukebox to the game (complete with radio station and advertisements!) and allows users to insert their own music. My problem is this, legally what music can I upload? I know there are tons of radio mods for NV and FO3, what did they do to get the legal rights to publish those songs? Are those oldies just up for grabs? If so, can I just upload the 100 some tracks I have from the GNR Radio album, like other users have? If this is not the best place to ask, could someone at least point to a good place where I could ask? Thanks.
  9. I just checked the leveling section in fook, default 100% was ticked, and playing around changing the perrcentages and fiddling with the difficulty didn't fix it either /:. Though I wasn't aware that fook even had experience changing options, how does it do it exactly? Scripts, ESPs? Perhaps when I installed FOSE afterwards could it have somehow enabled one of those EXP changes inadvertantly? If so, where could I look to fix it?
  10. Hello, I just recently Have had an itch to play Fallout 3 and decided to reinstall it with some mods for a fresh start. I didnt get anything major, FOOK, NMC texture pack, Mothership crew, Martins Mod, and GNR enhanced, then BOSSed the load order. I spent a good amount of the day downloading and then playing with no issues, but decided to install FOSE for any future requirements and better FOOK support. Obviously this was going to require me to start a new save. Not wanting to run through anchorage again on very hard difficulty, I toggled TGM to make things go faster and immediately noticed that the normal 50XP/kill I was gaining now dropped to 18xp/Kill. I disabled TGM and the EXP hit stayed, I changed the difficulty and the effect worsened (2xp/kill on easy?). I exited the game and loaded an earlier save from before the TGM, and the EXP penalty remained. I then wiped my New save, started a new game on normal, and again the EXP penalty was there. On Easy or below difficulty I actually received 0 EXP for killing rad roaches in the vault, and 0 for mole rats around megaton. I have installed mods in both NV and Oblivion with no worries, and even have almost 120 some mods working in Oblivion so I would say I'm fairly experienced with how to install/run them which is why this bug baffles me. Does anyone have the slightest clue on how to even begin to fix this? Perhaps another console command or inin tweak I have yet to find?
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