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Volek

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Everything posted by Volek

  1. Dont worry, there will be enough one-click host links for the popular paymods (not saying i support this, i just think this whole situation will encourage mod theft and piracy)
  2. I like your idea Indraroh! :thumbsup: You are right, this is how the human brain works, actual donation statistics should give them hesitators a little nudge. I reckon some modders would already have received thousands of dollars if this system was implemented from the beginning on. A simple yellow donate button does not encourage anyone. I do not think this a good idea. Modders will be under pressure of delivering. If someone sets a stretch goal for a certain feature, but then can't deliver for whatever reason, people will want their money back. If you mod for the fun of it, you will implement that complex feature anyway. You take the time it needs to be done and in the end everyone is happy. If you mod for the money, you can bet those people who "donated" want results soon. Expectations will rise. When you release the mod, some annoying "customer" feels that the outcome of your efforts aren't worth the money he paid, and his complaints give you a bad rep. I can even see scammers presenting their great ideas, cashing in and disappearing. I'm sorry but I can't see this idea going into any good direction. Still it's an idea and thats what we need in times like this :smile:
  3. In response to post #7506473. #7506591, #7506846, #7507227 are all replies on the same post. No, I don't see that blue number. Not everyone is using NMM you know :p
  4. In response to post #7506572. #7506711 is also a reply to the same post. Good point. I always install mods manually so I don't extract the readme files but I guess some mod managers extract everything no matter what, and that can be quite annoying. In the future, I'll name all my readme files according to the mod name.
  5. In response to post #7506473. #7506591 is also a reply to the same post. "There's always the mod description and the readme tab" Not always, only if you got an internet connection ;) I got a very slow UMTS connection, sometimes it takes ages to open a page on the Nexus. I'm glad if a mod archive contains a readme with info such as changelog, credits, known issues etc. If modders stopped putting readmes into their archives, you'd always have to search for the mod's page first (and many modders use different names for their mod page and archive files) and then search for the info you want. In my opinion, that's really inconvenient. Well if you don't mind all the extra steps it takes to look up the info on the Nexus, that's fine, but I agree with what Dark0ne said, it's bad form to not include a readme.
  6. http://skyrim.nexusmods.com/mods/32364 I know you already know that mod, but it's the only one I know that might fulfill your request.
  7. Hey Herculine, I see you've been busy too, 1885 posts already :) Yeah the Nexus is one of the few sites I visit almost daily. I only hang around in my own file comment threads though. you know, replying to feedback, confirming or denying bugs, answering dumb questions, that kind of stuff ;)
  8. Interesting concept but like fore said, replacing animations isn't exactly the best way to go. But don't let this discourage you, everybody starts somewhere and experimenting is a very large part of the fun that modding is :) However, I couldn't go by without mentioning that there are other ways to make this happen, and it has been done already: A script mod that enables jumping while sprinting: Sprint and Jump with Boost. Simple but effective, the only flaw is a tiny delay between the key press and the actual jump. And another mod, it includes a script simiilar to the one above (actually, both scripts were written by the same modders): Athletics Training. That mod's reminiscent of Morrowind's and Oblivion's athletic skill, with a few extras like the sprint-jump ability of the other mod.
  9. I posted this in the Skyrim mod authors forum but only very few people read it and no one answered so I'm gonna ask here too:
  10. This is the first and the last time I visit this thread, so yeah I won. Sorry guys. :P
  11. Interesting ideas, and hopefully successful. But honestly, I have a few concerns. First off, I must admit that I'd rather give up the bandwidth than seeing another damn ad anywhere on the world wide web. I grew up with 14.4 kbit/s connections, so 750kbyte/s is already a dream come true :P Sorry but I'll never turn off my adblocker, as much as I love this site, I hate ads even more. I'm thinking about going premium though, I guess it's about time after using the site for such a long time. If not premium, I'll at least go supporter. As the article said only very few people endorse a mod, in my experience it's about 1-3% of downloaders. I'm afraid a similar percentage will use the abstaining option. Most likely the same people who already use the endorsement system. I wouldn't go back to abstain from endorsing a mod that I downloaded but never really used, but that might just be me. At the moment I don't really see the advantage of abstaining, apart from getting better download speed. So for me personally, this new abstaining thing is not gonna work. But hey I always say that when new things come up. We'll see how it develops. Hmm, maybe a pop-up would help, one that reminds us every week or every month of the files that we downloaded during that period. You know, similar to the list that shows monthly downloads. I know that list exists, yet I rarely use it. I also know that this idea was brought up before.... btw I support an idea that was mentioned earlier by SirRomin: mods with a high endorsement/download ratio should get their own spot on the front page, or an award similar to file of the month, or their own category in the files dropdown menu...There are quite a few, pretty much unknown mods with a high endorsement/download ratio.
