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Anikma

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Everything posted by Anikma

  1. I would love to have a chat about modding, might be a bit hard to organise Skype chats but I'm willing to answer any questions you have via PM!
  2. Hey, can anyone please tell me how I can go about making a static version (non-moving) of the water wheel? I've tried making a new static with the water wheel mesh but is still moves despite not been under movable static. Any help is appreciated, Cheers.
  3. You've ripped a model from another game without the creators permission which is a serious breach of copyright. Bethesda might not care but Creative Assembly will and will more than likely take action against you (It happens a lot). It's ok for you to build the model/textures from scratch, but you can't port them from another game.
  4. I don't think their flash games, and regardless I don't think it's possible at all.
  5. Whats even more disgusting is how BOTH off you have necro'd a thread which is more than three year old.
  6. Looks nice! I hope this doesn't go the same way as the other GoT/ASoIAF projects. (Did they get a C&D or did they just die out?) I would also suggest you get some screenshots together maybe with an appropriate ENB. Good Luck!
  7. Looks cool, you should add more screenshots, maybe even a video or two to give people more of an idea of what you are doing. I would also post about recruitment on the creation kit group in steam as well as r/skyrimmods. Good luck!
  8. Are you starting your quest off a clean save? Also I believe the dialogue you want him to say has to be forcegreet subtype, and the topic you want him to greet with has to be defined in the package.
  9. For packing the files, uploading to the workshop via the Creation Kit automatically packages the files, and I also believe there is a create archive button (although its buggy). Apart from that you have to organize everything yourself. To see all the changes an esp makes either load it up in TESV edit or you can go to the 'open' windows in the creation kit, select your esp and hit the details button (will take a while to load depending on mod size). You need to select a lighting preset for your interior cell. You do this by clicking world/cells then choose interiors from the drop down list. Browse to your interior, selected it then choose a lighting preset from the 'lighting' tab. I wrote that off the top of my head so if you run into any troubles don't hesitate to ask! :)
  10. Added MrBlood to the team as a level and architecture designer. Don't forget to check out his awesome player house mod here: http://forums.nexusmods.com/index.php?/topic/2918484-the-old-hold-of-merdia/#entry25787884
  11. Ok, I did your survey, hope it helps and good luck with your endeavors!
  12. ahaahhahahahahhahahahha, that's awesome.
  13. You have two options, place the enemies by hand or regenerate the region again. :P
  14. Looks nice! You obviously have quite a talent for interior design!
  15. Few things to keep in mind here: 1. It's a WIP, liable to change 2. There is one guy working on it (landscaping at least) 3. Certain areas are meant to be flat (the aspen forests for example). No part is dead flat however, and from the ground its ok I have gotten a lot of people noting that it looks a bit flat, and I have taken note of it. Don't mistake me for having a go at you, I appreciate the comment (and the bump).
  16. Check out these awesome armors courtesy of OmerHart! http://i.imgur.com/2TsIfG2.jpg http://i.imgur.com/TkARuL7.jpg http://i.imgur.com/rus3565.jpg http://i.imgur.com/j5CBehq.jpg Don't forget to check out his own project Bleakrock (its very good): http://forums.nexusm...k-isle-project/
  17. That would definitely be the way to go, but it would also be cool if the spells gained additional bonus effects as the upgraded. Maybe a combination of both would work well?
  18. Multiple version of the same spell, with each stronger then the last. Then have a script attached to the book that checks what version of the spell you have and then adds the next strongest one while removing the old one.
  19. Owing to the fact that I'm already part way into the main quest, have built various areas to match the main quest, and had written the main quest before I even clicked new on the Creation Kit, I afraid I must decline your kind offer. Also I wouldn't be so assuming, You may be surprised ;)
  20. Depends on what you mean by writers, what did you have in mind?
  21. What was the 'random place' move to usually does this when the actor is dead.
  22. I was actually wondering if I could have some advice On this as naturally I have a lot of NPC. Is it better have a few voice actors covering each race and gender (Like they did with vanilla) or should I just let them choose the actors? If there's a lot of NPCs, definitely go with voicetypes. You'll want 1-3 voicetypes for each gender for human races, 1-2 for both genders for Nord, 1 for Altmer, 1 for Dunmer, and one for normal elves/bosmer (per gender), then 1-2 for each gender of beast race. It's a lot, but the humans will be easy to find, as well as likely the altmer. You may have trouble with the beast races and altmer, but make sure you get a lot of voice actors. You'll have generic lines that all voicetypes do, and then any further dialogue or quest docs are recorded by the appropriate voicetypes for the NPCs in it. Or, you can go unique actors for each (Immersive Quests does this), which is somewhat easier to find for some roles. But lots more VA since every single actor will have to record all generics for their NPC. Thanks for the advice Matt, I will defiantly be going with voicetypes but with a few unique VA's for the NPC's with larger roles.
  23. Ore Vein is my guess, although it may be coded somewhere else.
  24. I had this problem with a one interior with my mod. I never fixed it I just deleted the interior and started again. It's never happen to all of my interiors though. Has it been like that from the start or did it just happen recently?
  25. I was actually wondering if I could have some advice On this as naturally I have a lot of NPC. Is it better have a few voice actors covering each race and gender (Like they did with vanilla) or should I just let them choose the actors?
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