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EnterSevenSeven

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  1. It's an issue with all Bink videos in SSE. The modified graphics engine affects video playback as well. Looking at the BGS logo video through RAD Video Tools, no special settings were toggled during compression, but there is a slight color difference when played outside the game. It just isn't as noticeable as in videos with a larger color range than silver + black. Bethesda might not have even realized that videos were being affected. Working around the color inversion would involve applying custom filters during video editing. It would be a matter of trial and error to get it looking as close to the original as possible in-game.
  2. Is there an INI property or method to disable face generation upon saving a plug-in in the SSE CK? It's rendered almost unusable having to regenerate the models and textures for hundreds of NPCs that already have their assets in the folders.
  3. TESModManager It's identitcal to OBMM for Oblivion but includes Skyrim support.
  4. There is no built-in way to prevent this. Because the game world no longer pauses during conversation as in previous TES games, the ability to exit at any time was kept in case the player or speaker is interrupted by combat. There is one method that forces the speaker to keep the conversation going if the player exits: 1) Create the dialogue branch that's intended to not be skipped. 2) Set the speaker to use a ForceGreet package. Create conditions so that the speaker keeps entering conversation with the player until the conversation is completed. 3) In the dialogue branch, create an empty topic (enter a single space as the dialogue line) with the following script in the Begin fragment block (using akSpeaker.evaluatePackage() doesn't process fast enough): akSpeaker.disable() akSpeaker.enable() 4) Connect all topics in the dialogue branch (except for the final dialogue topic in the conversation) to this empty topic. Set the empty topic as the "Walk Away" topic in the dropdown box and tick the "Walk Away Invisible in Menu" option in each. It's best to use this method only if the area is guaranteed to be clear of enemies. If possible, create four collision planes and set them up as walls and keep them disabled until the conversation needs to start. Then move the player into the center of the collision plane room to prevent them from leaving. Once the conversation is finished, disable the planes.
  5. The College of Winterhold also retains snow. Some static objects have a Directional Material property (defined under Miscellaneous >> Material Object in the CK). Resetting the Directional Material in the dropdown box of the statics will remove the dynamically applied snow.
  6. It's important to be very skeptical about everything Matari says. This will be especially true towards the end of Episode III and onwards. Regarding Kasia's mother: I'm going to request a lock of this thread because of the recent name change of the mod. I've opened a new WIP thread here which is posted on the Uploaded Files section rather than Skyrim Mod Talk.
  7. When did you go back to the checkpoints? Everyone is disabled at quest stage 100 onwards (GetStage SMSMQ03), or after the ambush at the bridge. The only possible survivors that will remain at the camps are Bonnie and Helen if either Misha was kept alive or a teammate was left behind to defend their checkpoint.
  8. Thanks. I added it to the download page's Incompatibilities section. If a character has a vanilla voice actor (such as Cynthia), they will have a minor role, such as helping the player in combat or just patrolling the Palace. Kathy, Emily, and Yesenia specifically do take on larger roles for the next two episodes. Alarei's death is scripted and can't be avoided. That's not possible because it would require reconstructing quests. I can't post the outcome of the relationship, but the second-to-last quest in Episode III will be dedicated entirely to the (optional) relationships with Kasia and Freya.
  9. It's possible that the original may have been disabled. The resource list from the download section contains the Reference ID of the original Walsh. Use "prid xx012744" where 'xx' is SMSkyrim.esp's load order ID. Then enter "moveto player" and "enable". Attacking the Wood Elf or Kasia is the only way to interrupt them. I don't know which dialogue lines you meant. Kasia should be able to go to the Palace at anytime after completing the "Maid of Skyrim" quest. Some of the lines were written in a way that would suggest there's a gap to separate Episode I and Episode II. Yes, it was brought up during development that it wouldn't make sense for the two scouts to stay silent and blame it on the Heroes/Purity while Lilith blamed herself. I made mistakes in that quest's design because of the branching paths so I wasn't able to edit in dialogue changes before the release of Ep. II. I'll keep working on finding a way to fix it for the Ep. III release. But whether or not the player kills Misha does have a consequence, but it isn't revealed until much later in the series. Joining a different side isn't possible because of time constraints. It's something I would have liked to do, but only if I could make it as in-depth as the Sirens' questline. A Heroes of Nirn questline would be more combat-oriented and have an emphasis on the camaraderie between the player's teammates (as in the Companions and Fighters' Guild faction questlines). Purity's would have been similar to the Sirens', except the motivations of the leader would be more straightforward. Each mission would become more questionable than the last as Purity's desperation increased. The current in-game reason is that the Heroes are keeping Purity in check. Bosska's comments suggest that he won't let them go too far with their plans. However, joining the Heroes would upset the balance in favor of Purity and allow them to carry out their method of extermination without the Sirens to worry about. Joining Purity, even before they deny the player, would be the same as walking away from the war.
