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SLuckyD

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  1. I am conflicted with Saratje's answer... it contains a lot of truth, but takes it to a possibly unfounded extreme. I LOVE the idea of reinstating the nix'd "Repair" aspect from Oblivion (I never got far into the FO series, so dunno if they had that). The closest thing in Skyrim is to recharge magic weapons.. but that was already there; and just isn't the same as having enemies do more damage during prolonged battles, or equipment negligence on Player's part. While I used to think relatively LITTLE about the repair system in Oblivion... having it removed altogether in Skyrim was a GREAT disappointment. Due to its level of realism and lack thereof, the Obliv repairing annoyed me as you can't ADD metal back to a sword and expect it not to snap (I've formally studied real-life metallurgy). You could replace the blade altogether, but not repair it.. so this kind of thing needed work, in my opinion. But to remove it from the game entirely??? ESPECIALLY with all the new and phenomenal accoutrements involved in metallurgy (smelting, forge, etc etc)... a HUGE surprise to me. I agree that implementing this kind of request is a big and ambitious project. But personally, I know what it would take to DO it and HOW... and for talented and motivated individuals it shouldn't be too difficult, or take years. People already create replacers/addons which show skin... so that isn't really an issue regarding what's seen should a piece of the armor go missing. The easiest way I foresee this being done is to have however many levels of 'damaged' armor/item; which would be scripted to replace the previous automatically after some sort of trigger. It'd most likely be done in a quest, which is constantly (yet non-intrusively) running in the background to reflect real-time action/damage. You'd have the 'new' armor first... after X amount of Player-sustained damage, or Y number of hits taken (possibly linked to amount of damage to make it better), it'd trigger the next 'version' of the armor to appear in Player's Inventory and auto-equip it... removing the 'new' armor. This would progress until reaching a critical point in which the armor would just fall off Player into a pile of recyclable resources on the ground (I'm all about being "green"... even in Skyrim! heheheh). Additionally, the chunks that are hacked off during the interim could be salvaged as well, shuld Player survive the combat and remember to pick them up afterwards. When repairing, the better versions would replace the damaged ones... depending on how much repair is done (time, frequency, materials, etc). I would do this myself, except I haven't learned the Skyrim ways to skinned meshes, behavior graphs, havok animations, and all else which accompanies objects which are worn/equipped by Player. The scripting I could do now... but I'd have to spend a bunch of time learning how to perpetrate the necessary Niffery; something I was procrastinating with. So if anyone is able to create the different meshes, I'd be willing to give the scripting a try. HOWEVER... be warned that I already have a few mods that are still in progress, and the amount of time I would spend on this would not only be limited, but the start of which delayed until I get my existing mods to what I consider acceptable levels. That said: the scripting, theoretically, would be minimal compared to the time it would take to get the actual meshes in-game... and to look realistic/pretty enough to pull off the entire concept. (perhaps that's just my non-meshing self underestimating those who are 'pros' at doing such things) Personally, I think this would be an EXTREMELY VALUABLE asset to the game (and the entire series.. for future releases). So any mesh-making-mo-fo's out there wanna get ONE piece of armor and turn it into say... 3 more levels of damaged-ness... I'll work on the code to make it possible... eventually heheh. Once we get THAT to work... it's only a matter of creating more damaged meshes for other items, then attaching the scripting to it.
