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thirteenoranges

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About thirteenoranges

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  • Currently Playing
    Journey (PS3) Mass Effect 3 (360) Skyrim (PC)
  • Favourite Game
    Morrowind
  1. Hello! I'm very like your Skyrim's quest mods - its very interesting and wonderful adventures! And i want to translate its into russian language for the russian site http://anvilbay.ru/. May i do it?

    Of course, i indicated your as original author and give a link on the original mod's page)

  2. Hey,

    What do you require in particular of the female VA? Accent-wise, voice-type-wise. Can't PM you for it says you can't use the system ;)

  3. I am the author of Sea of Ghosts, And The Realms of Daedra, No Mercy and the rest of my Elder Scrolls Quests series. I am nearing the completion of the fifth mod in the series, and require a Voice Actress to record around 30 lines for a Breton character. I have already filled the male roles required in the mod, however I will always keep any offers of voice acting on record if they will suit any future project. Send me a private message with a short sample of previous voice over work, or just an example recording of a few lines from the game if you are interested in this or future voice work, ThirteenOranges
  4. Unfortunately not, that's basically what the Steam overall stuff says, and it doesn't explain in exact terms the details of who owns the copyright of anything etc. All it says there is basically "if its not yours, don't publish it", and you could go as far as to say that means you can't publish mods using the base game assets, since they are obviously owned by Bethesda. Obviously this isn't the case, as it nullifies the point in the CK in the first place, but what I'm looking for is a properly detailed legal document explaining who owns what and what you can do with it etc. (and the second link applies to the wiki editing, not the mods themselves)
  5. I've been trying to find a proper rundown of legal information/licence agreements relating to the creation and distribution of mods, but it's proving difficult find. What I'm looking for is information specific to Skyrim, or general information that would relate to modding for Skyrim. What I'm not looking for is information about hosting on Nexus specifically (since that's easily available on the Nexus sites). Does anyone know where to find this sort of things? I've had no luck with Google, Nexus or Steam so far.
  6. I have a script that depends entirely on using RegisterForTrackedStatsEvent() and Event OnTrackedStatsEvent(string asStatFilter, int aiStatValue) Unfortunately, the Event OnTrackedStatsEvent just doesn't seem to trigger. Ever. I have debug messages and everything set up so I can see what's happening, and it never seems to fire, even regardless of what stat I want to track. Has anyone else had any issues like this? Is it a known problem or am I doing something totally wrong? There doesn't seem to be any posts on the wiki regarding the functionality of this Event, so I was working under the impression it would be functioning just fine... Any help or advice is VERY much appreciated here. Thanks.
  7. I have nine separate doors, each in unique world spaces, all leading to one single 10th world space. They are all essentially identical. 7/9 doors work correctly and teleport to the correct spot. However, two of the doors seem to fail to load any of the assets in the 10th world space and simply place you on the ground, far bellow the door spawn marker. I have tried recreating the doors, and replacing the doors with direct FastTravel functions in script, the result is always the same. The only common difference that the these 2 world spaces have, is that they're co-ordinates are further away (vertically) than any of the other 7 correctly functioning doors. Has anyone else experienced anything similar? Any ideas on what would cause travel from one space to another to always fail? Any advice is very much appreciated.
  8. I am getting a recurring crash when using an auto load door in my most recent quest (still unfinished). The door leads from an Interior dungeon to a new small World Space. The Navmeshes are set up and properly finalized, there is no AI in the area, just some terrain, water and basic assets. Loading into the world space (and the same cell) works via FastTravel function teleports, as well as COC, but when using a door, the game crashes to desktop. Using the same pair of doors in the other direction also works fine (going from the world space to the interior). I have also tried recreating the doors as many times as I can cope with, but to no avail. Same result every time. *EDIT: It seems that using a door from this specific interior will crash when going to any world space. Going to another interior works normally, as does interior-worldspace doors from OTHER interiors* Anyone got any ideas? What's different about the loading process with doors that isn't done when teleporting or COCing?
  9. Simple question. Is there a way to get a function in Papyrus to return the current Date or even day of the month (in game time, not real world time)? The reason/use for this is related to the Daedric summoning days from Daggerfall. Looking to do a mod with some specific events/easter eggs based on these, and I just can't find a way to query the date in script.
  10. Right, I have 6 world spaces, and one unique NPC. I wan't the NPC to always be in which ever world space the player is in. I've experimented with the AI packages a fair bit, but can't find a way of getting this to work. Does anyone have any ideas or experience with this? The main way I tried was to have a different package for each location, but since it could be any time, I couldn't find a way to switch the packages when the player changes location. If I set a package condition to the player being in the relevant world space, the package does not stop running when the player leaves the world space, so the next package never runs. At least, this seems to be whats happening. Another option is that it is running as desired, but the NPC just isn't able to teleport between the world spaces unprompted. Any advice here would be appreciated.
  11. Ok, my original quest with this bug was fixed by deleting and completely recreating it (It had no dialogue to begin with so that solution/cause above does not apply). But the issue is now happening again in yet another quest. I have tried deleting it and recreating it as before, but still no luck. No Log Entries showing whatsoever...if anyone has had any luck fixing it in any other way, it would be very useful to know...
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