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Daiyus

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Everything posted by Daiyus

  1. I've got a fair amount of experience in modding Skyrim, but GTA is a completely new beast so I've got no idea what is possible and what isn't. The only mod that I really, REALLY want to see for GTA5 is one that allows the three protagonists in single-player to be able to use the garage, mechanic, tracker, and insurance functionalities of the Online game. Even just using the standard four slot garages would be fine; just some way to save cars and bikes without the fear of losing them when you do a mission. Maybe as a bonus making all the cars and bikes purchasable through the in-game internet would be nice too. Does anyone with experience know if this is possible?
  2. In response to post #24589329. #24589589, #24589619 are all replies on the same post. I don't think anyone is condemning mod authors for wanting a bit of commercial recompense. Anyone who's made a mod knows how labour intensive it can be. I think the big complaint is how Valve/Bethesda are handling that business model; they're stripping 75% of that profit away for something that they were happy being distributed for nothing? That and it completely changes the way the community works. I don't think anyone would complain about having a more prevalent donations system with recommended donations. That at least would be keeping with the ethos of the community. I personally don't have a problem with paying authors for good work, but let me try it first, don't put it behind a paywall.
  3. The reason few people have donated is that it's not all that clear on how to do so. I believe in light of recent events people will be more willing to donate if a) the system is far more prevalent, much like the endorsement system, and b) a major point is made that the author gets more than 25% of the donation (the profit split on Steam Workshop is daylight robbery). I don't mind a cut going to Bethesda and the Nexus, after all, if money is going to be involved it is only fair that certain parties that have made it's distribution possible get a cut, however this should be completely negotiable between the author and companies. Personally I'd like to openly offer the Nexus 50% of any donation I received purely as a thanks for maintaining one of the best modding communities on the internet.
  4. I'll always continue working in a free manner, and won't be buying mods from the Workshop. I respect that modding is labour intensive, and if you want paying for that, well that's each modders decision; I respect their decision to do that. Personally I would like to see the Nexus step up to the plate and really show up Valve/Bethesda by making a more prevalent Donation system, that way people can still be paid quickly and easily, but it's entirely optional, and keeping in the spirit of the community we are a part of.
  5. In response to post #24584389. #24584569 is also a reply to the same post. I think that could be wise. I wouldn't mind modders having personal accounts I could contribute to either, heck, I'd actively encourage it now. I wouldn't even mind Bethesda/Nexus taking a cut of that contribution (as long as it's negotiable). It's the requirement of paying on the Steam Workshop I dislike, the philosophy is all wrong. Ask for money by all means, but don't demand it.
  6. You know, as much as I despise the idea of capitalism in the modding community I really can't blame people for wanting to make a quick buck. There's very few people that release their mods open source as it is so it's no surprise that many modders will jump onto this service. Personally I make all my mods open source so everybody can benefit from them, even if it's just a basic framework of a script that somebody can adapt. Needless to say I've updated the permissions policies on all my mods to stipulate that at no point can any work based on mine be charged for. Of course I've got no way to control that (and nor does Steam/Bethesda) but I'd like to think the modding community in general would have the decency to respect my wishes (or any other modder that has stipulated similarly). As for me paying up front for mods, it simply won't happen. I know there's people out there who put hundreds of hours into fantastic mods that blow mine out of the water a thousand fold, and you could argue they deserve to some commercial recompense. I can't argue against that if they want to go that route, but quite frankly I do not agree with capitalism as a philosophy on a grander scale; I wish people would just help each other because it's the right thing to do. A donation scheme is the best of both worlds, free for those who want it, payment if people want to. I'd happily set a percentage cut to go to Bethesda and the Nexus too, but payment should never be mandatory. No disrespect to anyone at all using the service as a modder or user, it's just my own philosophical standpoint.
  7. I'll try and cut to the chase with this; I've got a lot of experience modding, mostly in scripting, but my model/texturing skills are non-existent. I've been wondering if it would be possible to retexture Skyrim's UI to more closely resemble Oblivion's papyrus style? I like the Nordic look well enough, and using Kingthings Petrock font certainly helps the feel of the game, but I think a retexture of the UI would be really cool. I know the actual design of the elements wouldn't change much but having something like this instead of the translucent black could look really good: Thanks for taking the time to look at this request.
