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Everything posted by rowtjack07
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This is a real douzie, and I have been yet to find a fix for it on the net anywhere! Ok, here it is. In my mod I have added many objects, lights, NPCs and such to Freeside, but one bug has come up that I cannot get my head around. I can see all the objects I have added in the geck, in the render screen and such, but some (very few) do not appear in game. All of these added objects have fairly normal stat information, they are not set to 'initially disabled' and they do not rely on anything else to be enabled, yet when i go in they are not there. The objects that are disappearing include: Some doors All the street lights (if I add more they will work until I exit and reenter the cell, and even then they do not disable and re-nable using their script [when I can see them]) Some beds The LOD lights for the strip This is extremely annoying because I can't think of any reason why this would be occurring, does anybody here have any ideas?
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Hello, I am killing myself with a problem of recent that maybe somebody can help me with. I have created two walls in the Freeside worldspace, using the Strip method to conserve FPS and there is one major proble, they do not seem to work for NPCs on patrol or traveling to a set marker, and NPCs on sandbox don't seem to want to use them. I have made many doors before, all worked. The navmesh is perfectly fine, the teleport works fine and is assosiated with the right door, ect. But when my NPC on a patrol finally comes to the point of traveling through the door it will do a couple things, dependent on which method I am trying. Here is what I have tried so far - First I created tow doors simply linked together by teleport, the NPC walked up to the door and entered the first door, but never exited on the second. He simply flashed in and out of the first like an idiot, never coming out on the other side even for a second! - Secondly I tried using the same type as in the strip, this worked differently. This time the NPC used the first door and just vanished, never came out on the other side (yes they were linked correctly) - Finally I tried the first method again and the NPC just walks into the door, like there was a navmesh going through it, but there isn't. From what I can tell regarding the last try the NPC is trying to reach the patrol point and disregarding the navmesh. So ultimately i can't figure out why the NPC can't just use the door! Everything I try it just doesn't seem to want to pass through both doors. Notes: The doors are all in the same worldspace, some in the same cell The NPC is on a patrol package with multiple references, the settings are - Repeatable, Enable Fallout behavior, must complete, must reach location I tested the doors with a follow (one of the Freeside guards) and they passed through just fine, so it is simply when using a travel/patrol package
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This can be seen here ^ There really needs to be a mod that makes items rarer and more expensive, expecially daedric armour and daedric artifacts. Some daedric artifacts are even over 90% cheaper than they were in Morrowind. Additionally, the gear needs to be rarer, for instance: Daedric should be almost impossible to get, and other gear like ebony and glass very difficult.
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Is there a mod that removes the negative effect from the sun whilst a vampire in stage 1 vamparism only, so when you reach stage 2 THEN your stamina, health and magicka don't regenerate in the sunlight?
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Yes, I guess there would be copy right issues, ah well, I guess this post can be counted as mute. If any administrator sees this post can you please remove it, thank you.
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A while back I finished watching season 2 of 'Spice and Wolf' and i couldn't stop thinking about how brilliant Holo the Wise Wolf would be as a companion in Skyrim. You could use the voices from the series without the music in the background for the NPC, and perhaps discreetly make her a new race with the red Khajiit ears and a read wolf tail attached to the skeleton. It would be wise to make them smaller than they appear in the anime so she appears less out of place. I would imagine that her combat styles of choice would be archery and daggers, but perhaps she could turn into a very large wolf when outside and do very large damage, but only once per day and when you ask her to. I can imagine there would be some difficulty in doing so due to her unique appearance and the insertion of the voice from the English dub to the game, but I personally believe if done well Holo the Wise Wolf would make an excellent companion. Here is an image for reference, please anyone who decides to take this up contact me, as i would love to hear from you. http://i43.tinypic.com/wu1lqr.jpg
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Well first of all, exploring should be difficult, for it is the harsh land of Skyrim. In fact I use several mods to make it infinitely more difficult, such as random assassination attempts, the need to eat drink and sleep, and easy death from frigid waters and snowy regions. Perhaps you just need to put some ebony in your ale ;) Second, there are already mods to enable arrow crafting, all you need it one ingot of the arrow type and one block of wood and you can make 20 arrows. Thirdly, I personally think the merchant have the perfect amount of gold. My current character is level 35, and I am playing him in a hardcore immersion save (sleep, drink, eat, cold, wet / survival / high damage / no fast travel / realistic jump and run speeds / realistic carry) and due to this I manage to sell heaps of collected gear to vendors all over Skyrim. This means I am already in the 150 K gold region in 60 hours of playing. I have been able to do this because the vendors have varied from 1 K gold to 3 K, the perfect amount. Additionally, most vendors in Skyrim aren't super rich, they are normal people, so it wouldn't make sense for them to be overly wealthy. Fourth, there are already mods to fix the light clothing problem, such as Winter is Coming which makes the characters wear cloaks and hoods in cold weather, and other that makes them wear cloaks and cowls when it is raining. Fin ally, I agree with you on the night thing, but i rarely see people after 10:30
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Why would I be, although I do believe it would be more believable for the men to women ratio in the guards would be more 5:3 (more men). This is not because I believe men are superior or anything, just because they have a natural hormone that makes them want to do more dangerous things than women, and the "protector".
