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GanXingba

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  1. In response to post #24570179. #24570309, #24570414, #24570629 are all replies on the same post. Not true. I made the leap from mods to professional development and know many others who have. You're right that there isn't time to be a dedicated modder after that, but I enjoy making games quite a bit. That's why I modded in the first place. I assume that's why most do. If you want to be a pro, go be a pro. That's what I'm saying. This path is halfway between pro and hobbyist, and as a result, it's neither.
  2. In response to post #24570179. #24570309 is also a reply to the same post. That's not at all what I meant, sorry if that was unclear. Putting your mods on the Nexus or Workshop is a great idea! Charging for them, to your point, would only serve to minimize your exposure, however. In the end, it wouldn't actually help you as much.
  3. I understand the intent here. I get why not only Bethesda, but modders would do it. For someone like Chesko, whose indie game unfortunately stalled but has a huge mod following, it initially seems like a way to finally make a living doing what you love. Once you think about it though, it becomes apparent that it's a mistake. To paraphrase the wise Mr. Ehrmantraut, you're taking a half measure when you should be using a full measure. If you want to make a living making games, this isn't the answer. Either polish up the ol' portfolio site and apply to a job at a developer, or go make your own game. These are riskier options, of course. What if you don't get hired? What if your game flops or never comes to fruition? It's scary to think about. Everyone fears failure, that's natural. But what if you make it? Think of how much sweeter it will be if YOUR original game is played by thousands of people? If you've reached the point as a modder where you want to start doing this as a living, then it's time to step outside the safety of modding and take a go at one of the two options I listed above. Just go for it. No more half measures.
  4. I am discussing this specific problem with Ac3s via PM, but for anyone who is interested in solving a similar problem, these are the steps I've come up with that (in theory) may help solve the issue. It is not a small amount of work, but it may get it done. 1) Back up your ESP files in a safe location 2) Convert both ESPs into ESMs using Wrye Bash - Wrye Bash Installation guide here: http://www.reddit.co...ide_section_23/ - You can accomplish this by right clicking the mod and selecting "Esmify Self" inside Wrye Bash 3) In Creation Kit, create a new mod that is dependent on both new ESM files, and any masters those files rely on. 4) Save the new mod as an ESP, and open it in TESVEdit 5) Undo every change made by both the mods except for the conflicting changes. In this case, the landscape and NavMesh changes in LittleVivec and the Tel Nalta cells. Do not undo these in the CK. If done properly, you should have a mod that will not overwrite anything in the two mods but the landscape and NavMeshes. This is probably the most tricky step and will take some time and caution. 6) Open the new ESP in CK and set about smoothing over the changes made by the mods, to get the landscape and NavMeshes in the relevant areas close to what they were in both mods respectively. It will not be a perfect imitation of both. That's basically impossible. But you may, in theory, get both those things functional and looking relatively nice with no breaks in the land or broken NavMeshes 7) When all is said and done, have this new ESP loaded after both mods and it should replace the landscape in both, fixing the problem. Hope this helps anyone interested.
  5. Voices can be packed into a BSA, but convert them to .fuz files first. I've experienced no issues with that myself. Personally, as a mod author, I prefer BSAs because it makes it easy to test mod compatibility and keep my mod files separate from files I have downloaded. I think it's just cleaner.
  6. I posted this topic in the wrong forum earlier. Since I have made some progress, I'm re-posting it in the correct one. I have a lot of dialog in my mod, and am converting my WAV voice files to FUZ to trim down the size. I have successfully converted the files for one of my NPCs using Unfuzzer, and I know the conversion worked because they play perfectly in Creation Kit. Unfortunately, only two of them actually play in game. The two lines that play involve scripts that set the stage of the quest the dialog is in, so I tried regenerating my SEQ file to see if that worked. No dice. Has anyone else had a similar problem? I'd really prefer my mod to not be 300mb in size, so any help would be greatly appreciated. Thanks! EDIT: After packing them into the BSA, they worked magically. I have no idea why, haha.
  7. EDIT: Wrong forum, please ignore/delete. Sorry for the mess. Thread in the proper forum: http://forums.nexusmods.com/index.php?/topic/1511773-fuz-voice-files-play-in-editor-not-in-game/
  8. I just started working on a new mod that involves some slight modifications to Skyrim proper in order to make space for a town, and for the most part, it's working fine. Unfortunately, there are a small handful of items (and one NPC) that are refusing to be moved/removed. Any time I load the game with an existing save, the items and NPC spawn in their usual places. The NPC is no one important, just a LvlFisherman, and the items that refuse to be moved are a pair of fishing rods, a campfire and accompanying smoke effect, a small piece of shrubbery, and a nirnroot. This would not be a problem if my changes to the area didn't leave them floating in mid air. Since they do, well, it's a problem. It's very strange. The terrain changes just fine, and numerous other items move, but those do not. After digging around, my guess is that the data for the cell needs to be reset but there doesn't appear to be a way to do that and I'd hate for everyone to have to enter a console command to play my mod any way. So, is there no way possible to move things around or remove them all together in an exterior for a mod and have the changes stick? If anyone has found a way to get that working, I'd love to know.
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