  8. I'm looking for hood to be worn with the light Chitin armour set included with Dragonborn. I've found the Chitin Goggles mod, which is great, and I've also looked at facemasks on the Nexus as well, but they have clipping issues with Orcs (my primary player race, so not much help to me, despite being excellently made). What I'd really like to do is have the scarf and goggles of the chitin helmet to protect my Orcs face, but with a hood that matches the scarf and face wrap, rather than the chitin plate; maybe with a piece running down the back like the priest hoods have. My character never wears helmets because I prefer the look of hoods, particularly on character where spacial awareness is key (assassins, thieves, etc). I really like the protection the chitin helmet's face mask and goggles provides from ash, just not the actual armour plate on the head. If anyone could help me out I'd be very grateful, even if it were a simple replacement of the light chitin helmet. Thank you for your time.
  9. Version 1.2.0 is now out. Changes have been made to the initiator script to more cleanly work with LAL or Vanilla starts. Racial Intuitions have been updated to more closely resemble traditional race structure.
  10. Thanks, Let me know what you think needs improving. Version 1.1.0 is now out. It adds in a Racial Intuition ability which gives faster levelling rates for racial skills, whilst removing the initial skill point bonus for said skills. Makes things a little cleaner and your racial bonus benefit across all levels.
  11. You could just download them and then uncheck the plugins using the mod organiser of your choice until you're ready to use them. Every official DLC comes in an .esp/.bsa format so no need to worry about it overwriting anything.
  12. Version 1.0.0 of this has now been released and can be found here.
  13. Thank you very much. I knew it would be something glaringly simple, but you know what it's like when you're wrapped up in things. Many thanks for your time and advice!
  14. All, I am trying to write a script that does certain things depending on your race. I've referenced all the races and PlayerRef corrcetly, and my syntax is good, however the function always returns me as an Argonian, no matter what race I am. The code is as follows: IF PlayerRef.GetRace() == ArgonianRace || ArgonianRaceVampire PlayerRef.SetAV("Health", PlayerRef.GetBaseAV("Health") - 10) PlayerRef.SetAV("Magicka", PlayerRef.GetBaseAV("Magicka") + 10) PlayerRef.SetAV("Stamina", PlayerRef.GetBaseAV("Stamina")) PlayerRef.SetAV("CarryWeight", PlayerRef.GetBaseAV("CarryWeight") - 100) ELSEIF PlayerRef.GetRace() == BretonRace || BretonRaceVampire Player Ref.SetAV("Health", PlayerRef.GetBaseAV("Health") - 10) PlayerRef.SetAV("Magicka", PlayerRef.GetBaseAV("Magicka") + 20) PlayerRef.SetAV("Stamina", PlayerRef.GetBaseAV("Stamina") - 10) PlayerRef.SetAV("CarryWeight", PlayerRef.GetBaseAV("CarryWeight") - 105) ELSEIF PlayerRef.GetRace() == DarkElfRace || DarkElfRaceVampire PlayerRef.SetAV("Health", PlayerRef.GetBaseAV("Health")) PlayerRef.SetAV("Magicka", PlayerRef.GetBaseAV("Magicka") + 10) PlayerRef.SetAV("Stamina", PlayerRef.GetBaseAV("Stamina") - 10) PlayerRef.SetAV("CarryWeight", PlayerRef.GetBaseAV("CarryWeight") - 105) Etc, Etc, for each race. The actual functions I want to happen work flawlessly. It just never returns anything but being an Argonian. I've tried breaking it into individual IF statements; it ran every single one so in that instance it returned me as every race. I've tried calling the player race as a variable and then replacing the actual PlayerRef.GetRace() command with that. I've even called the function directly on my script, despite it extending quest and not having to have called any other functions directly. It's as if the GetRace() function just doesn't work. Anyone got any ideas? Thanks.
  15. Wahay! I'd given up on the idea that Solstheim might get roads. Many Thanks IcePenguin! I'll have to reinstall your mod now.
  16. Sounds like a great offer, thanks Matthiaswagg. I'm currently reshuffling my mods around a bit; combining similar ones into one package, updating others that have been left too long, and starting to develop a few new concepts. In the end I hope to have three or four really well made rounded mods. Once I'm happy things are organised the way I want I'll let you know. That said my Crossbow mod: An NPO Module - Crossbows will only be rebranded as "Complete Crossbow Integration" with a few updates to improve its features (update some textures, add enchanted loot, etc). Mechanically it's 95% of the way there. If you wanted to review that I would be very appreciative.