  2. Those are really good ideas. What I could do fairly easily would be to have the pre-set navigation route(s), then have pre-set encounters at several different places. These encounters would be scripted to occur at seemingly random times; but not all of them on one voyage.. only one per week or something like that. This way Player won't know where, when, or how until it happens. This of course would apply BOTH ways... with Player transporting the cargo and being attacked, or with Player as the pirate attacking certain supply routes. I LOVE the idea of transporting valuables, too... better immersion. Ideally, I would have a 'pursuit' ship (if Player is the merchant) which Player could pick off enemies on from afar (as it slowly approaches from behind or alongside... minimizing the impact of their boarding party. Scripting things of this nature is VERY easy compared to implementing true AI. But getting AI hooked up to a ship like creatures and enemies are on land... that is something that would require a LOT of work; but I'm certain I could do it. I'm not sure if I'm willing to go through that much drama for a mod though. That would be adding all NEW functionality to the game, which I believe I should be hired (by Ma Beth.. or their competitors) to work on for DLC or future/other games; rather than working in my free-time (prob'ly for like a year straight) to complete and release as free content. If I DID do a mod with that, they'd probably just jack it up and include it as their own in TES6 without so much as a 'how do ya do'... since that's their legal prerogative; regardless of the moral implications. Not for nothin', but this kind of thing (in ANY manifestation) is fairly distant in the creation process, and may take more than a month to implement. I need to update my other mods before I work on expanding THIS one. I also plan to work on the building and basic NPCs of the Gokstad mod before getting encounters involved. ALTHOUGH... I haven't touched dialog yet, so it may be easier to do the pre-set routes and encounters (which I already know how to do). We'll see after I get my SPODUM mannequin mod updated, and my Overlook Tower full of clutter/etc.
  3. DamienLZ: I have plans to add the option to spawn Nord raiders, Draugrs, and/or some other type of friendlies when you beach the ship (in lieu of or in addition to the explosion it currently has). No need for navMeshing the ship, as the entire sea already HAS navMesh... NPCs and creatures will already board the ship as-is; though there is currently only a floor. I want to add collision for the walls eventually - but I only just finished the sailing script, so now I can work on other aspects. About damage though.. funny you should ask. I pan to intentionally destroy my ship in 3DSMax, then export the "pieces". I would then assign 'damage' to the static, triggered when certain things happen; such as hitting shore too many times without repairing it or something like that. As far as the AI aspect goes... that's going to be the most difficult thing to implement, if at all possible. What I plan to try eventually is to attach my scripting to other boats (which Player could use instead of my Viking longship); but at least one of them would be scripted to "follow" Player... with NPCs attacking you from the other boat. It won't be as cool as it sounds, if I can get it to work at all; but it should offer at least a LITTLE glimpse into open-sea battles. I foresee land/objects getting in the way of the pursuit script; as Player could just slip around an island or rock, then the enemy ship would then run aground thinking it can sail right through it (on it's direct-pursuit course). In order to have it intelligent enough to go AROUND the island... I need way more knowledge and experience with scripting than I currently possess. But the newer version is uploaded as of yesterday. Again, it's just the plain ship and Player-home, for free... and of course the beginnings of the shipwright's building and dock. But it sails perfectly well (given your system maintains 50+fps) and is quite fun to blow up horkers with.. heheh [EDIT: I just remembered that I have plans to have set routes between major ports. This would mean that the boat would auto-pilot from preset marker to the next, until the destination is reached. The whole time, Player could sit back and sight-see (the coastline really is AWESOME from this perspective... and so much more extensive than most would think).. maybe take pot-shots at coastal enemies while gliding by. My point is that I could have TRADE ships sailing those preset routes... then PLAYER would act as pirate to chase them down - and board them, etc.]
  4. I only keep the beta tag on my mods if I plan to add more to them; such as interior clutter, NPCs, quests, etc. In the case of my Gokstad Sailable Ship mod, there is just a hollow building where the shipwright will be. It won't cause any conflicts, destroy your saveGame data, or even unbalance the game (though SOME may disagree with that last one). It's only 3 or 4mb too, so it's a quick download... heheh. But other than what I consider 'esthetic' stuff like that, the mod works as described on its page. The ship sails fine, and the Player-home is usable; but I plan to do a LOT more, specifically with NPCs and voice acting and questlines. With the version I just uploaded (v1.1b), I think it's definitely worth trying if you're interested in ships or sailing. You can sail using WASD to control it, and attack enemies on shore while doing so. Ram the ship into shore above a certain speed and it causes huge fireball damage to the whole area. Even take your horse on board... but sorry - no followers yet; I WILL be looking into doing this for a future update.
