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TheTalkieToaster

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  1. I'm trying to port a mod from Oldrim to use in SSE/VR. It uses lots of unvoiced dialogue, but Fuz Ro Doh is broken for VR, so I've used Silent Voice Generator to create the audio files. I selected fixed length (10 seconds), no lip files, so it has created 500MB of identical 62KB .fuz files. They are fully identical, as in have the same hash. They should compress well! When asked to compress them, Archive.exe produces a 190MB BSA. Something has clearly gone wrong, given the exported dialogue text file is only 5MB. I've tried saving as 'Voice' or 'Textures' type but neither compresses properly. Does anyone know how to properly create a compressed BSA containing voice files? Where have I gone wrong?
  2. Honestly I can see why people don't fulfil your requests, you've chosen a cheesecakey armour and come across like a bit of an obsessive about it. The fact you're willing to pay money for someone to make Generic Sci-Fi Catsuit #543 for you rather reinforces that.
  3. A) No B) No Bethesda.net mods aren't usable without an internet connection (...?) and the site doesn't let you upload mods with optional addons/patches in any sensible way.
  4. They won't fight over resources. That would be entirely new behaviour you'd need to add.
  5. Unfortunately UV mapping & texturing is one of those things that's just way less popular than modelling. You're unlikely to find someone to take it on for you. Plus, there's so many Star Wars models out there as resources anyone with the skills to put them into the game for you could have already done it with a pre-existing model. You're probably going to have to learn how to do it yourself.
  6. 'InstanceID'? 'two objects are the same object'? You're being a little unclear I'm afraid. The two types of ID are: Object ID/ Base ID: The ID of a base form type, e.g. NPC_, WEAP, PROJ. Reference ID: The ID of an reference to a BaseID in-world. In Papyrus, the 'Actor' script object that extends 'ObjectReference' is used to store a reference ID that is an instance of the NPC_ base form. Is your list a list of NPC_ objects, or a list of references (i.e. instances of the NPC_ form in the game world)? Is your goal to see if two actor references are instances of the same NPC_ form? We used to have GetBaseObject() to check the Object ID of a reference. Any functions for checking/comparing ObjectIDs are probably going to exist on the ObjectReference script that Actor extends. I'd look there.
  7. If you want an enchantment to apply to all targets hit by an explosion you will need to enchant the explosion. For a weapon with explosive projectiles the chain goes WEAP -> PROJ -> EXPL -> ENCH. If you want an enchantment to only apply to targets hit by a weapon's projectile, you need to enchant the weapon. The chain there goes WEAP -> ENCH.
  8. Since you didn't manage to finish your earlier large mod, it'd be a better idea to start on something smaller. It's very hard to assemble a mod team, and even harder if you don't have much of a portfolio. Since you know your way around the CK, making something smaller that doesn't rely on other people, then expanding, would work better. (Well, you can 'assemble' a team but they won't do anything of use)
  9. As Actor extends ObjectReference, an Actor has access to all its functions. You can just call MyActor.GetEncounterZone() and under the hood the compiler will think (MyActor as ObjectReference).GetEncounterZone(). The (X as Y) format is what you use for casting in other situations where it's relevant (e.g. (List.GetAt(0) as ObjectMod)).
  10. THIS- and I really REALLY mean it! Given his issues with women are so huge they'd be visible from space I wouldn't be surprised if he already has Opinions on Ethics In Games Journalism.
  11. I was hoping this guy was just trolling but looking at his Nexus uploads, nope. He's a genuine creepy weirdo.
  12. A sign of weakness: Turning your back on people who disrespect you and doing what you want, not what they demand. A sign of strength: Spending your free time doing work you don't enjoy for people you dislike because it'd upset them if you stopped. Plus c'mon talking about 'weakness'? Who are you, Donald Trump? Or just someone else with a big ego and tiny hands.
  13. ...how on earth does that follow? The problem here is that if you ran into any problems, you had all the tools you needed to fix them yourself. But you couldn't be bothered to even check if there were problems.
  14. I just don't see any drawback for people (other than the actual modder who do it) to begin modding before the GECK is released. If their mod get broken by an update, it's on them. If the mod becomes a part of the game core, it's on them too. If, finally, a better mod is released when the GECK comes out, it just means that their mod they worked for will be forgotten. So what's the problem ? It doesn't actually hurt anyone. Hell, xEdit is a better tool than the GECK for a lot of applications, particularly batch-editing, comparing different forms, and conflict resolution (which the GECK doesn't cover at all).
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