  17. It's always a tricky one to balance. The only idea I have to solve a situation like that is to have any skills below 25 not count towards your overall level. As I'm removing racial skill point bonuses in place for quicker levelling the highest a skill could start at would be 25, so you wouldn't gain anything by selecting a background inconsistent with your planned playstyle. At the other end of the spectrum you could allow the first six skills to reach 75 to progress onto 100, but cap the other twelve at 75. That way you have 50 levels in each skill to experiment with before settling with the skills you want. It still gives the freedom TES goes for; letting you change your mind after character creation, but makes meaningful impacts to your decisions at the endgame. You can still be good at everything, but only master a few. Of course I've never looked at the actual levelling system and how it works mechanically so I'd need to experiment and see if this would even work before considering adding it to the mod.
  18. This mod can be found here. http://i1368.photobucket.com/albums/ag172/Daiyus37/Modding/Mod%20Page%20Description%20Banners/01.%20Synopsis_zpszy8aagi5.jpg An overhauled character creation system that aims to bring the ideologies of Skyrim, Morrowind, and Oblivion together as one cohesive system. Diverse Character Creation currently introduces varied skills, attributes, spells and perks when starting a new character. Future plans to enhance race variation can be seen below. In Vanilla Skyrim every character started near enough identical; 100 points of Health, Magicka, and Stamina and 15 points in each skill, 300 points of Carry Weight; the only thing that varied was racial abilities, which were quite different to historical games as well. There's a few mods out there that move towards addressing this, however none of them did it quite how I would like, so here I am with another option; Diverse Character Creation. With this mod I've aimed to create diverse starting characters inspired by Daggerfall, Morrowind, and Oblivion, whilst retaining the core freedoms of Skyrim's levelling systems. So far DCC offers a system that allows you to select a background, inspired by classes of old but in keeping with Skyrim's philosophies of freedom. DCC will also adapt your attributes based on race to add some extra flavour to racial choice and identity; nothing that can't be overcome though, and just like past games, it can be the most rewarding to select a race that may not start with an attribute particularly high in your playstyle. Racial abilities have also been slightly adjusted. So far no race entries have been edited, it's all done through scripts, this may change in subsequent releases however. The only actor edit was on "Player" to remove Flames and Healing from characters on creation. http://i1368.photobucket.com/albums/ag172/Daiyus37/Modding/Mod%20Page%20Description%20Banners/02.%20Description_zpsdsjjblyt.jpg BACKGROUNDS:Backgrounds are not as limiting as Classes were in previous games. They simply allows certain skills to start higher, whilst the others start lower to give your character a push into a specialisation at the start of the game. Each background has six skills. Starting attributes are not affected by backgrounds. Each skill in your background will receive its first perk for free. Every character now starts with no spells at all; if you pick a background that includes magic you will be granted a Novice spell from each school in your background, otherwise you'll start with a blank spell book. There's three methods to select from to decide your background; Choose Background, Create Background, and Answer Questions. These function exactly like Morrowind, allowing you to select from the traditional list (Acrobat, Agent, Archer, etc), select skills and spells for yourself, or go through a ten question quiz to determine your playstyle. Backgrounds do not affect levelling rates so turning your character around later on is just as easy as ever. STARTING ATTRIBUTES:Races will now have varied Health, Magicka, Stamina and Carry Weight which is derived by formula from past games. To maintain balance each character will start with a total of 300 points spread across Health, Magicka, and Stamina. Carry Weight falls in line with Stamina level. RACIAL ABILITIES:Currently Diverse Character Creation removes the spells added by being an Altmer, Breton, or Dunmer. Racial skill point bonuses are removed in place of a new ability; Racial Intuition. This will grant each race a boost in rate of experience gain reflecting the race's natural instincts with certain tasks. I feel that training should not be implied given the new background system I have implemented. Further enhancements planned; please see below. http://i1368.photobucket.com/albums/ag172/Daiyus37/Modding/Mod%20Page%20Description%20Banners/03.%20Required%20Files_zps7vfhywah.jpg The only file required by DCC at this time is the Unofficial Skyrim Patch. There are no plans for future releases to require anything else. The only reason the USKP is needed is because I load the Unofficial Patches while working to ensure I do not unintentionally undo their good work. As everyone should be using them anyway I see no reason to remove this requirement. http://i1368.photobucket.com/albums/ag172/Daiyus37/Modding/Mod%20Page%20Description%20Banners/04.