  5. http://skyrim.nexusmods.com/downloads/file.php?id=5432 I just have to update the readMe and I'll be uploading the newest version later today (v1.1b). I suggest waiting for the update, as it makes the controls WAY better - and the whole thing is much more stable. For those who think there isn't much water to sail... you obviously haven't been out on the ocean in the North. There are tons of places to go up there; and sailing makes it so much faster (unless you just fast-trav everywhere you go). The ship also goes up the rivers and what-not; and functions as a portable Player-home with perma-storage. I plan to release the source for the scripting in the future, but I still want to tweak it some more before that. I also plan to attach the script to other boats (Vanilla, and maybe one or more that I got free off the net); right now it's just my custom Viking ship. I considered doing it as a "horse" like suggested, but that requires a lot of hope-jumpery in terms of animations, behavior graphs, bones, etc etc... I was saving it for a last resort, but I got it working without having to go that far.
  6. I agree with much of what everyone is saying... both sides of the coin. While Hot Files are user-defined by popularity, it is a self-fulfilling prophecy - once you get a mod on the Hot Files marquis, everyone downloads it... which means it's an even HOTTER file (so to speak); this goes on until everyone and their siblings have downloaded it then moved on - oftentimes over a week later. But I agree with those who would stifle derision against tex-replacers/etc... even though I agree with them whole-heartedly; people like what they like, and similar examples are found throughout the real-world (such as political elections.. tell me THAT isn't a popularity contest, as opposed to merit/worthiness). To remove popular opinion because a minority doesn't agree, assassinates the spirit of community and all that garbage. While I'm not against the popularity system, I think it could be better distributed or limited... here's some suggestions I'D make: - I'm sick of seeing the same stuff on Hot Files, perhaps it can limit the number of days it's up there.. so as to give OTHER mods a chance at publicity. (maybe 3 or 5 days? no more than a week though.. I think they currently time out after 2 weeks, but I'm not sure) - Instead of a static marquis bar of mod images, perhaps those images could slide over periodically (like the main feature's image does).. allowing for more than just 5-6 mods to be "hot". I thought this or Obliv's Nex used to do this.. (maybe stretch this to 10 mods? five displayed at a time, rotating every several seconds) - The categorized hot-files is a good idea... instead of the 5-6 most popular mods period, have the most popular house, most- weapon, most- tweak, etc... that way all genres of mods are represented. THEN you could click the category's NAME, to view a listing of the 'runners-up' (similar to the current categories, but by endorsements/dls instead of the default upload date - and I KNOW one can already re-sort the categories, but I'm talking about a one-click alternative off the home page, not having to go through drama every time you check the site) *** I think there should be a 'recently updated' hot files marquis as well. Since I uploaded the early beta version of a mod several months ago... now that I've gotten it to work, noone but those who have followed it intently knows that it's there/finished. I actually experience this with TWO mods (shameless self-promotion heheh): Gokstad Sailable Ship & Portable Player Home http://skyrim.nexusmods.com/downloads/file.php?id=5432 Overlook Tower Player Home http://skyrim.nexusmods.com/downloads/file.php?id=4514 Don't you think more than a hundred people would have downloaded my real-time sailing ship if it were listed on the New Files marquis? But since it isn't NEW per se, it remains at the very BOTTOM of the default listing (as do MOST of my mods, since many were the first of their categories to be uploaded). That's why I suggest the 'newly updated' marquis... I thought this Nex or Obliv's HAD this feature; did they remove it or is it my imagination? Also, a couple VERY popular player homes have been buggier than week-old roadkill; yet ones that work well may get lost in the shuffle - even though they run perfectly and may have more features/etc... this could have been avoided if the Hot Files system were revised.. probably would've saved tons of people from destroying their saveGames too. I'm not one for popularity contests or 5 million dls, and I couldn't really care less about endorsements; I'd just like to see people enjoying my mods, especially the ones which took so much effort to make. Oh well.. nuff said.
