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JetSteele

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Posts posted by JetSteele

  1. Its because when you upload an item to steam it creates a file in your data folder (can't remember what since its been a while) if; like me; you deleted it because you thought it was worthless when you go to update it won't reconize the mod and will upload as a new one. You need to keep those files in your data folder to overwrite your old mod.

  2. I'm adding vampire support for my Nephilim mod; I'm adding a detail map to a new head that is overlayed over the old one when the race turns into a vampire. The problem is that the detail map doesn't show up. If I add it to the original head it shows however adding it to the new head doesn't do anything (The new head is overlayed dynamically in game).

     

    I've attempted using the RegenerateHead() skse function however it hasn't yeilded any results. I've picked apart the vampire scripts however I found nothing indicating what can cause the change (I thought since the vampire face changes when progressing through the stages I might find some indication on how to do it in the scripts; which I haven't), I searched through all the vampire ID's in the CK and again came up blank. Safe to say I can't find how I can add a detail map to a character dynamically when they change into a vampire in game.

     

    Can anyone offer any advice on how to go about doing this? Or if its even possible?

  3. I feel really dumb right now...not even 30 minutes after posting I got an idea and it worked. So for anyone else that needed this for whatever, here is the fragment I came up with. Essentially you need to create a dummy actor which I called MyGhost and an ActorBase which I called MyGhostBase. Remove all items from it since it always has iron armor (don't know why this is) and set its essential flag to false (its essential flag is on at the beginning for some reason) then kill it and transfer all your items to it. Done you got a corpse container duplicate of the player.
    This is the fragment which I added to my script which got me my body:
    MyGhostBase = PlayerRef.GetActorBase()
    MyGhost = PlayerRef.PlaceAtMe(MyGhostBase) as Actor
    MyGhost.SetRestrained(1)
    MyGhost.SetAlpha(1.0)
    MyGhost.RemoveAllItems()
    MyGhost.GetActorBase().SetEssential(false)
    MyGhost.Kill()
    PlayerRef.RemoveAllItems(akTransferTo = MyGhost)

  4. Solved. Answer In Second Post.

     

    In my Nephilim mod I'm making my own death sequence for that specific race. Got the scripting down but since your "dead" and you soul gets sent to a limbo of sorts before you do a small quest to return to the land of the living I'm removing all loot from the characters inventory (it wouldn't make sense to me that a ghost still has the gear from his corpse somehow).

     

    However I don't want to just up and destroy everything. It might cater to more heavy rpg players but the more casual players won't enjoy the loot that they spent their time collecting just disappearing. I thought about creating a container of the player (how a regular npc dies then turns into a container for the loot) but I have no idea how I would go about making one.

     

    I recall seeing a death mod that when the player dies he turns into a ghost and then has a body duplicate of himself wherever he died and when he returns there and clicks on the corpse he returns alive again. Not exactly what I'm looking for but it might help me to make a derivative and create a container corpse (that looks like the player)...however I am drawing a blank and have no idea what that mod was called (it was quite old).

     

    If someone knows the mod I'm talking about or can point me in a direction for the script fragment I need to get a corpse for the player it would be much appreciated.

  5. I know there was a WIP mod a long time ago (I heard about it but never followed it afterwards) that allows you to cast spells while swimming and I believe while jumping too. It attempted to bring back the system from Oblivion that allowed you to cast spells in different circumstances back into Skyrim...unfortunatly the name of the mod escapes me right now.

     

    I'll try to re-find it again, but encase someone is quicker than me does anyone remember the name of that mod?

  6. Do what TheFirstEnD said; it'll remove the edit from your esp and everything will be good as new again. I'd recommend keeping TesVEdit afterwards too, when your done a mod its a good idea to just clean out things that you don't need as sometimes the ck saves stuff in the esp; blank references to name one thing.

     

    Just make backups before you save with TesVEdit encase something screws up. Sometimes when running TesVEdit and then opening a mod I'm working on in the CK, TesVEdit sometimes screwed something up and bugged out the mod; for me one time it didn't allow me to add spells to a race after cleaning. Encase anything goes screwy just load the backup and reclean it in TesVEdit and everything should work properly once again.

