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ah42

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  1. Sorry for the hiatus! I'm trying to revive this. The stumbling block I had encountered previously (which led to me needing a break) was that I was unable to switch models when loading a save-game. Switching models worked fine during normal gameplay, however, so as the player travels, things will work smoothly. I'm trying to pick up where I left off... but for now, I may need to avoid the previous block for now, and work on other aspects of the mod.
  2. I have a similar setup (46" TV, 125% zoom, much newer hardware), and this problem is still relevant, even on the most current version of Chrome (47.0.2526.106). Thanks for identifying that it was zoom related. It turns out that it's a combination of zoom, and a fixed background image. If you disable the background image on the nexus site, everything is smooth again. One way to do this is with the Stylish extension. Create a single rule for all the nexusmods.com domains: html, body { background: #000000; }
  3. Just a quick note, I've not dropped this. It's just sporadic due to large projects at $JOB. (And I'm going on vacation next week.)
  4. ARGH. I was afraid of this. I just put LOD down to "something to learn later" and hoping it wouldn't be a major roadblock.
  5. Haha, yes, well this thought was more or less brought on by my own (albiet mild) seasonal depression. I actually get it worst in March. It was more or less just something to think about. Granted, it's not like people spend *that* much time indoors in the game, anyway.
  6. This is at the core of what I'm working on right now. I initially thought about path switching directories depending on the season, but that would require providing a full set of meshes/textures, and that would also limit compatibility with other mods that also provide their own models. I have a configuration file format worked out to specify which alternate model to use for each of the 8 seasons (4 primary seasons, and 4 transition seasons), with extensibility in mind. Only if the alternate model isn't provided in the vanilla game would I need to distribute it. If another mod specifies and provides different model, we can use that instead. Good ideas. Keep 'em coming!
  7. TODO List (and who suggested it) SKSE PluginCompatibility with other modsChoose best model variant based on a given load-orderUse as much models already present in a given load-order instead of re-distributing to reduce download sizeInvestigate other potential conflictsNo Snow Under The Roof (statmonster)Seasonal weatherWhat about precipitation? Does Skyrim have wet and dry season? Are summers hot and dry or hot and rainy? Does most of the snow fall in winter or are spring and fall also snowy on occasion? (statmonster)Seasonal sun positioning (Tuomir)Seasonal affects on the playerSeasonal Affective Disorder if player stays inside too much in winter?Race-specific affects: Argonians (are they cold blooded?) might be more active in summer (Stamina bonus?). Khajits and Redguards might be better adapted to dry heat given their desert home climates. Nords might be better at enduring cold in winter. (statmonster) (Watch out for Frostfall conflicts)Integration with Frostfall (http://www.nexusmods.com/skyrim/mods/62679/?)Should this be a separate mod, or a function of this?Respawn rate of plantsRespawn rate of animals (hibernation?)Seasonal changes to merchant items: Merchant inventories might repsawn slower in the winter too as everyone hunkers down and trade comes to a crawl. (statmonster)See if we can find the current LoadOrder earlier than kMessage_PreLoadGame, just in case.
  8. Download Files Proof of concept - Papyrus Script Go somewhere in the Riverwood area (I picked meshes specifically from this area to test). Console "set gamemonth to 1" Then start walking towards Whiterun... and while you're at it, try picking some flowers or crops in the farms when you get there. Because those things grow so well in the winter, you know?
  9. The purpose of this mod is to provide dynamic seasonal variation to Skyrim. This means changing visual scenery, weather, and what-have-you depending on the in-game calendar. I'm definitely going to need testers at some point for this mod... Better start getting some people following development now so I can work out the kinks before posting it officially. I've already gotten a Papyrus script to do the functionality, but it failed in several ways due to the limitations of Papyrus. However, SKSE is giving me that needed functionality. (I'm in the very early stages of the SKSE plugin, so nothing functional there yet.) This is still in the very early stages, but I am attempting to include things like mod compatibility from the start, so that conflicting textures wouldn't become a user problem, but a developer problem, in a user-patchable way (like PerMa's XML configuration files). Once I get the framework developed, the hard part will be documenting and choosing the different seasonal variations for the same model, and in which months to use them. I haven't even begun down that path. (I'm doing my devel with a subset of meshes from around the Riverwood/Whiterun area.)
  10. I see where you're going... but with that idea, I think I'd be better off moving the /player/ to a utility cell. Unsure what problems *that* might cause. I'm not replacing one object. I'm replacing the base model for all uses of that model... I suppose I should come clean. I've been very vague about where I'm thinking with this... http://i.imgur.com/nUTnOBTm.jpg http://i.imgur.com/kV81CuLm.jpg
  11. True enough, OnInit() fires plenty early... only on a new game, but not on loading a save. So at least my carriage-ride gets the desired effect. I've tried OnPlayerLoadGame(), but that doesn't seem to work. (I mean, I can get it to work, It just looks like it fires too late, so doesn't work for this) Is it possible to make OnInit() run every time a save is loaded? If so, I can't, for the life of me, figure out how.
  12. I've been unable to figure this out for a few days (but I'm still new to Papyrus). My issue is that SetWorldModelPath doesn't apply to what's already rendered onscreen, which is not an issue during the game, but not when loading a save. Is there any way to make a script run during the main menu, or at least ensure that it finishes running before the loadscreen is done? Nothing I do seems to even start the script until after the loadscreen is gone. I'd like for this to do its initializations during the main menu time, and then when a save is loaded, it just needs to call the relevant SetWorldModelPath's... before the scene is rendered. Will I be forced to create an SKSE plugin? (Might be better anyway. the 128 element array limit is going to kill me. I think I'm going to need 100x that...)
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