  12. The OP got something wrong: Doom was never banned in Germany. A ban means that no-one, including adults, are allowed to sell or buy it, and if someone sells or buys it on the black market, it's considered a crime. Doom, and later Doom 2 and Final Doom (they are essentially the same game) have been put on the so-called "index" list by a state institution called BPjM (a bunch of old guys with little knowledge of reality, at least that's what I've heard :rolleyes: ). Being on this index list means that any kind of public advertising for the game is forbidden. Selling and buying the game itself is not. So if you wanted to buy Doom, you had to ask for it in the shop and show a valid ID proving you were over 18. Or you could purchase it via mail-order from foreign websites, but this was not entirely legal since the versions sold outside germany had swastikas in them (Doom 2 secret maps). You were definitely not allowed to re-sell these versions. Anyway, my point is: there was never a ban that was lifted. Doom was removed from that index list and received an official rating. This was requested by Bethesda Softworks to make the Doom 3 BFG edition (which includes the old Doom games) publicly available in Germany. So the BPjM had to decide wether to wipe Doom off the index list or not. The committee consisted of 12 people, of which at least 8 had to vote for keeping it on the index list, otherwise it would be removed. They had two conferences until they came to the decision to remove it. The explanation of their decision included a statement that Doom's graphics are now too old to be seen as realistic depictions of violence, when compared to recent games. A little bit off-topic: Anyone remember Rise Of The Triad from 1994? ROTT is still on the index list in Germany, and that means that any sequels by the same name are automatically put on the index list as well (just like it happened to Doom 2). So the ROTT remake that was announced last year is going to be renamed to "Hunt" for the german market, to avoid any restrictions. However, if someone (can be any person or institution) thinks that "Hunt" is a threat to german youth, they can report it to the BPjM and those guys will put it to the test.
  13. set the gamesetting fSprintStaminaDrainMult to 0
  14. The script fragments used by dialogue topics work a little bit different than spell scripts. Basically, you can copy them over to a spell script but you need to do a little bit more. First off: to find these script fragments, you'd open the quest that handles the dialogue which does the effect you want. For example DialogueFavorGeneric or DialogueFollower. Then you select the Player Dialogue Tab, look through the Branches and Topics, and then doubleclick the Info. There you will find the script fragments you need. Sometimes there are multiple Infos, but most of the time their script fragments are the same. In this particular case, you'd open the DialogueFavorGeneric quest and look for the Info that says "lead the way", and there you got your script fragment. I once made a simple mod for testing purposes, it does exactly what you want (ie. any NPC hit by the spell will be your follower) so explaining this will be easy for me, I hope it's understandable. So here's what you do: Create a new Magic Effect or better yet, copy one of the existing spells to save you the time to set up visual fx and sounds. Reanimate spells work fine as a base. Set the Effect Archetype to "Script", Casting Type to "Fire and Forget", Delivery to "Aimed". Add a new script to the effect, in my example I named it FollowMagicScript. Edit the script as follows: Scriptname FollowMagicScript extends ActiveMagicEffect Quest Property pDialogueFollower Auto Event OnEffectStart(Actor akTarget, Actor akCaster) if akCaster == Game.GetPlayer() (pDialogueFollower as DialogueFollowerScript).SetFollower(akTarget) ; this is the line from the script fragment endif EndEvent Save the script and close it. Click "Properties", click "Auto-Fill All". Create a new Spell and add the Magic Effect to the effect list. Create a spellbook or a quest that adds the spell to the game. Done! The NPC hit by the spell will follow you until death or the follower limit is hit when you "hire" another NPC. If you want to auto-dismiss the follower after the spell has worn off, you'd give the Magic Effect a duration, and add this to the script: Event OnEffectFinish(Actor akTarget, Actor akCaster) (pDialogueFollower as DialogueFollowerScript).DismissFollower(0, 0) ; this is the line from the script fragment EndEvent The line above was taken directly from the script fragment of the dialogue that says "It's time for us to part ways", from one of the responses to be exact. It's in the DialogueFollower quest. You can basically create spells from any other effect that is usually caused by certain dialogue lines. You just have to look up the script fragment responsible for the effect, and put it inside an OnEffectStart, OnEffectUpdate or OnEffectFinish event in your spell script. Do not forget to declare and fill any properties that were used in the original script fragment. Another thing worth mentioning: If the code you copied from the script fragment doesn't work as intended, you should lookup which functions that script fragment calls, and instead copy the code of those functions to your Magic Effect script, alongside with all properties necessary. edit: Damn, I just replied to someone who is already banned. Well, I hope this will help someone else. Also, If anyone wants to have it, I can upload my follow magic mod. Right now it's just a little cheat mod for my own convenience and testing purposes.
