Jump to content

RopeSander

Supporter
  • Posts

    93
  • Joined

  • Last visited

Everything posted by RopeSander

  1. Hello all, I am considering switching my OS over to Linux, the Pop! version specifically. I will be getting a PC soon for the sole purpose of running Skyrim. I am thinking that being the case I would be better off sticking with Windows and avoiding all the pitfalls of Skyrim compatability especially wanting to Mod as well. Any Linux users out there care to share thier experience with Skyrim, Modding, Linux in general? I would appreciate any insight anyone has. I don't really want to continue being dependant on Microsofts OS anymore, but for a cheap machine, soley for modded Skyrim... not sure its worth building a Linux machine with learning curves, only to end up having potential and severe compatability issues with Skyrim. I have already done plenty of Youtube and web search research, I find the best advice often comes from forums like these though. Thanks to any who have advice to offer!
  2. As long as there are some shirts with the Nexus logo and nothing else. Sounds good! ????
  3. Bethesda.Net releases mod's that play well together, Nexus has a wider variety of mods that one has to learn a little about mod compatibility in order to make it all mesh... but don't worry, once you learn a bit it's really quite simple. Not to mention, most of the mods on Bethesda.Net came originally from The Nexus. Your adventure in learning begins here http://wiki.step-project.com/STEP:2.10.0
  4. Hey. This is just a thread shout out to knightmod ! He has been such a help and loyal friend. If anyone has a shout out to him, please let him know! He has been a unasked supporter of the mod 'Familiar Faces', which unfortunately because Verteiron is gone, has helped users as best he is able to continue use. Which can be tough given how Skyrim modding is since Familiar Faces released.
  5. Hello all... I'm looking for someone who is familiar with both Nisetanaka's "The Amazing World of Bikini Armor" and lordkoz's "Buxom Wench Yurianna".... for the purpose of testing a mod of mine... it will require nothing but the latest version of Skyrim... and Dawnguard. Please contact me if interested, and I will be willing to help in whatever endeavor you wish if I'm able. Thank you for your time.
  6. "The Forgotten City", it was one of the first quest mods I used for Skyrim... I was really blown away and understood just how great a platform Skyrim provided for a modder. TheModernStoryteller, you truly are an inspiration to all those who arduously make the greatest mods out there. I've always explained to anyone who wasn't a gamer, when they ask... "What's so great about video games?" I always explain that for me it's like reading a good book that I can interact with, "The Forgotten City" was definitely grounds for a 'good book' and certainly hits it out of the park with it's original ingenuity.. I loved the way the time-traveling dynamic worked and the way the mod began, I actually didn't expect it, which isn't my average reaction to a mod, or any story for that matter. Anyways, great job man. I will definitely be buying this game when it's all done.
  7. I sent you a message detailing how this can be done. I am not fully aware of your CK experience. Here are some fantastic tutorials I use often. Creating a custom race for Skyrim - Nexus Wiki How to create a standalone follower using Racemenu 3 - YouTube
  8. I just don't know... isn't it trite yet??? With all the great ADVENTURE mods out there....God, I could never have time to sit there and get an erection over the countless number of skimpy clothing mods out there. I just don't understand how such effort in graphic modeling could be exuded and exported to such a contribution-less end. Yet, I know this message is only as old as perhaps the beginning of Skyrim modding, and here I am making it, because I've had lots of beer, and I've started to see SSE take all the attention for GOOD mods... Ay Yai Yai.
  9. Once Upon A Time... NMM was very good to me when I started getting into modding, then.... a dark time came. I updated it and it didn't like to remember how my profiles were, and carried over mod installs from previous profiles... it was a time when all who could weep (me)... did. Then came the conservation movement, and older practices were brought to light again (V. 0.62.2), the people (me) rejoiced and all was well.... However now new troubles arise (something about a 'game mode????), the people (me) know that perhaps 'Vortex' is the only answer to their (my) cries... only time (alpha/beta testing phases) will tell. Or I'll learn to appreciate MO. THE END.
  10. In response to post #58741571. MO is for elitists. .... HAVE A GREAT DAY!!! : D
  11. http://wiki.tesnexus.com/index.php/Adding_a_Follower_NPC_to_Skyrim For starters... You can do this.
  12. Sigh. And what you need to realise is that no matter how much someone wants to do that they simply might not have the ability. I'm working on my own (none Skyrim) project but I don't consider it the "bestest idea eveh". In fact I'm going out of my way to have others give me ideas which I might then add in because they're good ideas. I also tried to get into webcoding, but this combined with everything I needed to do was simply too much at once. And now I know someone ELSE that has a better head for code and can do that. I know enough to be able to tell them where the code needs to go. But THEY are the one putting in the code. And that's what a mod is like. Some people are the ideas guy that does the writing. Others are the ones putting in the content itself. You're basically telling everyone to "Do it on your own". Neglecting the fact that perhaps, just perhaps someone will see an idea on this very sub forum and might just think "Oh, maybe I want to work on that." Maybe they won't just work on that, but it could be something to add in their already existing project if nothing else. Depending on how big or small it is. Or wherever someone