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RopeSander

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Everything posted by RopeSander

  1. 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
  2. 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.
  3. 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.
  4. Errgghh, I solved this problem. Thanks all... my follower had her voice type in 'FollowerNeutral' or whatever and it was boshing my dialogue stuff.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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!!
  10. @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
  11. Thanks for responses.... first of all... I'll always listen to Aragorn.... : p But I should say that I have been using Unfuzer to 'back and forth' my sound files.... but it has yet to create any .lip files... even with the option ticked. It appears that the Martyr Peter is correct about that. But I have to ask @PeterMartyr.... "The edited wave that you created, copy to Temp.wav found at overwriting it." I am not sure what you mean by this.... I think I understand the concept... I will have to mess with it tomorrow evening. The .bat file configuration you posted gratifies me, not sure exactly how that works in my benefit, but like you said... just play with it. Oh, I will.
  12. Hello, my name is (not) RopeSander. I am currently working on a mod that will allow users to use dialogue from General Tullius as either new follower dialogue or NPC dialogue. Mostly everything works thus far, but during my process I have not found a solid way to either generate .lip files for all of the lines of dialogue, I have processed and even spliced nearly 150 lines of dialogue, however due to my own ignorance or lack of experience I am not sure how to create .lip files for these essentially pre-recorded files. Any assistance would be appreciated, and also useful to modders in the future. It would be great for me to find a process that helps me do this as I'd like to contribute other projects of this nature that will help modders to create followers with unique voice types.... God knows that we could all benefit from some diversity in regards to follower mods.
  13. Does anyone know if HelloSanta's SG Hair Pack resources are up for use in mods? I'm making a Race Mod and I'd like to use the resources, and I can't find a way to contact him/her.
  14. Hey all, I've been trying to create a new race based on a old iconic Star Trek 'love slave'. I have been following this http://wiki.tesnexus.com/index.php/Creating_a_custom_race_for_Skyrim However I have hit a snag near completion where my new ArmorAddon models do not show up on my race preview. I have noticed that whenever I try to select my new race under "additional races" in the ck, after saving and opening back up... it is no longer highlighted. I am under the impression that this may be the cause, I would TRULY appreciate any help with this issue, I fear it may be an error inherent to my installation of the CK, but it has always done everything else 'fairly' smooth. Here is an example of my ck opening the ArmorAddon entry AFTER I have already selected and ' ok'd ' the box. http://img.photobucket.com/albums/v236/roburito/RaceModProblem1.jpg yes, I have tried using "DefaultRace" the meshes still won't appear in preview, I did not test using "DefaultRace" in-game though, as EVERYTHING else I have ever done in CK ALWAYS is preview-able. Thank you for your time.
  15. I am having the same issue, the last comment did not yield results.... it would be great if someone with an answer read this haha.
  16. I experienced this bug while playing the mod Ambriel - the lost Princess (Fully Voiced and Quest) http://www.nexusmods.com/skyrim/mods/78762/? . During the final battle my character would become frozen after being attacked by the final boss. Oddly enough the first time I played through the battle I had NO problems at all, however, my game froze after trying to exit a cell after I had completed the mod (this error is unrelated to the mod). So all my save files loaded afterwards had this bug.... I tried all the solutions on this thread and was only able to get through it using the 'player.resurrect' console command. I'm posting this here in case anyone else has this issue.
  17. I'm happy to see the responses to this so far, I agree the SE version is aimed at console users, hell Bethesda said that when they tried to move paid mods on the community awhile back and it blew up in their faces that they had PLANNED on bringing it back to the playing field. Honestly the more I look at it, the more it seems like Bethesda is using the fan base for The Elder Scrolls as a experiment to see how much more they can delve into the gaming community for the pure sake of profit, because I's have to be damned to think that Bethesda's staff doesn't have a clue about where s#*! is aiming... and I will never forget playing Skyrim and thinking one most important thought. "There is no other game that could have been released with so many bugs and make as much success." because let's face it, maybe the engine has changed since The Elder Scrolls III: Morrowind, but honestly I don't think that much, and it's popularity gave Bethesda a good scapegoat for their future endeavors. I hope that line of thinking is wrong, but I can't dismiss the sneaking suspicion.
  18. Hmmm... I noticed it's saving in DXT5, which suggests the plugin is set for a FIVE channel format. I have Photoshop CS5, the plugin I 'FINALLY' discovered works for that, perhaps your version of Photoshop does not convert files in the correct/best format????? Regardless if you're simply trying to do a simple re-texture, I would suggest downloading 'paint.NET', I believe it's easily accessible over the internet, and it may be basic.... BUT!!!! let me TELL YOUUUU!! It is quite adapt and smart with .dds textures.... in fact one thing it does over Photoshop, let's say you want to PRIVATELY re-texture a whole set of armor (curiass, gloves, boots, and helmet). It works FLAWLESSLY changing and saving textures, and is compatible with .dds files. Also it's BEST feature I've found is if you have a 'theme' for a retexture, say it's as simple as changing the brightness/contrast on a curiass to be darker.... well, once you make your adjustments, even after you have saved the last document, when you open the 'gloves.dds' (or whatever) it will REMEMBER the settings for the last edit in Brightness/contrast, so it's as simple as loading the next texture, hitting the menu for editing Brightness/Texture and the sliders will automatically automate to the previous edit, and therefore eliminating any need to write notes physically of edits. I can't pretend to know all the programming intricacies of Photoshop, but I know my version works well and in fact I am unfamiliar with the secondary window that is displayed after the 'NVIDIA dds format', that you show above. And 'yes' in case you ask, I DO NOT have a NVIDIA driver, it doesn't matter, the plug-in functions with my AMD Raedeon 6770 just fine.
  19. Is it just because it's 64-bit? Cause I don't get the desire.
  20. Darker, than before 'what'? It most likely has something to do with installed mods. More information... provide it.
  21. Could not contributors expect to be paid if this game did create a substantial foundation for a game studio? Like royalties or something? After all you may all be doing it on the side, but if you found success and were able to make substantial money from it, would you not also compensate contributors to the product which you would benefit from? Seems like the kind of prospect that should be considered by a professional development company.
  22. I find the PCGaming mainstream view of the SSE release to be so out of touch with the fan base that provided Bethesda for a purpose to even re-release this game, to be revolting and misguided. For any who have long modded Skyrim, if they can explain how SSE truly provides a better base for modding, feel free... however I can't help but feel like it will divide the efforts of the community. (I am interested to hear how users have experienced performance boosts on 64-bit systems.). "Hopefully, a lot of these mods will eventually be reworked for this new version, but until then, it’s almost competing with a game that’s had five years of mod support and evolution." Reading this comment from the link below was reason enough for me to express some frustration... because the fact is that it's currently far out classed, if PC Modding for Bethesda games was never followed, they would not be able to reliably offer the things they do now. I personally hope the modding community does not abandon mod production for the 'non-SSE' version. http://www.pcgamesn.com/skyrim-special-edition-2016/skyrim-special-edition-pc-port-review-mods
  23. NPC's will not engage in dialogue, like 'Start Game Enabled' bug that has existed for a long time. I have generated an SEQ file, I have filled out Quest Aliases, however they are not filling and I cannot find any way thus far to get them to fill.
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