  7. I just uploaded my Gokstad Sailable Ship & Portable Player-Home mod recently. It adds just what the title says. http://skyrim.nexusmods.com/downloads/file.php?id=5432 You may also be interested in my Vanilla Mannequin Script Fix, which prevents several bugs in the mannequins inside Player-homes. http://skyrim.nexusmods.com/downloads/file.php?id=10652 I also made a cheat mod which allows you to carry 10k pounds in your inventory. (very handy in Dwemer ruins or long excursions into the hinterland) http://skyrim.nexusmods.com/downloads/file.php?id=8520 Then there's my Faster Woodland Creatures... which speeds them up enough that you can't outrun them anymore. http://skyrim.nexusmods.com/downloads/file.php?id=4799 I have other mods, but they need more work, they aren't quite finished, or you may not care for them. I don't use other mods, so I can't recommend anything else.
  8. I have recently released a Mannequin mod, as well as a fix to the Vanilla Mannequins. Both fix the "Dupe Bug" as well as the "Wandering Mannequin Bug" and allow for WEAPONS and adding other items for storage Wandering Dupe Mannequin Fix (v1.1 is the one to use if you want the MOST compatibility): http://skyrim.nexusmods.com/downloads/file.php?id=10652 This adds 65 different types of Mannequins to the game, all different races, animals, undead, even a dragon! I will be updating this to reflect the script changes I made in the above Mod-Fix's v1.2 (the Customize and Movement Menus). The new version will allow changing races/type and choose poses. SLuckyD's Portable On-Demand Disposable Unlimited Mannequins (SPODUM): http://skyrim.nexusmods.com/downloads/file.php?id=10578
  9. NavMeshes really aren't that troublesome, if you just stick to what the game already has (for vanilla areas, you'd auto-gen your custom areas, then fix by hand). I don't see any reason you WOULD have a problem with em.. just follow the tutorials (I found the ones on the FO3 sites very informative on this subject). The main thing is that you have to "finalize" after any changes you make to it... so they are recorded into the data and your doors are properly linked. To test this, ask one of your followers to come with you, enter your door (or stroll around the area you navMeshed)... if they follow you without problem, then there IS no problem (hopefully); if they DON'T then something has gone awry. But you won't be able to place nearly ANY of it in an ESM... anything you changed in Vanilla must go in an ESP or you risk crashing Skyrim (or other unexpected results). If you add a new tree to that exterior, THAT can go in an ESM... but not moving the tree that's already there. By the way, I agree with you about that location... http://skyrim.nexusmods.com/downloads/file.php?id=4514 I set up my player home right BEHIND it! heheheh... I scouted the ENTIRE Skyrim world using console-tcl.. this was THE perfect place for what I wanted to do; Drelas' cottage just made it a bit more friendlier. I do NOT alter Drelas' cottage, but in my newer versions I place stairs near the base of that mountain which may interfere with something you may want to do in the back yard area. Of course if someone were to use both our mods, both objects would be seen - but they may overlap (or some other esthetic shortcoming). NO big deal. Conflicts in general aren't really as big as a problem as they were with Oblivion... I think they made revisions to the way the game engine handles mods. I haven't really had a chance to test this out THOUROUGHLY yet.... but in testing navMeshes for my Overlook Tower (in the major cities) showed me that more than one mod can alter the navMesh to a certain area and they both work. (I specifically made a test mod to run simultaneous with the Tower) This leads me to believe that each navMesh is overlaid onto the previous and they are ALL used. But as I said, I haven't vetted this out completely yet; and even if it IS true, users risk performance degradation when multiple mods keep stacking navMeshes up.
