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InertRen

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  1. @Payam7496 Woa, It's been a good while (over an year!), but if you're putting the effort, I can make some time and draw your character, yes! Many thanks!
  2. Hello Folks! So, I'm one of those "For Immersion" players, and this one goes a bit beyond my modding Skills. Straight to the point: I find unrealistic how our characters eventually get good on EVERYTHING, because they just keep piling up skills overtime. This is not how life works, we usually forget stuff, and get worse on skills we don't practice. Life is "If you don't use it, you lose it". So, here's what I thought: A simple mod where you lose skill points of skills you don't use. I'm no programmer, but I thought a bit on the algorithm of it, here's what I came through: - To keep it light weight, the verifications would happen in two moments: Where there's a skill change, and when the character levels up; - It would need a variable for each Skill, probably set to Zero. When there a skill levels up, it switches to One for that specific skill; - When the Character levels-up: - it tests all the Skills variables that were NOT switched to One; - if the Skill variable is set to Zero, verify if it's not 5 or below (It seems to me that putting skills below 5 and down to zero, makes the game a bit broken); - if the variable is zero and the skill is more than 5, subtract from the skill value. 1 Point (Or 0.5 if possible, as on higher levels it may become very hard to sustain, or maybe have it configurable) Here's the tricky part. There's the problem of the Skill points going below a Perk requirement. I'm not sure if it's possible to refund the Perk, if it becomes dormant as the requirement is below, or if it's harmless to have the perk even the points are below. (I understand refunding perks may be a nightmare too, due to dozens of different skill tree mods, I'm a Ordinator user myself). But an alternative solution would be testing if the skill is not a multiple of 10, and if it is 10, 20, etc, not making the decrease, to keep perks in place. You'd probably get good at everything overtime, but it would be much much harder; - Set all Skill variables to Zero again. Does it make sense ? [ Upon reaching Skill 100, it probably would keep going back and forth to 99, which is a bit realistic. The better you are in something, the harder it is to keep good. But may be annoying for some people, so maybe stop testing on 100 and up too ] Guess it would add up some good realism to the gameplays. The consequences would be fun. You'll have grunt characters which will lose even speech skills, or a wizard that can barely hold a dagger. HUGE BONUS: I believe many people into immersion also uses the "Pumping Iron" mod ( https://www.nexusmods.com/skyrim/mods/29476 ) So, doing a compatibility version where you have a variable which stores if you leveled a physical Skill (1h, 2h, light armor, heavy armor, archery or smithing) and if you DIDN'T, subtract 1 of your body weight, would work like a charm too. Prize: I'm no programmer, but I'm a reasonable Artist: http://fav.me/dd0fp8e http://fav.me/dczha2x http://fav.me/dd9n3dd So, if someone is actually interested in doing this, I may have your character drawn as prize :smile: Cheers! And thanks for reading!
  3. Hello people! I'm the author of a fairly simple fun mod: http://www.nexusmods.com/skyrim/mods/80903/? And here's the thing: At the moment it's only half-compatible with Racial Body Morphs Mod ( http://www.nexusmods.com/skyrim/mods/81201/? ). It seems the author has been quite inactive, so if someone else could help, I'd be very thankful! I'm pretty amateur on skeletons, and for reason I couldn't understand, when I turn on this ESP, the MGEF I try to apply on the Player doesn't work on all of the races. (Doesn't work on Altmer, Dunmer, Khajit, Orcs and Redguards) I made a test that made was definitive: I replaced the skeleton<race>.nif of a race that was working, for a skeleton of a race that wasn't working, and it fixed the problem. But, as expected, the race keeps the body morphs of the other one. All in all: There's some kind of attribute on the skeleton of the races I mentioned ( Altmer, Dunmer, Khajit, Orcs and Redguards ) that prevents them from ragdolling. Is there some property that I could simply turn on at NifSkope/Other Editor and could make both mods fully work together? Cheers!
  4. Fixed it! I was avoiding that, but I'll have to use 3 conditions. > 0 , < 0 , and isRunning. Thanks, guys!
  5. Hello! I've been fooling around with the CK and made this small mod: http://www.nexusmods.com/skyrim/mods/80903/? Where the Player character Ragdolls if stamina drops to zero and you try to run. I'm facing a problem though. There are some mods that drop the Stamina values below Zero, and when it happens, the condition test fails. It apply it as an MGEF through an Ability. Here's the test I've been using, and I also tested with GetStaminaPercentage == 0, didn't work. http://orig04.deviantart.net/211f/f/2016/357/8/0/mod_neg_by_striderden-daslodm.jpg Is there a way to make it work with values below Zero? Thanks!
