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thesniperdevil

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  1. Good job :) As a digital marketer desperate to move back towards the south west, I will be keenly watching these blog posts for announcements. Best of luck - and I hope the office is near the train station. The rail commute is doable from as far as Bath these days :D
  2. In response to post #47138145. #47141890 is also a reply to the same post. yup :) More than happy to help.
  3. Hey guys, best of luck. You have a really solid core to your social strategy & I bet your community here on the nexus will quickly adopt these new platforms. I'm a social marketing & community manager for a large consumer tech company and thought I would impart some tips for you guys, hope its of use (seriously learn from my mistakes!) 1. Social is pay to play when reaching new people. Consider promoting some posts at the start the ball rolling. 2. Organically - video content is king. FB algorithms are all about video or live video and will help drive the reach and engagements you need to grow in influence. Consider short 5 second clips emulating giffs for mod spotlights etc. 3. Retex and sharing of images is a HUGE part of the nexus - you might want to consider Instagram for this purpose. 4. Hashtags - use hashtagify.me to research into popular hashtags that are relevant to your audiences & abuse them on twitter and Instagram. However on Facebook- minimise usage- otherwise the algorithms will shut you down. 5. Take care with competitions - they can create the wrong kind of relationship with a developing community. You don't want 'compers' giving you false community metrics. 6. Keep Facebook post volumes low to start with - around 2 posts a day max: depending on your engagement rates, algorithms will consider you spam if you go OTT with the posting. On Twitter though- go OTT, its totally a volume game. 7. Don't feel afraid to re-use or revisit content, especially on Twitter, across different days. Your content will not get served to every fan (moreso when you get larger) so this ensures your content is delivered to a wider audience of people with different life schedules. 8. If you haven't got anything good to post- don't post. The moment your content lacks value is the moment people disengage, Hope some of these tips help! :)
  4. In response to post #45498645. #45515100 is also a reply to the same post. I am too intrigued - I played it a while ago but ended up thinking it was more of an engine than a game. Never knew there was a nexus modding community though! (also, looking forward to life is feudal: Forest Village which is very similar!)
  5. Welcome to modding. I haven't really done much perk stuff - however if you haven't already- this page is a fantastic resource to learn about how to mod Skyrim. http://www.creationkit.com/index.php?title=Main_Page
  6. I've had this too. No solution yet - I'm running the CK in admin mode too. :/ In fact, since I started the quest dialogue- the entire mod seems to have broken, scripts aren't firing anymore >:0
  7. I LOVE this feature! anything that provides good mods some visibility is a massive plus! Please dedicate staff picks to mods that don't see the light of day. While we all agree the greats of Chesko, Arthmoor et al. (using Skyrim as my frame of reference here, sorry!) are fantastic, doing a staff pick on their big mods doesn't have much value. Saying the above, the picks this time around all contain mods I've never heard of! brilliant!
  8. Hi folks, I was wondering if anyone could help me. I've made a mod, with limited changes to the world space. In fact all I have done is added a note next to the guardian stones west of Riverwood. Whilst taking a look at the edits of my mod however I saw the following which I am not too sure about. Group: Worldspace (0000003C) Children âGroup: Exterior Cells Block (0, -1) Group: Exterior Cells Sub-Block (0,-2) Guardian Stones (0, -15) (this one I expected) Group: Cell (00009B91) Children Group: Cell (00009B91) Temporary Children Most of my modding endeavours have been outside the world space, so I have NO clue which of the above edits are resulting from intentional changes and which are dirty edits. Can anyone help me?
  9. [update: Now with NMM] Hello everybody, I just released a new mod for Skyrim SE: Autocast Racial Powers. In short, it makes those "1 a day" racial powers, that you stop using when you get a dragon shouts, autocast in useful situations. It's available on Nexus here, currently as raw files. But will be available for NMM downloads soon. The Nexus page has more information if you are interested. I hope you enjoy the mod, and welcome feedback.
  10. Thanks. I noted the real world > in game time ratio and have re-adjusted my figures to match!
  11. Hey folks, I am hoping to have a magic effect with a 24 hour duration, however I was hoping that fast travel/ waiting or resting would decrease the time to wait. However as I currently have it set up, 24 hours is real world hours! However I noted that using wait immediately after drinking an ale removes the 30 sec debuff long before 30 real world seconds have passed. Anybody happen to know what I am missing? Ta!
  12. Great Mod! as irswat says, some of those windows are a bit small to enter through.. I'd say Riften next. It IS home to the thieves guild after all!
  13. Hey guys, I am returning from a big break from modding (Thanks to SSE- hope you're all hyped too!) and need some help regarding AI packages. I am working on a mod that lets you convert hostile humanoids into passive followers. The method in which I initially pacify the NPC is as follows: Event OnEffectStart( Actor akTarget, Actor akCaster) akTarget.AddToFaction(ModTestYield) akCaster.StopCombat() akTarget.StopCombat() akTarget.SetPlayerTeammate(true, false) Utility.Wait(2) Debug.SendAnimationEvent(akTarget, "IdleSurrender") EndEvent I then have a quest set up that lets me speak to the target if they are on that yield faction, then dynamically assign them to the quest alias. removes them from the faction in the above script and adds them to a new follower faction. This alias has some AI packages assigned to them. A travel package with "place to travel" as the player. A package for the alias to stay at location. A package to flee a certain amount when in combat. The problem that I have is that, when the follower is hit in combat, it triggers the flee package, but also goes hostile to pretty much everything (including me), however due to it being in the hostile ai package, it just continues to flee. To be honest, I am still pretty new to AI packages, so am clueless as to how to resolve this issue. Looking for someone to provide assistance either here, or perhaps arrange to transfer my current mod in progress so they can take a peek under the hood. Much appreciated!
  14. I take it you can't assign the target enemy to a quest alias? that way you can do all your jiggery pokery to the quest alias, and simply clear the alias when the target dies? ..I think (its been a while since I did this sorta stuff and I've forgotten a lot)
  15. I may be a bit scrappy wth my scripting knowhow- but shouldnt the OnHit be an Event? Event OnHit(.......) do the stuff you mentioned endEvent From what you are showing there, I see no reason why the spell would keep casting, unless the function is being called lots of times.. which may also be breaking the animation.
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