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My Mod Colonised Freeside
rowtjack07 replied to rowtjack07's topic in Fallout New Vegas's GECK and Modders
No problem man. :smile: -
My Mod Colonised Freeside
rowtjack07 replied to rowtjack07's topic in Fallout New Vegas's GECK and Modders
The following are some pictures to give you the idea of what I have done, and if this change is made, I would like for it to become public: http://newvegas.nexusmods.com/images/1225908-1309659379.jpg http://newvegas.nexusmods.com/images/1225908-1309661196.jpg http://newvegas.nexusmods.com/images/1225908-1340811595.jpg -
My Mod Colonised Freeside
rowtjack07 replied to rowtjack07's topic in Fallout New Vegas's GECK and Modders
Well this isn't the purpose of the mod. Colonised Freeside is built around the idea that the Freeside we were given wasn't the Freeside we deserved. When you enter Freeside and walk around its barren streets you hear life, screams, cracking bottles, dogs barking and general talking. Yet who is there,? Two people not saying a word mindlessly walking down the streets never to sleep. This is why Colonised Freeside will never be compatible with Open Freeside, for Open Freeside is happy with the Freeside we were given, and Colonised Freeside isn't. Ultimately the area is suppose to look like a shanty town, and Colonised Freeside is suppose to help make that a reality. So splitting up the North District (the entrance section) into three different sections will not only help make Colonised Freeside a reality, but also aid in many other ways. By splitting up the districts; the effect of dying chaos is given for the area seems destroyed but lively. -
My Mod Colonised Freeside
rowtjack07 replied to rowtjack07's topic in Fallout New Vegas's GECK and Modders
Well that is because it is on the Fallout New Vegas Nexus, nad it is marked as hidden at the moment because it hasn't been edited for a long time. I will make it so you can access the hidden file by giving you permission. Here is a link to the file, just download the file called (For GTA44): http://newvegas.nexusmods.com/mods/38974 You can access it now. -
Hello reader, I have started this topic because I wanted to ask some of the very talented mod authors out there for some assistance regarding my mod; Colonised Freeside. Some of you may remember it, but most of you will not. The purpose of the mod was to make Freeside look more like a shanty town, with new home, NPCs, lights, fires, events and much more. Though the mod gradually got out of hand and now even I, with my fairly powerful PC cannot run it without it overloading the system. So I was hoping that somebody could help me in the following way, for I do not know exactly how I would do this: Split up Freeside even father, so instead of being in two different world spaces, it would be in four. This way I can split up the amount of data that means to be render by more than half, and therefore complete the mod to it full glory. The only requirements are: Somebody with a powerful PC, otherwise they will be unable to lead the Freeside World spaces in the Geck, for the mod adds allot of data. Sincearly HRomega (Rowtjack07)
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http://zonalandeducation.com/mstm/physics/light/rayOptics/reflection/r1.jpg http://www.noir.org/tutorials/2dTutorials/General/Shea/AirbrushShading/images/step7.jpg http://dxyner2000.com/tutorials/assetts/radiosity.jpg Here are some good diagrams to explain this.