  6. Well, straight to the point. I'm having understanding the dialogue settings on Creation Kit. I'd like the city guards to chase and force the "Wait, I know you..." dialogue for small crimes, not only the violent ones. (Doesn't make sense to me, they saying you were recognized, and they just let you go. More challenging to keep in line, you'll really have to avoid guards.) It doesn't seem simple as checking the "Force Dialogue" box on the Speech details, but probably simple, if you know where to look. If someone can screenshot what to do, I guess I can do it myself. Thank you!
  7. Questions answered! Admins can close the Topic, if they want!
  8. Hello guys! Going straight to the point: I'm making a mod with some hair replacements to NPCs, and when I look at some sources like Apachii, KS' Hairdos, etc, usually it is possible to find duplicated NIF files to the same hairstyle, on different folders (Like for human and for elves). When you dig into the files, it is possible to find a slight difference in file size, but when I opened the NIFs, I couldn't find any visible differences and on node structure. When I apply a human hair on elves or vice-versa, I couldn't see any severe clipping or mismatch. So, this is boggling my mind! Why two of the same NIF files? What am I missing? The only reason I see to do that, is to keep some hairstyles exclusive to some races and create some roleplay distinction, but I had no problems on turning all hair available to all races on this mod I'm making. And I didn't need two duplicated files! Also, my PC is mid-end, so there may be some clipping/mismatch that is tolerable on the quality I play, but becomes annoying on a High-End gameplay, could it be that? I guess that's it. It's not really a problem, but I want to better understand the file structure here and keep my Skyrim folder clean! I'm almost developing OCD with this, lol! Thanks!
  9. Hello, guys! After more than an year and about 180 mods my Skyrim is exactly the way I wanted, more or less. The only thing I'm craving for now, is stability. I followed everything I could on "Skyrim Project Stability" by GrandBulwark and the performance increased A LOT. I used light textures, installed the memory patch, optimized the INI, use LOOT, TES5Edit, Skyproc and Bashed files. Everything. Still, I have some CTDs on very very specific points when running around Skyrim. There were no recognizable patterns on the Script logs, so I eliminated the possibility of script-related crashes. Also, the spots I crash aren't graphic intensive, so I eliminated this possibility too. I NEVER crash when inside a dungeon cell, almost never crash on Solstheim, most of the CTDs occur when in open World or Blackreach. So, I -think- the remaining possibility is related to added spawn points (as suggested on Project Stability, spawn points may irritate some cells). The mods I use that I'm sure that change or add spawn points: - SkyTEST full; - Immersive Patrols II; - OBIS - Organized Bandits; - Immersive Creatures; - DFB Random Encounters 1.2; My questions are: Is there some way of "fixing" spawn point related issues? Am I having trouble because of more than one of these spawn mods? Should I keep just one of them or eliminate them all? Are there better alternatives for some of those mods? I guess that's it! Thanks!
  10. Moving the weapon positions is quite easy, but requires a lot of time to make it one by one, there's a quick tutorial of how to do it on Dual Sheath Redux page. The problem is: Making the proper animation to sheath/unsheath it afterwards!
  11. Hello folks! Doesn't it bother anyone that when not adventuring and crafting, the only option of things to do is waiting doing nothing or sleeping? This idea would expand the waiting menu, putting some options of useful things to do while waiting: - Gossip - Increase speech skill; - Study Magic - You pick your school of magic, it increases that skill; - Study Alchemy - Increase alchemy; - Study Smithing - Increase your smithing skill; - Study Enchanting - Increase your enchanting skill; For the study options, having a proper book in the inventory would be nice. It would nicely go along with other immersion mods like FrostFall or Death Alternative, as sometimes you're forced to wait until a snowstorm passes by, or your wounds to stop bleeding. Any opinions?
  12. Thanks for the quick reply, but in this case I'm really trying to avoid this kind of sollution. My intention is to make a general hair replacer exactly to NOT edit hundreds of NPCs by hand, and export the facegen data one by one. Isn't there a way out of it?
  13. Hello, people! I'm quite new on making my own mods, and here's my problem: I was tired of having my character as the only one with a different hair, and so I tried to share with the others NPCs. As some of the Vanilla hairs are just ugly, my idea was just to replace them with the new meshes and textures. So, I opened the Creation Kit, loaded my mod and went on: Character > Headparts > Female And took, for example the "HairFemaleNord03" object. I opened it, changed the "Model" path and the "Tri" for the files I wanted, and hit OK. I also went to the "HairLineFemaleNord03" extra part and changed it's paths. And when needed, I created some "new" extra objects to attach to the Head Part. That was it, I thought it couldn't be more simple. The replacement DID WORK! The problem is, all NPCs using the replaced hairs, got the FACE (woot) textures darkened (or whitened, if he/she's redguard) creating an awful neck seam. I use hi-res textures from better females/males, tried to remove them just to see what happens, and the dark faces are still there, whenever the mod is active. Any ideas of how to fix it? Thanks a lot!
  14. +1 and yes, I guess just mirroring some elements would do the work!
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