     

    When modding always keep a good 2 to 3 backups just encase something goes wrong. Always better to be safe then sorry :wink:

  7. I agree with Brigand231, I just released my first race mod for Skyrim about a week or so ago and I got at least 7 different races that people want me to make compatible with my mod. And its all fine now that everything is free, but if people pay for a mod like mine and then incompatibilities show up between mods; users will be complaining and maybe begin ranting because of the incompatibilities (and to an extent rightfully so, if you pay for something even I want it to work without a hitch).

     

    But as mod authors know, their will always be a conflict somewhere or maybe something doesn't work for 1 person while everyone else is fine. I've had 2 people that came and said that the mod doesn't work for them and I have no idea why since I always extensively test something before release so those lets call them 'ghost' incompatibilities will become a WAY bigger issue if money gets involved.

     

    I see the point though, where mod authors who spent months on a mod could get some compensation for all their hard work but there are so many ways that this could go wrong.

     

    In my experience people are relatively friendly to share certain assets from their mods as long as you tell them what you want to use them for and credit them for their creations; in a paid environment you'll have to strike some legal deal to split the money, most probably sign a contract and a bunch of legal legwork needs to be done. Something that was done as a hobby now is made infinitely more complicated. And what if a free mod would like to use an asset from a paid mod? Will the authors need to sign some sort of discloser agreement? Like I said complicates the entire modding scene.

     

    Also what about those mods that require other mods to run? I see a huge problem happening to mod authors because of it. What? I need mod X to run your mod? So I need to pay for 2 mods to get yours working? Naw, I'll stay away from that.

     

    Or if people actually do get both mods then their spending double or triple to get everything working. In a way modding will become like paid dlc, some mods in Skyrim require Dawnguard or Dragonborn and if you don't have it too bad you can't run the mod.

     

    And what about theft? People uploading stolen content say for 1 week, then someone finds it reports it and it takes another say 3-5 days for the content to be removed. Well that person still got paid for 12 days. There's got to be some sort of repercussions besides an account ban for that since copyright will be taken to an even greater extreme since money gets involved.

     

    Like I said earlier it has some advantages to the mod author but there are 101 ways this thing can blow up in a negative light.

     

    For games like CS:GO Battlefield, this system could work but for games like Skyrim and Fallout. I only see this going REALLY wrong and possibly crippling the communities of these types of games. So I pray that curating mods doesn't happen to games like Skyrim and Fallout since I could see gigantic problems happening.

     

    Is curating mods a good thing? In a way it could be but in other ways it could be the worst thing to happen to modding. I mean think about this; a basketball player plays the game for the love of the sport, he gets into the NBA and now all he cares about is money, he lost the love for it (I'm generalizing here but you get the picture). What was once something that was done for the love of modding; for some; will become something done for the money. Meaning that the quality of mods can decrease since I'm more worried about making a quick buck.

     

    And to those who will tell me that people vote for Curated Mods that doesn't matter, I could make the most average mod ever and go up against a top quality mod and if I have the better PR system in place then people will still pay for my product and vote it better than the other one. Look at any fast food restaurants, since they have an awesome PR system in place that is why they get all their customers; not because of their burger recipe; because they don't have the best burgers in the world. The PR gets them all the primary business, the burger is what keeps them coming back but the PR is what keeps the product at the forefront of the people's minds, but I'm getting off topic now...

     

    This sector should be something that remains free, personally I find modding relaxing; and everything I create is because I do it with a desire to do it and not because I want to make a quick buck. I see too many things going wrong with this to be able to support curating mods, the only thing I would change about modding is allowing mods on consoles; but that is a conversation for another topic.

     

    I think I went on a little rant myself...

  8. Hi, so I got a request to add in a spell to my Nephilim mod to also turn your NPC's into Nephilim. So seems simple enough...I got the spell working but any NPC that I change the race of end up with a grey face, is there a way of making the grey face disappear without the tedious process of making duplicates of all NPC's as Nephilim then having the spell swap the NPC's out? So is there a way to fix the grey face that happens with the spell?

  9. My Adamantium mod was released a long while ago and because of its 'roughness' in its conception it didn't get a fair chance.

     

    Recently it got a reboot (everything was a mess from file pathing to in game presentation so I decided to remake it from the ground up; take everything I learned from modding and remake my first ever mod). The mod has severally changed and improved with the reboot and the old video review I have of the mod no longer applies since the core mechanics of the mod have changed drastically since that time.

