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Shawkab

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  1. Is there a way to delete/move prefabs that are moved/placed by the player in the CK? So say we place a RemovableTorchSconce01 with a script saying that the sconce will on clicking place a RemovableTorch01. If a change is made to the .ESP in CK deleting or moving that sconce the scone will move but not the placed RemovableTorch01 because the savefile sees the objects was technically dropped at that location. Same thing for Books/Weapons etc on racks, if the player places it via a script then the .esp cannot be modified to change the location of the objects because the save file sees it where it was dropped. The only way I have went around this so far is by making the RemovableTorch01 clickable and on clicking it the torch gets picked up.
  2. I wanted to offer to help repair the files. I really don't think I know enough about them or modding. I have made slight changes with Snip and TES5Edit. I can provide you with a Dev version of Snip which would probably be your best bet to getting your mods into a state you could load them into the CK. Send me a PM, hope to hear form you soon.
  3. Hello,

    when I have installed "Dovahkiin Hideout," I can't be trained of Faendal or Arcadia.

  4. Hello

    I translated his mod for Pt-Br and Skyrimnexus posted in the link is this: http://skyrim.nexusmods.com/mods/18900

    I have your permission to continue with the translated file online?

    Just put the file. Esm

    I await your response

  5. You still alive Shawkab? If you're still needing testers I'm gonna have a fair bit of time on my hands here, drop me a line of you find yourself needing an extra tester.

    Still loving Dovahkiin Hideout incidently ^.^ stuffed it to the brim.

  6. I will be testing a lot of it privately though.. So if you want in, PM me.

    well that got me here and i want in, XD love ur mods btw skyrim to me isn't the same without em

  7. Sunnie & Korodic are perfect examples of people who take simple matters and only try to add fuel to a fire that should have never been inflamed in the first place. The hours I put into this mod would consist of a profit of maybe 5 cents an hour, at most. Like Sunnie said, this mod was made way before CK and there was around 200-300 hours put into this mod before a single donation was made, since CK it has just been one big headache trying to reform it to CK standards.. One day I replied to a question about donations and received $60 from a lady who suggested I add a donation button.. I glimpsed at a few mods and saw that one or two of them had even gone to the point of making banners asking for donations, so I figured it was completely fine, and it was, for three months. People are making this more then it needs to be. I tried to just keep it to nothing but how do you when people are asking where Hideout is.. I have been deleting comments praising me or bashing me or anything on the subject on the steam page and curse page all day, it really doesn't need to be an issue, can be handled by Dark0ne. (I may have deleted dark0nes comment on Steam even by accident =p)
  8. This doesn't need to be and didn't need to be such a large issue. I don't blame Dark0ne or anyone for removing my mod. The spotlight isn't on me, I made a few hundred off this, that is about it... If Bethesda wants that back then that's fine. Nexus on the other hand could be in huge s*** if they make even the slightest mistake with this, so I decided to just remove the sight to keep everyone in check. I think it could have been handled better, I was offended by some of the remarks, but that is in the past and I don't really blame the moderator for following the terms he agreed to abide by. The issue I have is the variety of views on the situation, not with players but by moderators, there are a few moderators who have used my mod since 0.1 and have said nothing of the issue. I had one time been banned for this exact same thing but then was told that as long as I don't directly link to paypal I would be fine. The only thing I really care about is the content created by fans right now. The donations are not as amazing as most people seem to think.. I'm in no way profiting off donations, it all went into my belly in the form of energy drinks long ago. I won some money from a contest made by Curse a long while ago before CK was released and that is by far the most I have seen from modding, it bought me a new PC if you're that interested in knowing. To remove all donation content I would have to remove the Book of Supporters, all Books created by players and most NPCs. 70% of the players currently in the Book of Supporters are either Testers of the Hideout, Friends, or just people who asked to be in there, I kind of figured this would happen when I put that many names in there, people email me all the time bashing me for accepting donations but in reality there isn't much there at all. I have had a few extremely nice people donate a large amount but I always thank them and always make sure that their intentions were completely of their own will and that I wasn't goating them into it in any way.. Most donators actually email me asking how or where to donate without having any prior knowledge of my donation links. So to think I'm the only one accepting donations is just silly. The act of adding books and the inclusion into the Book of Supporters are just my, "thank you," to those who donated or supported in any way shape or form, they have never been a form of "gimme money and I will make you a book," all my notes on the subject state that I will add a book for anyone. I added four new NPCs that were Supporter exclusive, Two of those NPCs were made for my long time Testers, two were made for Donators. If my mod has to be the guinea pig to help get donations accepted on this site then I'm fine with that. I would like to one day play a recreation of Morrowind in Skyrim and to think that is possible without contribution to the developers of that idea is just blasphemy.. The amount of man hours put into even a single quest is mind boggling. Everyone loves to say, "Oh wow, A morrowind recreation would be amazing.." but no one likes to actually think of the reality of a feat that large.. A morrowind recreation would consist of thousands upon thousands of hours by VO Actors, Scripters, Level Designers, Sound Designers and much much more.. You cannot just simply port over Morrowind and profit. But yeah, this doesn't need to be a large issue. Really. I voiced a bit of my opinion on facebook which I probably should never have done but what is facebook without a bit of drama?
  9. Making your own House in Skyrim: Part 1 Part 2 Part 3
  10. Is Dovahkiin Hideout Reborn going to be the same as the current hideout for the most part? Just made with the CK? I haven't actually placed anything in the hideout on my game (No time to play lately) Wondering if I might be better just waiting for the CK version to be out before I go all crazy interior decorator :P

    (From the walking around in the current one looks awesome, great ...

  11. It isn't a Navmesh issue, but it is a persistent issue. You won't be able to tell it to always activate at a certain spot unless you have an activator controlled by an Xmarker placed where you want the Mannequin to always activate. The Mannequins, its activator, it's xmarker pointing to where it is activated, all need to be persistent otherwise it will never work like you want to. That said. Even Persistent Mannequins don't work right. Trying to add more to Dovahkiin Hideout and it is near impossible without breaking something...
  12. I love your house mods, and don't worry about your spelling. My grammer is s*** because I go to International Private schools in Asia. Just keep making awesome mods. Once CK is made, are you willing to help me out in making a questline mod?
  13. Like Sunnie said it isn't possible. In TESsnip the process includes two new id objects (starting with 01.) A Weapon Rack and the Activator. You need the activator linking to the rack itself, then the rack linking back to the activator which includes the scripted message and placement script. I might make a video tutorial on how to create a weapon rack in TESsnip eventually.. May be sooner then later considering how pissed off I at am modding right now.
  14. Wondering if this is possible in TESsnip with a .esm. I'm trying to put a GRUP inside a Persistent Cell for storing purposes, when making a bookshelf a single bookshelf requires about 60 IDs so I'm trying to avoid putting all those IDs into my Persistent Cell to save me room and headaches later.. This is what I was hoping to achieve, Grup(Cell) -Grup(Interior Cell Block) -Grup(Interior Cell Sub-Block) Cell -Grup(Cell Children) -Grup(Persistent Cell) -Grup(STORAGE) -Grup(STORAGE) -Grup(STORAGE) -Grup(STORAGE) -Grup(Temporary Cell) This works for a .esp in some cases which is extremely unreliable but never for a .esm. The reason I want to do this is because if I make a house with 10 bookshelves my persistent cell will be about 500 IDs long in the end..
  15. Hi Shawk,

    Sorry to disturbing you but I saw on yours screenshots that you built your own house : did you try to place a target for it on the map (like for towns or windmills) ? And if yes, how you did that ? Is there any mod available ?

    Tx for answers .

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