  15. Welcome back :) I don't know exactly how your mod works but here are some basic ideas: If your guards are still in any CW factions or crime factions related to Imperials or Sons (eg. CWSonsFaction, CrimeFactionImperial, etc.), try removing those factions from them. Afaik, the Civil War quest script checks for these factions when the war ends, but I'm not entirely sure. Additionally you could create a new faction for your guards and make it allied with the JobMerchantFaction. Also, set your chest references' ownership to this faction.
  16. I got a Pet Shop mod in my WIP folder for quite a while now, but soon after I started working on this mod, I stopped playing Skyrim so I never finished it. The pets and dialogue work just fine, but the shop is just a copied house with a copied NPC as the shopkeeper. I just didn't have the time and patience to work on buildings, interior designs and NPCs. A few more details about the mod: As of now, there are 11 pets available. 3 bears, 1 dog, 2 foxes, 2 sabrecats and 3 wolves. They are small at first, but grow when the player levels up. There are probably still bugs in the mod, I never tested it in the field (for the same reasons why I didn't finish it). I might add more pets if the mod is well-received, but for now, I just want to finish what I started and release it. So, before this mod goes to waste, I thought I'd ask here for help. I need an interior cell with some compartments or cages for the different animals. Also, a backroom where the shopkeeper lives would be nice. It's up to you where you locate the shop and which interior design you choose. If you think you can help me, please reply and I will provide more info, thanks!
  17. The notifications for "New news updates on the sites" are completely unnecessary imho, as there's always the "news ticker" below.
  18. Doing this all by hand is next to impossible for a single person, unless you can find someone with no job and no social life :P Or you try to gather 100 people who contribute one floor each. You'd also need a project management crew which ties everything together (floor transitions, item/monster balance etc). This solution isn't too unrealistic, and it's even more realistic if you cross-post this idea on many different Skyrim-related forums to reach more potential contributors. I mean, there are dozens of player-homes released every month, if only a fraction of those modders would contribute one floor or two, you'd have your 100 floor dungeon in no time. Also, check out GenMod for Morrowind. If someone could re-write this tool for Skyrim, it would take just a few minutes to generate a 100-floor-dungeon. Add/replace monsters and items for the increasing difficulty, give the floors a human touch to avoid too much repetition, and you got your epic dungeon crawl. Who knows, maybe someone is already working on such a tool, if it's possible for Morrowind it should be perfectly possible for Skyrim, since both games are based on the same engine.
  19. I have the same problem, but with a file that I uploaded in June. The file was working before, it already has over 1200 downloads. Now it just goes to a blank page with a similar URL like in the 3rd screenshot above. It has been reported to me by other users and it doesn't work for me either. This is the mod site http://skyrim.nexusmods.com/mods/6802/ and the broken file is the first one, NPC_Bartering03. Are the site admins able to fix this? If not I'll just re-upload the file but I like to see how many times my files are downloaded so yeah :P Thanks in advance.
  20. Oh hey, nice to hear from you. I was modding Skyrim from the release until a few days back, now I'm taking a break from modding. I can finally PLAY my games :p
  21. Hello, I need a voice actor to voice over a shopkeeper. I've written a basic dialogue tree but I'm no native speaker so it might be a bit clumsy. The mod is a pet shop, and it's still pretty much WIP. The shopkeeper talks about the shop, the pets, and himself. No quests or anything like that, just a bit of dialogue that explains the mod's features to the player. Are you interested?
  22. You might wanna try My Home Is Your Home. Works with custom followers, and custom houses as long as they are navmeshed.
  23. yeah sure, go ahead!
  24. read the FAQ
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