finds an idea interesting enough to put their own personal project aside because they might find another, unconsidered idea even more interesting then what they didn't think off. By your logic we may as well not bother with sharing ideas at all and just do it all on our own. Which is exactly how games came to exist in the first place. People share ideas. They either work together or take another persons ideas and add it into their project. This isn't just how mods are made. It's how games themselves are made. Mods don't just magically get made with one persons ideas. A multiple number of people give ideas for something to exist in the first place. Then something is made and more ideas are added on after that. In the case of the former it's formulating something to be added in to begin with. Tents. Campfires. Hunger. That kind of thing. In the case of the later it's more feedback based. What kind of tent. What can campfires do. How hungry you get over time. Either way it all revolves around ideas. Not just from the person making the mod (or game. Or even book or film or even a RL event) but from other people as well. The reason topics like these even pop up is because users who don't mod get so worked up over not having their vision(s) become a reality, it manifests into some people being rude to the point of harassment. I know, before I leaned what little I have, I used to write JohnSkyrim once a month (or more) trying to find creative and 'witty' ways to encourage him to finish the 'Judgement Armor (from World of Warcraft)" project he had been working on for sometime... at the time I thought maybe my desire for a mod idea would be enough to work a modder into WANTING to do what I wanted, but the reality is I was being whiny, impatient, and above all UNWILLING TO SOLVE THE ROOT OF THE ISSUE MYSELF. I personally neglect the 'fact' that someone logs on to The Nexus after they get done with work and un-cork a bottle of champagne as they open a forum topic of ideas from users who are not willing to do what it takes to make their visions become reality. I'm sure it happens, but I'd wager not often, and any mod author who practices that I would have to assume would do so in between projects that derive from their own interests. I'm not really sure how micalov's position does not make sense to you... or you think it's unfair or something... "may not have ability?". I think you're selling yourself short... and you're unwilling to do what is necessary to bring your own ideas to life, which is fine. I can understand... it's a lot of stuff to learn. But I can't help but notice that your position is backed by nothing.... you are telling a user who has released 85 mods that they 'need to understand' something.... you have not released anything, Users who complain about the advice of modders always fall into the same category. Perhaps if you spent as much time learning 'webcode' as you did writing out your comment you'd be steps closer to both understanding and seeing your ideas become real. I don't mean to be offensive in my language, I simply am passionate in the defense of those whom have worked for their skills and knowledge, and do not appreciate seeing users denigrate feedback from those whom they are reaching towards for a hand-out.
  13. Hey all, I am currently having an issue with my fully voiced follower, most everything works well, I am having a problem right now with the 'Friendly Fire' dialogue... the dialogue I have made DOES play, however occasionally my NPC will use the other dialogues that are assigned to the vanilla voice types. I realized that this could be fixed by removing my NPC's voicetype from the 'DefaultNPCVoiceTypes' formlist. However if I do that my NPC will not activate dialogue at all, as it's set in 'DefaultNPCVoiceTypes' for use in the 'DialogueFavorGeneric' Quest Topic "I need you to follow me.". I have a sneaking suspicion that I'm heading towards an impasse, where I almost need to completely need to re-work how all my dialogue is applied to my NPC using my own 'Quests' for dialogue topics, but I tell you.... I REALLY don't want to do that, and I suspect there IS a way to fix this with how things are right now. (I actually tried to do this before and I couldn't make it work for some fault of my own no doubt.) Here are some examples of the material that could be suspect.... http://img.photobucket.com/albums/v236/roburito/Untitled-5.jpg http://img.photobucket.com/albums/v236/roburito/Untitled-2_1.jpg http://img.photobucket.com/albums/v236/roburito/Untitled-4.jpg I hope this information is useful for anyone who'd like to assist me. Also, THANKS LARGELY to anyone who even reads this even. Please, if anyone would like to give me some insight and require some more information or my .esp to investigate, either reply here or PM me, whichever suits your fancy. Thank you all for your time.
  14. Hello, I've had this picture on my computer for months since I lost my internet at the beginning of the year, I think I had intended on downloading these sisters, but I have since forgotten where I found this mod. If anyone recognizes them or knows where to find them please let me know. http://img.photobucket.com/albums/v236/roburito/28974392323_60d2ed9df9_o.jpg
  15. Thanks alot guys, wow... It's amazing how easily I forget these little things... I actually had already input voice files in one of those quests probably months ago.... But I appreciate the help.
  16. Hey, I came here seeking great fortune and women. Actually, I was hoping someone could give me some advice on creating the idle dialogue followers have when they enter a cell that has a unique/interesting/impressive view, prompting a "Oh wowwwie Scoobs, this place is GROOOVEY!" kinda deal... in other words, I believe I know HOW to organize this dialogue, but at this rate I will have to examine like, ALL the cells to figure out what specific conditions need to be allocated.... (i.e. "GetInCell SkyHavenTemple = 1.00" ect...). Isn't there some kind of LIST or perhaps a dialogue QUEST that I haven't seen that makes it easier for me to get this dialogue rolling. I'd greatly appreciate any assistance. Thank you for your time.