  10. Did Kristy teleport to the house correctly? I haven't run into the issue, but avoid using PlaceAtMe again. This function creates a copy of Walsh and could cause problems in a future episode unless the cloned Walsh is deleted with MarkForDelete. Thank you. I'll go ahead and try to fix that. I didn't know the housecarl had to be acquired separately when buying a house. It could be an oddity caused by having too much script activity. There have been reports before that removing specific mods resolved issues even though they were fully compatible. I'll go ahead and add that. One of the assassins besides the instructor does talk, though. Olivia should offer shop and training services around midnight in the dormitory freezer. A timeline has been added to the original post detailing all major events in the Maids storyline. This document is used for development. Only events, births, and deaths that could be considered spoilers for future episodes have been removed.
  11. Pazarath will still be available after the main questline is completed. I haven't decided whether it will be a player home, but I did have it in mind when the cell was first created. The fortress is being used by Lilith in Ep. III as she doesn't want to return to the Palace. Pazarath will be a minor setting for the remainder of the story, but its history and lack of security will be brought up again in a future episode. SMSMQ08 - "The Anomaly" has been completed, the second of six quests in Episode III. This quest has taken the most time to develop out of all the quests in M2 so far due to the added dungeon, which will be the third largest cell/worldspace by the time the mod is completed. I'm close to the halfway point in quest design. The remaining quests will not require as expansive of a dungeon like the one in "The Anomaly", but they will be more complex in terms of dialogue and choices.
  12. Thank you for sharing. The overloaded scripting engine does produce those problems. Scripts that have to be continuously executed will likely cause conflicts with M2, which has 700+ scripts. Only a couple of M2's quest scripts run continuously, but they stop once the quest they are attached to is completed. The goal is to release Ep. III by June. The original post is updated to reflect its current progress. The FP/RP gained with Kasia is meant to reflect the player's status with her and affect conversation. It will be the main goal for the final episode. I'm not actively searching for VAs right now to fulfill the posted roles because I'm working on Ep. III. Because Ep. V is intended to be the final and complete version of SMS, it will be necessary to have every feature completed and every character voiced. If i may to put a word in this topic i say this Pls dont say the word "final" becose the story IS THE BEST and no matter what all who ever played this mod will talk about its lore and wait for ep6-7 this mods makes skyrim alive and we all like the game and we all like this mod so pls don t stop doing the mods and this story The story for M2 has been finalized for some time. I don't want to add additional episodes to extend the length because it would feel forced. Development is also very time consuming and I'd like to finish it within this year or very early next year so I can move on from Skyrim. There are some things that I have planned that are related to the ending, but it would be premature to announce anything until Ep. V has been released.
  13. Chiaroscuro doesn't cause death. It should only be taken as a warning that they've been in the presence of Matari for too long and should be careful not to fall for her tricks. The Dragonborn and Kasia should only start worrying if they begin to hear "melodies". This is what experienced if he was taken in as prisoner in the quest "Disciples". There is a supplementary book in Episode III that goes into more detail about the detrimental effects Matari has on those around her. There is a "science" behind each one, which is what the Dwemer focused on during their study of Matari / the "Anomaly".
  14. I'm not sure if it would be possible, but here's how it currently functions: Daedric Lords that are spoken to as inanimate objects (statues and Hermaeus Mora's glowing orb) use TalkingActivators as proxies between the player and a dummy NPC that's usually locked away in a separate cell (AzuraVoiceCell, MolagBalVoiceCell, etc.). The problem is with the TalkingActivators not allowing the same function of skipping dialogue as a regular NPC.
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