  10. You don't have to start all over again.. take your ESM and open it in TESvSnip. Unflag it as an ESM and save as an ESP. Now edit it in the CK as you want. What you do THEN is open that new CK-edited ESP in Snip, create a NEW and blank ESP; then copy (or move) the records you want to place in your ESM (the entire CONTgrup, any custom interiorCells and custom worldSpaces) into that blank ESP. Save it and convert to ESM, while keeping the Snipped ESP (it doesn't really matter if you leave all those records or delete them) as the file you will make changes to in the future. If using this technique, don't forget to load the ESM and the Snipped ESP into the CK (click "yes" to fix header numbers), then save the ESP so the dependency is auto-set... then you can go back in and delete the copied/moved records if you want (for tidiness or whatever). I know it sounds confusing, but once you've done it a couple times it becomes second-nature... and you only really have to go through drama when 'converting' that ESM you already made. The MAIN thing is grasping the theory behind why and how an ESM is used... everything else is logistics and limitations. navMeshes: even if you 'fix' an auto-gen'd navMesh in vanilla space, I'm sure there are aspects to it that noone could easily replicate. That's why I suggest loading that unaltered vanilla cell (with your ESP loaded), placing your objects, then edit the vanilla navMesh... adding a couple vertices if need be. No changes really should be made to the nillaNavMesh unless you door is placed slightly "off the grid." (my Tower mod is on the side of a normally-inaccessible cliff) You also have to click the little "finalize" button if you want your doors to be linked though! But if ANY changes are saved to your ESM (evidenced by the NAVIgrup's presence in your file), the potential for unexpected happenings increases - though may NEVER manifest themselves... why gamble is MY opinion. .. and ONLY auto-gen a custom worldSpace or custom interiorCell... why destroy then rebuild something (vanilla) if it ain't broke to begin with?
  11. My whole point of the above post was to let you know that a "navMesh bug" may not be to blame for the errors you're experiencing. If you follow the above guidelines, you shouldn't have any problems. I don't have interiors that are more than two cells wide, so I cannot verify the "bug" you refer to... is there a mod I could download which illustrates it? I guess I could just whip up a test world for researching this... hmmm.. I'll post back eventually if noone's come up with anything.
  12. I thought I'd weigh in here... as I just happened to be skimming through these forums for something like what I'm about to release and saw this. All this stuff (ESMs) is from Obliv and FO3 modding, and there's a TON of info on it if you go to sites with that info, and I'd actually classify this as an "intermediate level of moddery theory." NavMesh there is less info on, and I only learned it just before Skyrim was released (I KNEW they were going to be used in Skyrim, so I pre-familiarized). But as for how it all applies to Skyrim: here's my opinions on getting it all working together... it took a little while for me to get the big picture (back when I modded for Obliv), but now that I believe I near-fully understand it, the payoff is well worth studying up on (and users of the finished products appreciate not having to move their homes for each update!). ESMs: 1 - ESMs cannot alter anything in another ESM, this includes your mod's ESM altering or adding to anything in Skyrim.esm (technically they can, but they aren't supposed to, and can cause unpredictable results... SUCH AS your disappearing items or NPCs not 'walkin their beat.') 2 - I use ESMs to create a base for the mod to be built off - but NONE of it CHANGES OR ADDS to Vanilla; it may REFERENCE Vanilla stuff (such as placing a new wooden plate in your worldSpace), but not CHANGE it (such as moving THE wooden plate on SUCHnSUCH table in whoever's house in Vanilla) 3 - I create ESMs by saving my mod as ESP in the CK; then opening it with TESvSnip, d-clicking the TES header and setting the "ESM flag" then saving the mod as ESM 4 - MULTIPLE ESMs... if your mod references more than one ESM, CK won't load it; so the workaround I use is to REMOVE the "master dependency" from your mod's ESP while editing in the CK (any custom objects you created in the ESM should be 'Snipped' over to your ESP so the CK knows what data to reference) 5 - the contents of your ESM AS-IS should NOT be accessible from vanilla - it should be loaded into the CK and an ESP created for the purpose of linking it, and making any changes or impermanent additions (they will be wiped out with a newer version ESP) 6 - technically, you can put about ANYTHING in your ESM (that doesn't alter SkyNilla), and for some things this is VERY desirable... such as custom containers (to retain your Player's storage when switching to a newer version ESP or using an 'addon'). Also, custom NIFs with custom textures take up a LOT of space, so should be created in the ESM - so previous users upgrading won't have to download the SAME resources multiple times) I've found it best to leave things which you KNOW are going to change in the future for the ESP [example: the actual