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What you are forgetting is what artist are very aware of, reflective light. You see light is photons, and when photons his a solid object they are ever consumed (create light on a surface), reject (bounce away), or go through (glass). Photons are reflected off nearly all objects, and this creates a slight illumination in areas that don't have direct light hitting them. A way to see this in real life is to look at a torch hitting the floor of a pitch black room. The area where the torch hits the floor will not be a perfect circle of light, but instead a general illumination around the area of the light.
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When I was riding the rappids near riverwood to test out a new mod and to find a bug I had a thought: In 3rd person you look pretty silly going down the waterfalls and on the rappids, just standing dead straight and such. But whilst in 1st person it looks really cool and cimeatic. So I thought that the best way to solve this would make it so the player and NPCs use the falling animation whilst in the rappids. This way they would look like they are out of control, flything through the water. i don't know how to do this, but if anybody does I just think it would be a very subtle, but nice immersive change to the game.
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LE Skyrim Needs a Hardcore Weight System!
rowtjack07 replied to rowtjack07's topic in Skyrim's Mod Ideas
So I guess the first tep would just be making a quick mod that changes the total carry weight for a character, and maybe putting a cap at 180-200 or something. I am given to understand that this isn't too difficult, but the Ceation Kit doesn't work on my PC for some reason, so would anybody be willing to do this? and then post on the Nexus once you are done. It would also be good to put a comment on this Forum Topic so those who are interested can know. -
LE Skyrim Needs a Hardcore Weight System!
rowtjack07 replied to rowtjack07's topic in Skyrim's Mod Ideas
Yes, it would not be completely realistic, but it would be much more realistic than a skinny old man wearing a full et of heavy armour whilst carrying 30 set of armour and 30 heavy weapons, and all the food to feed him for a month! I guess you can say that it is a compramise, meeting halfway between completly real but impossible to play, and completely unrealistic and therefoe extremely easy to play. Thats why you can call it hardcore, with special emphisis on the 'hard', not impossiblecore, ahaha. :) -
I was wondering if it would be possible to add a wet effect to objects during and a little after rain in Skyrim. The best way I can think would be the use of a FX like seen in the mod 'Get Wet' to show that the object is atleast damp. It would also be good if this could be applied to the groud surface aswell.
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Skyrim Realistic Weight Overhaul I am starting my third play through for Skyrim, and this time I am playing as a full on archer/hunter/survivalist. I am using mods that make me need to eat, drink and sleep. I am using mods that make it so I get cold and wet, and need to put on the layers to stay alive in the cold harsh environment that is Skyrim. I am even using mods that give me camping gear, reduce the timescale, remove fast travelling and disable level scaling. In summary, and more real, and much more difficult experience. Though, even after all of this, I feel there is one thing missing. This is of course you can tell from reading the title, is a new and real weight system. Skyrim needs a realistic weight system for players like me, the players that like to role play, and have a new and challenging experience. Unfortunately, I don't know how to create this experience, but I hope others may. How It Would Be Done: Reduced Carry Weight Limit: First of all the games carry limit needs to be reduced, dramatically! I believe a standard character would start with approximately 200 weight limit, that's heaps, especially if you are playing as an Elf, or an old man! With this one can carry approximately: .5 sets of armour .5 large weapons .And all the food, misc items, books, ingredients, and books one would need to survive a week! So I propose that the beginning carry weight limit is reduced. The limit should start at approximately 50, with some variance between race, such as: .Orcismer - 60 .Bosmer - 45 Then, stamina should only give the character 2 extra point of carry weight, instead of 5. this is because by level 35 the character would have approximately 225 carry weight with 5 extra carry weight per level and the use of stamina every level. And with 2 carry weight per level the charter would only have 120, much more realistic. Finally, with the reduced carry weight, the following would occur: Reduced Carry Weight Limit > Less items able to carry > More difficult to make money due to the restricted loot grab > More difficult and slower game. Yay! Side note, adding weight to all items such as gold coins would be nice. Space System: Finally, this will be the much more difficult thing to accomplish, a spacing system. I can pretty much guarantee that this would require scripting to accomplish. The game needs a system that acknowledges the size of the items you pick up, so that you don't carry unrealistic amounts of large items. This can be seen as a problem when somebody is carrying 30 sets of armour, no matter how light. So the system would need: .A size (space) scale .A limit to how much size (space) a character has .Size values for all items and therefore how much space they take up. Generally the size (space) of an item would be determined by their item classification, and therefore the general order would be: .Weapons and armour: Shields > chest pieces > large weapons > rest of armour pieces > small weapons .Books .Food .Potions .Misc Items .Ingredients .Scrolls and papers And that's it!