  17. Errgghh, I solved this problem. Thanks all... my follower had her voice type in 'FollowerNeutral' or whatever and it was boshing my dialogue stuff.
  18. Hello all, I recently was able to solve some issues with a custom voiced follower I've been working on. However after making custom topics in my own quest line to control follower functions (i.e. "I Need To Trade Some Things With You.") I deleted the entries I previously had in the 'DialogueFollower' quest, which I originally used (I for some reason could not get the custom voice files to play in 'DialogueFollower' even though they were all conditioned correctly, placed in the correct paths for playback, and had the correct script fragments for functionality.) So after adding the SAME options in MY quest I made to control my followers ect... dialogue lines, whenever I speak to her ALL the lines work and their functions, but the old topics still remain, even though I deleted the entries. I'm not sure what I did, or if, once adding entries in the vanilla quest branch topics, they are like... permanently options for my actor? If anyone has an idea of why I'm experiencing this issue I would greatly appreciate your help. (Additional Information Worth Considering) 1. I have my followers voicetype added to several "DefaultNPCVoiceType/GenericFavor" formlists. 2. I have not regenerated a new SEQ file since removing the 'previous entries', I will test that now. 3. I wanted to have my follower function under the vanilla follower framework, as to make it compatible for a wider array of users, including those who may not be well knowledgeable using follower mods and the like, but I couldn't get many of the 'DialogueFollower' topics to work right, I'm going to try a different approach right now to see if I have some success, but will save my old .esp so I can work off that for any who wish to assist (for the purpose of working off that platform). 4. If you're first inclination is to send me a link of one of the several typical YouTube tutorials then please don't bother. But if you know of one that's less viewed that's more comprehensive then by all means. Thank you for your time.
  19. This will be great, no doubts.
  20. To the above, did such a tool ever get made??
  21. To any newer aspiring modelers in the modding community, I dare you to take on the challenge. So far two other users have started work on this mod but have not been able to bring it to 'light'. http://images2.wikia.nocookie.net/__cb20081028233808/wowwiki/images/thumb/2/22/Paladin-tier-II.jpg/371px-Paladin-tier-II.jpg There is simply no way to describe how much joy this would bring a great many Nexus users. I myself recreated a rendition of my first World of Warcraft character who was a paladin... she needs her threads man. Compared to many things I've seen on the Nexus, this doesn't actually look that difficult, in return I can only offer my services as a voice actor, or texture work... here's to chance.
  22. In response to post #47378955. #47379635, #47380245, #47380310, #47380615, #47380650, #47380665, #47380780, #47381010, #47381020, #47381085, #47381190, #47381300, #47381380, #47381760, #47388285, #47391065, #47392075, #47393425 are all replies on the same post. The people have spoken... Nexus Mod Organizer.
  23. Many times it is better to have a separate mods folder for those you must install manually, I put a folder labeled "ImportedMods" in my 'mods' folder, then place all the .7z's in that folder... open up NMM and use the green plus symbol and select 'Add Mod From File' then select the .7z I wish to install. NMM should install your files appropriately, however this will not work with your compatibility patches as they contain SEVERAL different .esp's. It can be a bit complex... if a .7z does not have a relevant directory path inside of it, then NMM will probably not know what to do with the files. Or decompress them in undesirable places. Interesting NPC's, is a BIG one, however it should work with the above described method. And as the previous poster said ENBoost must be manually placed in the ...Skyrim\ directory. Personally I use the 'Wrapper' version as it is designed to do just that... WRAP the files around your install of Skyrim. At least that's what I gathered from what I read about it. As long as you READ and follow directions through the processes that most mods provide you should begin to understand how all this works.
  24. Yeah, I figured it out, I was under the impression the CK was taking data from the .fuz files only.... but once I also pulled .wav files out using unfuzer, it was using those files to generate .lip files. And when Fuzed back into .fuz it still works thanks for the help both of you guys!!
  25. @Aragorn, that is the impression I got as well... that the .lip was included IN the .fuz files.... When I got into the process I spent most of my time listening to AND splicing .wav files, also using the CK as reference for 'Generic Responses', I had noticed that there were NO .lip files produced while using Unfuzer.... just to check I referenced the voice files for Benjamin Doon, the Carry On Skyrim follower by skinnytecboy. I found NO .lip files, so I was under the impression that it was normal by some means to have .fuz files and NO .lip files.... however when I tested my mod my TEST character had NO lip movements.... however... Taking advice from PeterMartyr it seems I've been able to generate .lip files without having to 'second hand' sample my .wav files. I have yet to test it... I can't be sure it's going to work. However I am hopefull, and if I can make it work I hope to have a GREAT new resource for modders by Monday, and if it works I can try my hand at a few other unique voices. Hopefully that will quench my modding thirst, as I'd like to switch characters and play a few EPIC mods I haven't played yet. : p
×
×
  • Create New...