placement of a custom NPC... NPC created in the ESM, custom wrld/cell placement in the ESM, vanilla placement in the ESP, changes/moving NPC in the addon/upgrade ESP. This allows for any scripted interaction the Player had with the NPC in an early version to be 'remembered' even after later changes or addons... since the BASE NPC is ALWAYS stored in the ESM, yet changes and tweaks to that character (adding more dialog for instance) made in the ESP will be reflected seemlessly. Same concept for containers... those BASE FormIds/references need to be made in the ESM to "echo" into later versions of the mod.] 7 - editing ESMs in the CK - I simply retain a copy of the ESP I 'converted' to ESM, and load IT into the CK... then re-convert it after I make my changes. Once there is a final version, the ESM should NEVER change (as that defeats most of the reason for HAVING an ESM). I have had some success with manipulating SMALL changes in an ESM and not having in-game drama (like lost items in storage, etc).. but it's spurious and unreliable, so I think it best to get a FINAL BASE version ESM... then make changes in your ESP. Do it right from the beginning and spare EVERYONE some drama. 8 - the main thing (in my opinion) is that there are unique FormIDs for any custom storage; then there should be actual references (placement) of those storage objects in worldSpace/cell somewhere... this ensures 100% upward compatibility, even when your ESP moves that reference (because it exists 'perpetually' in the ESM, the game engine doesn't think you have 'new' storage for each ESP update you make, yet your changes are reflected) 9 - one final comment on using ESMs regarding ESP changes.... if (in the ESP) you MOVE a storage container (chest/etc) or mannequin (created in the ESM), it's contents won't change; but if you move a DISPLAY CASE/RACK/PLAQUE, or BOOKCASES, their contents will be puked out onto the floor (but not LOST). If you created ANY of this stuff in an ESP, then change the ESP (update), anything changed/moved will lose it contents forever (or need to be "moved")... so now I hope you see the main value and reason for using ESMs... at least how it's seen through MY perspective! NavMeshes: 1 - EVERY time I've tried to auto-generate a navMesh in Vanilla worldSpace or interiors, it ends in disaster... there are too many things which were obvious edited by hand AFTER an auto-generate, so the odds of you breaking the HELL outta the game by wiping all that out is like 105%... so don't do it. EVER. 2 - vanilla navMeshes must be edited by hand - vertex by vertex is the way I do it, adding some if need be... but touch ONLY the stuff you need to for getting your mod to work 3 - if you have a custom worldSpace or interiorCell, you must generate your navMesh in your ESP... since your custom area is linked to vanilla, by auto-generating your navMesh it alters the vanilla ones it links to as well... this should NOT be done in your ESM 4 - 'finalizing' your navMesh may be where your problems arise as well, because if you have multiple cells in your area then you have to ensure the navMesh vertices on those cell borders line up to each other so they 'merge' during finalization. If this is successful, you should see a thick green line on the cell border (press "b" to toggle the grid).. if not then your NPCs will patrol only the cell they are placed in, or it may break their packages altogether (making them just stand there presumably). 5 - I have had EXCELLENT success with auto-generating my cells' navMeshes, then dragging vanilla vertices over to my custom door (usually placed outside the vanilla navMesh) then finalizing that vanilla cell. BUT ANY NAVMESHING AT ALL should be done in your ESP... NOT your ESM. 6 - there IS actually more I can go into about this, but deleting extra navMesh subrecords and 'unchanged' cells is beyond the scope of this posting. 7 - oh yea... I found that if multiple mods change the navMesh of the same cell (I tested this in front of Breezehome in Whiterun), BOTH navMeshes register! I could be mistaken, but I tested this extensively for fear that my Tower mod would be broken by other mods... it wasn't. I believe that the game engine does one of three things: it takes ALL the data and combines it all deleting the overlaps (unlikely, but ideal), it uses ALL the data from both mods period (overlapping navMeshes, which may contribute to slowdown of performance or longer load times... the latter I've experienced specifically and consistently so is probably the case), or some crazy hoo-doo root on them navMeshes to zombify them into working. For an example of how all this ties together, check out my Overlook Tower mod... completely remade postCK, and being updated frequently: http://skyrim.nexusmods.com/downloads/file.php?id=4514 Check out the discussion/comment section there for more details as to how this stuff works and why. Also, I'm about to release a mannequin mod, as well as a 'universal fix' for the 'wandering mannequin syndrome' people experience. These will be tied into the Tower, and I mention IT here because it uses a SECOND ESM, with an ESP to tie it into my Overlook Tower mod (in other words: an example of multiple ESM moddery). Sorry for the winded lecture: I hope at least ONE person got something out of this!