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I personally think it would be great if somebody could make a simple mod for assassins where once you use the ability you become a true assassin. Much like this trailer at 1:04 for Assassins Creed Revelelations where Altier seems to speed up in slow motion, like a NINJA! The ability would basically consist of one activated time slows down, and you speed up. So for instance, you go 1.5 times faster, and time in 0.4 times slower, so in the slow motion you are going 0.6 times your speed. This would allow you to manouver like a true assassin, be it getting to the shawows the best way possible, or jumping around and stabbing your enemy in the back! The ability would use twice the amount of stanima as sprinting and would be gained after fully upgrading the first perk of sneak. I do not know how to do it, so I thought it would be great if anybody was willing to do so. If such a module already exist can you please tell me, and if you make the mod can you also please tell me.
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Skyrim mod - realistic carrying system
rowtjack07 replied to RitchieTheMerc's topic in Skyrim's Skyrim LE
I love it, realism is always fun, hope you make this happen. Oh, and if you do, make sure the models will fit all armors, we don't want clipping ;) -
Bethesda has greatly improved the shadow system from Oblivion to Skyrim, by making a real shadow system. Thsi means where light cannot penetrate, it wont, such as the exterior tunnels in markarth, and the enclosed entrances to tombes. But this could be improved dramatically with two things, darker shadows for more constrast, and overlapping shadows. I know mods such as Skyrim Enhanced Shaders makes the shadows darker, but not by much, and it would be a great improvment if they were darker. Know I know your probibly wonderwing what I mean by overlapping shadows, well, in real life when a shadow is casted over another shadow, the section where the two shadows overlap is darker, usually about twice as dark. This shows depth, and would work winders in enclased exterior areas. Here is and example: http://www.clavius.org/img/multhshdw2.jpg
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I am currently playing my second character, I have finished my first (150 hours), and he was a Mega Mage, Warrior, Aragonian. So I decided to play as a stealthy Assassin, aged Imperial, who uses magic on the side, and I am loving it. The ability to outwit your opponents, listen to them and decipher the precise moment, location and time in which to bring them to their cold, instant death with my dagger, arrow, (sometimes magic if in trouble). It is brilliant, with the exception of one thing... There aren't many places indoors that isn't lit up like a Christmas tree, be is lanterns, torches, fires, and those small hollowed tusk with candles inside them, they're everywhere. Don't get me wrong, I like it, it's realistic, why would people want to do their villainess deeds in pitch black, but what isn't realistic is that I am unable to put them out, remove the light, remove the safety. The only option to do this is with torches by picking them up, and with those large ceramic bowls that explode when they fall. Other than that it is like the mighty Dohvakiin forgets how to blow out a fire. If the player could do this it would add a whole new level of stratidgy to the game, also allot of fun. I always loved the idea of playing as a silent assassin, slowly picking of the enemies, one by one, with silent insta kills, until there is but a few left, and they go mad with fear. How much better would it be if you could remove all light sources in that deep dungeon as well, so they don't even see their swift deaths coming! I do not know how this could be done, but it would be awesome if it would. I also don't know if it could be done without a Construction Set, but who knows. The best I could guess would be that the objects emit a light, which have a light radius. If one could make it so upon activation the light radius is decreased to 0, and the mesh is changed to it no longer appears illuminated (to have the fire), then this could pull of the effect.