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Plutoman101

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  1. Where you been, what you been up to?
    1. Plutoman101

      Plutoman101

      Woahhhhh

       

      This is a long while back. Making my own game - 2 years into the project now. Fantasy-based RPG, procedural, set entirely underground in the spirit of the Underdark from D&D. Voxel-based, but far, far prettier than most other voxel games, since it's built to create static formations, not dynamic editable terrain.

       

      how about you?

  2. I second google code if you are interested in maintaining download counts. :) I've used it extensively for ASIS and SkyProc hosting, the former a java application that works with Skyrim's game data, and the latter the library used to interact with the data (and make it usable). If you aren't interested in uploading source, it's easy to use the download counters, but it's also a convenient place to point people when they want to look at the source (which is good to show the program is harmless). You can license code under various licenses, so no worries on people nabbing the code (well, at least legally nabbing it).
  3. Tip: for private testing like this, I recommend using Dropbox. You can very easily display the public link to the file, people can immediately download w/ no issues. It won't show download counts, of course, but it's a lot less frustrating for people than navigating some of those file hosts.
  4. I would disagree with that. I upload WIP content so I can gather feedback, before it's finished - rather than after. So I can get testing on sections before I call it a done deal. Doesn't mean at all that I'm done making new stuff. :) It's contextual, very much so.
  5. Not sure if it was noticed, but the spawn randomizer was released to the public a little while back. I have a few kinks to work out in the code, but none so far relating to that (some GMST's don't export and the global exclusions, + perk/spell inclusions, aren't working fully). Besides 'possibly' making some quest/etc checks, as once in a while a spawn pops up on a new game. o.O So feel free to experiment and ask any questions necessary. I'm now getting into full scale development on SkyBash, or Bethsoft link, so I won't be implementing much more into ASIS quite yet. The good news is that SkyBash can fully merge NPC's to the subrecord level (so no conflicts with a mod editing a face, or adding a script, etc), and I've managed to rework some algorithms so it's pretty snippy, too. Tests with 3 large ASIS plugins (2.2mb, 2.9mb, and 5.7mb, merging a few thousand NPC's from each) took only about 6 seconds, of which 4-5 was importing the initial mods. Now that the internal framework is getting set up, a rapid expansion will be possible. Races are mergeable, even, though they haven't been reworked to new algorithms ('tis tomorrow's task). Feel free to check it out, there's download links. .15 is the first with new algorithms but it's entirely untested. It'll get more work in tomorrow. So... now that I've been all technical, tl;dr, mod merging should be possible fairly soon for everything but cells, worldspaces, navmeshes, and a few other oddities.
  6. Glad to help. :) I should also be releasing preliminary versions of SkyBash - a new Bashed Patch, but it'll have NPC support (plus weapons right now, probably armors and a few others by the time I release), so you can be comfortable in linking to it if you need to make edits and make sure they are compatible with other mods.
  7. I would really disagree. Skyrim has a much more powerful language in the form of papyrus, which is more of a true language. The navmesh bug is fixed, the dark face bug just requires a ctrl-f4, and aliases work just fine. In Oblivion, you couldn't even make the lip files in the Construction Set, so I'm not sure where you are getting your information from. Skyrim is likely to have more content, and larger content. It's only been 5-6 months since the CK was released, though.
  8. Good to hear. :) When my spawn randomizer is released, I'd encourage you guys to check it out. If there's ever any configuration that would be recommended with your project, feel free to distribute any ini files out with whatever settings will optimize ASIS to the purposes of it. That's half the reason they are there - I could always hardcode stuff, but I'd rather leave it open to interpretation for whoever might want to edit them. Here's my latest feature which may be of use to you guys if you wanted to utilize it (I tried to spoiler it, as I didn't want to clutter your thread with random ASIS notes, but spoilers don't work here >.<); The spawn randomizer will basically implement NPC's into groups, defined in the ini file, and then define NPC's to attach the groups too, also in the ini file. So you could define a group of dremora, the missile, warlock, and melee ones, and attach that group to EncHare, and whenever an EncHare is spawned, it triggers a chance to spawn one of the groups attached to it. When a group is spawned, it randomly decides the size based on settings, and randomly chooses which enemies out of the group. Then it goes on and procs the multi-group chance, where there's a chance of multiple groups (also defined in the ini file). If you add any creatures, a custom ini file could be provided that would utilize those creatures. I'm hoping to make it as flexible as possible. I'll track the progress of WiSV and again, feel free to bug me anytime if you have questions, requests for resources, scripts, anything.
  9. Great! If you're going with those goals, then if you need help with stuff, shoot me a PM. My whole idea and workflow is around making stuff work together and smoothly - giving players as much choice as I can give them. It may/may not be of interest to you, but you're welcome to bug me regarding SkyProc, the library I use to import, edit, and export Skyrim plugins. It's open source under GNU GPL v3.
  10. Competition! This might be interesting. I like it. ;) Just please do me a favor and don't disparage other modders work. Alex was very frustrating on that regard.
  11. Realistic Lighting. ;) I know, I made large swathes of it. It'll have no performance hit. The system sounds fairly similar to mine except you run a much higher resolution (and I have a core 2 duo). If you run into issues with performance, try cutting back. ENB will take a hit off of that card regardless though, you'll run into computational backlog. Textures should be fine as long as you stick to 1k versions in most cases. You could handle some 2k textures, but I wouldn't use all 2k.
  12. Yes, feel free to upload a russian translation.
  13. Hey ) Me again ! Can i upload ASIS on modgames?
  14. The reason the script can't be edited is because the perk point potions mod relies upon a custom SKSE plugin. Which, ironically, is the same as Ely's Uncapper, which is an SKSE plugin that just has extra options. Both rewrite executable code, just as SKSE itself does.
  15. sorry your mail was full hope you get this
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