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Thepal

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    Australia
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    Skyrim

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  1. hi.

    can you answer my PM please?

  2. Hi, I'm Thepal. You might remember me from such mods as the Unofficial Morrowind Patch, Nude Females and the Blank.esm file for Morrowind that many TCs used as a base (among other things, such as my on-going Serpent Isle remake in the Oblivion engine). I thought I'd drop in to... well... to be honest... advertise a new project I'm working on. It's called "A Tabletop App" (which I tend to refer to as ATA for short), and is an app that is designed to make running a tabletop game easier, as well as letting people play together even if they aren't near enough to play in person (one of the biggest issues with D&D groups, as people often move away). It's not meant to take away the social aspects (in fact, if people still live together there is nothing stopping them from using ATA as an alternative to a paper-based map while still playing in person), but to make life easier (especially for those new to the game or GMing). I've recently put it onto Steam Greenlight, in order to find a good way to distribute it. As you may be aware, Greenlight requires people to vote on games and Valve chooses those with the most votes to be put into the Steam system. So, the selfish reason I am here is to ask any people who are interested to go take a look, and perhaps vote for ATA at http://steamcommunity.com/sharedfiles/filedetails/?id=101871517 . The less selfish reason is to continue my quest to see more modders have a go at making their own creations, whether commercial or not. There is so much talent here, as evidenced by the many great mods, and if that talent was put to creating new games and adventures then imagine the variety of new games and worlds that could be created. The independent games industry is growing, and we now have the opportunity to see games being made by more than those few big companies who have previously owned the industry. So have a go, form a team, and make something new. It is possible. So, if you like what you see, please vote at: http://steamcommunity.com/sharedfiles/filedetails/?id=101871517 . Or if you just want to give a fellow modder a hand with his dreams, or show your appreciation by voting, then that would also be appreciated. And if you know anyone you think might be interested, then tell your friends. Well, I now feel sufficiently embarrassed about making a shameful plug, so I think I'll end this post now.
  3. You should check the wiki when you run into problems (in case another modder has already run into the issue). Your problem is that the chest is set to "respawn". You are loading the game (I assume), the script adds the objects to the chest, but as soon as you talk to the merchant all his goods reset back to normal and your items disappear. You basically have to add to merchant containers that don't respawn (which, unfortunately, means that adding via script to any merchants from the original game is basically useless... unless some extra scripting can take care of it be readding the items). This has caused me the most annoyance of anything so far. And, in case you were planning on trying it, you can't add another merchant faction (with another container) to an existing merchant in the hopes they will sell your new items. Merchants will only sell from one faction container.
  4. Hi all. I'm putting together my first actual mod, which is designed to be a Master File that can help us work together in the future. This first mod is for merchants (the next planned Master File will be a Companion one... that will hopefully let companions interact with each other). What I'm doing is creating merchant factions for a variety of goods. Modders who create items that need to be sold by a merchant will be able to place the items (through a script) into one or more of the faction containers, which will then allow the item to be sold by any merchants using the master file. This does two major things: - Modellers don't have to create a new merchant for their mod - Any modder-created merchant (using the master file) will automatically sell all mod items of the correct type the user has installed. So, lets say a modder was to make a furniture store, and utilise the Master File. If a user had that mod, and also downloaded other furniture mods made by other modders, all the furniture could be bought in that original shop. I will do up very detailed tutorials on how to utilise the Master File correctly to make things easy. My issue now is getting it right straight away. If other mods depend on it, I don't want to have to change it later on. What I need help with is deciding on what merchant factions to include. This is my current list: By creating specialisations, merchants can be set to sell a specific type of thing. The general areas can also be used to create more general merchants. Since items can be added to more than one (a new sword could go into Weapons, Weapons - Blade and Weapons - Longblade), an item would appear in any merchant's inventory that it should. If you could help me out with working out what categories/subcategories to include, that would be extremely helpful. EDIT - Adding more as I think of them
  5. Since I usually (and am still currently) work on Total Conversions for Elder Scrolls games, my need to add new content to the game is pretty much sated for now. What I'm working on instead is ways for different mods/modders to work together. Once I sort out some issues with the annoying game not doing what it is told, I'll be releasing step 1.
  6. Did you make your own ESM file? If so, that could be the problem. Basically, when you convert, make sure the Localization flag is unchecked otherwise it looks for localization data (which you wouldn't have for your mod)
  7. Did you make your own ESM file? If so, that could be the problem. Basically, when you convert, make sure the Localization flag is unchecked otherwise it looks for localization data (which you wouldn't have)
  8. I had that issue. It was because I was set to "Appear Offline" on Steam. I think you have to be in online mode. That could be the problem.
  9. You can also create a new quest, give it a script, and make the script AddItem what you want to the vendor container. I've done this and it works fine. You just need to make sure that you have a "Wait" call for a couple of seconds before you add the item, as it doesn't seem to work if it runs right on the game loading.
  10. As everyone else has said, you're paying for the game. The actual box and disk that a physical Skyrim copy comes with would cost the company less than $5. This is a huge game, that cost a *lot* of money. It's the development costs that we're paying for, not the cost of getting it to us (plus the extra to make creating a game worthwhile for Bethesda)
  11. One other thing people usually want is a Wing slot. Not sure if that could go as a back slot, or be something different. I don't really want to say what I think, since I'm not a clothing modder and therefore am not the most qualified to decide.
  12. I like the idea of getting a consensus on this. Clothing modders will probably need to chime in. I would say that you've probably put too many lower down on the body. Some of the extras could allow extra jewelry and such. Not sure over and under is needed for each body part.
  13. I'm getting the same problem with new NPCs. I haven't gotten around to trying to fix it yet though, so I'm not much help.
  14. It is going to be a little more difficult for beginners to pick up. The properties feature is probably going to cause the most confusion. You are no longer (as far as I can tell) able to reference things directly. Instead of saying AddItem DaedricBoots 1, you have to create an external "property" for the script, connect it with DaedricBoots, and add that instead. A little more confusing. However, it should be a lot more powerful. I'm a programmer, so it hasn't given me any issues yet.
  15. I'm not sure why you had to do the first bunch of steps. All you should have to do is the second part (CK->Create Archive->Create a blank esp->Add all your loose files to the Archive->Upload). That's what I did and it worked fine. The Create Archive part will create the BSA and BSL files itself (no need to run the Archive program seperately).
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