  13. I agree with throttlekitty, in the respect that altering someone else's work a little does NOT make it original... it's a derivative work and needs to be permitted by the original rights-holder. I disagree with Ghogiel, in that one may EASILY convince oneself of the fulfillment of the four criteria allowing 'fair use' ...but the original creators and ultimately the COURTS are the ones who need to be convinced (and it isn't cheap, even if you win!). If you wanted to make a Darth Vader mod - it certainly would NOT pass (unless you got a VERY sympathetic set of circumstances). Fair use is generally applied to educational purposes and commentary; neither of which modding falls under (unless the mod is ONLY used for some sort of in-house training program, or during a 'mod review' though Darth wouldn't qualify for the latter, heheh). The owners of the original content may not want it used in the context you place it in - thus causing 'potential loss of' whatever (value, profits, etc)... 'fair use' is NOT intended to protect 'enthusiasts' who distribute content at will. This also applies only in the United States, as other countries have their OWN regulations. There is precedent to back up BOTH my opinions here (original works, fair usage)... you'd have to research it yourself, shouldn't take long though as I recall. You're also going to start seeing a LOT more prosecution from movies and recording artists; which upcoming legislation would facilitate even more (should it be passed). YouTube is going to be a HUGE target, as ALL those videos of people singing copyrighted songs, showing clips from movies, and such stuff will be slowly removed and their uploaders banned. Not for nothin, but because so many others 'get away with it,' or it's 'been up forever,' or because the rights-holder simply hasn't noticed it (yet) doesn't excuse or make it correct. In my opinion, it's best to just make your own damned content from scratch... you NEVER have to worry about it then! You may also use ANYTHING you want for PRIVATE use... you just can't give it to anyone else, even if it's for FREE. http://www.copyright.gov/title17/ http://www.copyright.gov/fls/fl102.html
  14. Wounded Knee Gulch at SkyNex Here it is.. the 1st dungeon ever modded in Skyrim! I would've finished and posted it last night, but I went to the symphony instead (Handel's Messiah). Just to beat the ole arrow thing into the ground.. just ONE LAST TIME: I called it Wounded Knee Gulch. Next up, the first player home... BUT: I'm going camping this weekend, so you guys'll have a chance to catch up and/or beat me to it... Good Luck in YOUR modding endeavors, should you attempt any.
  15. If you've been using GECK (as opposed to the ole CS), then you're already ahead of the pack. Why? Because the new CK is (presumably) based on the GECK, which itself was based on the CK.... though many people who play Oblivion were (are?) oblivious to that, and may be in for a rude awakening (NavMeshes, ImageSpace, etc). Guide to preCKModdery using GECK My mod which PROVES it I'll be updating the guide to include furniture, sounds, music, activators, etc soon (v1.0 is basically just the worldSpace & how to actually use GECK without frickin anything up). Why people aren't catching onto to this is beyond me... it isn't like I'm trying to keep it a secret (well the first couple days before I released the above I did). I guess they love hexadecimal (which I thought I RID myself of in the late 80s, but ALAS it has returned with a vengeance!).
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