     

    I would appreciate a good review on the mod since it is a WIP. That said though, everything the mod gives you is fully functional and most if not all bugs are irradiated; the reason I'm keeping it tagged as BETA is because I am releasing the mod in arcs sort of how 'The Wolf Among Us' was released in chapters so is this mods story. Right now the story has its intro arc and I'm working on getting the next arc made. The only thing in the mod at the moment that doesn't have a function is the meditate power which will be used as a way to unlock more powers in the later arcs.

     

    I could use a good 'hard' review to know how someone who has knowledge about making mods sees this project, in the end its up to you; just wanted to throw it out there.

  10. Just one question to anyone who can answer it:

     

    I am designing that any spell that the player casts without being a mage doesn't work. Lets use Flames for example, b/c it doesn't work I also don't want the spell to have any effect visually unless the parameter that (PlayerIsMage) is == 1. The effect works properly (doesn't work without the global == 1 parameter) is it possible to show no effects also unless the parameter is 1?

  11. Try linking them in TesVEdit itself; I had a problem with dialogue when converting. Not that it didn't play but that it lost the quest link, I had to re-link everything after conversion in TesVEdit. What I did is take a screenshot of looking at alias from inside TesVEdit then after the conversion is done take another screenshot. Compare the two and see if any links are broken; if so just re-establish them and it should work again.

  12. Hi,

     

    I made an Overhaul (Supernatural) to the vampires and werewolves of Skyrim making them run more like Vampires from The Originals and Werewolves from Teen Wolf, so I got a request to also overhaul the magic and make it similar to The Originals/TVD which is what I'm doing now. What have I built so far:

     

    1- Death System: Ok this is pretty much common sense for me, hell even Tolftir said it in game "Magic is by its very nature volatile and dangerous...it can and will destroy you." SO why is it so easy to use magic, I designed a system that when you run low on magicka your magic bar will slow down the amount of magic consumption and begin using your stamina bar, once your stamina is drained it will begin using your health bar. This means that too much magic can actually kill you, now for concentration spells its easily tracked for fire and forget you have to plan your attack before launching it. This function turns magic into sort of a strategic play as it removes the possibility of spamming attacks.

     

    2- Upgraded Spells: The spells feel underpowered in late game, like seriously 4 fire storms to kill one person. So I am designing upgraded versions that look and feel different from their bases as well as being more powerful. I'm adding chant spells also BUT those are limited to concentration and fire and forget spells that aren't used to spam attacks like invisibility and not firebolt (seriously that got annoying REALLY fast).

     

    and now comes the point where the post is central to:

     

    3- Mage Upgrade System: You can't be a mage at the start of the game, hell all you have at the beginning is your racial ability and active effect. All spells are stripped from the player, Magic shouldn't be something that everyone uses; so why is it so popular in game? I stripped it from people to make it something ethereal and feared when you come across it. Also I built a mage upgrade system that has 6 achievable levels but 10 in total:

    - Novice

    - Apprentice

    - Adept

    - Expert

    - Master

    - Elemental Specialization (Destruction)

    - Restorative Specialization (Restoration)

    - Conjurative Specialization (Conjuration)

    - Alterative Specialization (Alteration)

    - Illusionist Specialization (Illusion)

    The first 5 stages everyone can go to but once they become a master AND complete the proper ritual spell quest they can specialize in a school.

     

    What this does is it increases the spell power of that corresponding school by granting the player the chant version of the spells. Now the bases of the system is completed what I am unsure of and would like suggestions about is how should the player jump from one stage to the next; what should be the deciding factor or factors? level, skill level, magic pool? what would you guys think would fit to allow the player to increase his rank as a mage?

     

    Also just a side question: the system works from an OnSleepStop event, if another questline UnregisterForSleep will that affect my mage rank monitoring quest?

     

    Any suggestions are welcome since I hit a wall on criteria to increase the mage rank.

  13. I have a mod thats not exactly what you are asking for but its similar. Its called Supernatural and it adds humanoid werewolves to the game. I took the werewolf abilities and added them to a human wolf form as well as made the beast form work like a Vampire Lord meaning it lasts forever.

     

    If your interested you could check it out and I am going to upgrade the mod so I might even add some of your suggestions to the human-wolf form since they are good ideas.

     

    Think about how Teen Wolf werewolves work and thats how the wolves in the mod work.

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