%20Compatibility_zpsigf7iwe9.jpg DCC utilises a self contained script and quest. It fires based on a variable from MQ101 and is therefore completely compatible with Arthmoor's Alternate Start - Live Another Life, in fact I highly recommend using it. When using LAL the Backgrounds screen will appear after selecting your new life and activating it; either after sleeping in the bed and waking up in the world, or after picking the lock in the cell. If using the Vanilla start with LAL the script will fire in the same place as without the mod; just after you are asked where you are from. http://i1368.photobucket.com/albums/ag172/Daiyus37/Modding/Mod%20Page%20Description%20Banners/05.%20Changelog_zps3ejlcp3n.jpg 1.0.0 - Initial Release 1.1.0 - Racial Intuition introduce. Racial starting skill bonus removed. http://i1368.photobucket.com/albums/ag172/Daiyus37/Modding/Mod%20Page%20Description%20Banners/06.%20Future%20Plans_zpsb0o0ohht.jpg I would also like to subtly alter the racial abilities to more closely reflect Morrowind and Oblivion while maintaining much of what Skyrim introduced. A more ambitious add-on that I would like to do would be to introduce a traits system akin to Daggerfall. Chesko, a long time ago, allowed me the permissions to use Reflection. This may be introduced to DCC in the future. Other ideas welcome! http://i1368.photobucket.com/albums/ag172/Daiyus37/Modding/Mod%20Page%20Description%20Banners/07.%20Credits_zpsnzbpb6xu.jpg My only credits go out to all authors of mods. This community continues to inspire me and remind that almost anything is possible if a keep on trying. http://i1368.photobucket.com/albums/ag172/Daiyus37/Modding/Mod%20Page%20Description%20Banners/08.%20Permissions_zpsbbydo8ui.jpg This contains all my own work or work from open sources. It is to be considered open source. My only stipulations are that a) you give me the courtesy of letting me know what you're doing with it, b) any work using my work must be distributed as open source as well, and c) any credits given on my work must be given on your too. It's all about helping each other people.
  19. Is it possible to insert an image into a message box? I'd really like to show an image with the text in a mod I'm developing.
  20. I've had an idea, and I'd just like everyone's feedback on it. It involves Skill Books. My idea was that you'd need to have a required level of understanding in a skill before being able to gain knowledge for a skill. To put this in raw gameplay terms, when you read a skill book it will look at your skill, if the skill is above a certain level (25 as an example) you'll gain the experience. If your skill is too low a message will pop up stating "There appears to be something to learn from this book, but I lack the knowledge to understand it". The reason behind this is I know some people like to choose whether to let skill books effect their characters (usually avoiding unwanted level ups of unused skills). Using my proposed system players would have to actively level up a skill a bit before the skill books start working. This way unused skills wouldn't get unwanted levels, but used skills would still be improved. From a realism point of view, as an example; it's all well and good me going and reading a Steven Hawking essay on transdimensional theories, but if I don't understand the basics it'll all be gobbledygook to me and I won't learn anything. Thoughts?
  21. Dear all, I have recently released a mod called Spell Management System. It's a very simple proof of concept that I created that allows Spell Tomes to be a facilitator to manage your spell inventory. There's a few things I'd like to update from a technical point of view, however there's a couple of things I'd really like to introduce that I'm not talented enough to do: The first is the covers of the Tomes. As it stands they all use the same textures depending on the school of spell. While I'm tempted to rename the tomes to reflect this (Restoration Tome: Healing, Conjuration Tome: Bound Dagger, etc) I'd also like to have unique covers for each Tome so that when in a library it's easier to visually see the Tome you're looking for, even if it's just the name on the spine. If there's any texture artists out there who could do this for me, as my own artistic talents are abysmal, I would be very grateful. The second thing is the actual content of these books. Due to the way Bethesda originally implemented Spell Tomes you never got to see the inside of the book, therefore no proper text was ever written. My new system allows you to read these books. My writing skills are shoddy to say the least, so I was wondering if any writers out there would like to try their hand at a believable Spell Tome. They wouldn't have to be long; I'd imagine two or three pages each. Many thanks to anyone interested. PS: I believe it goes without saying, but all contributors will be fully credited for their work. While my mod is currently open source (and I believe it would be nice to keep it that way), if any contributors do wish to retain rights to their works this will be very clearly stated and adhered to.
  22. Ah, the ongoing battle that is bringing Skyrim up to speed in the RPG department. Almost every one of the mods in my load order does a little of what you're after. I'm afraid there's no real comprehensive list as to what the "perfect" load order is. I personally have issues with the way many of these mods work; they either do something unnecessary, are too complex to realistically use, or simply stray too far into restricting player choice. This is why most of the time you're better off doing it yourself; I'm actually in the process of trying to learn enough to make my own perfect systems. All that said there are of course some fantastic mods out there that do many things absolutely bang on: Open Cities Skyrim, Reflection, Morrowind Potion names, Immersive Travel, Loot and Degradation, Skyrim Carriages, Live Another Life, NPO, etc, etc.
  23. Thanks for the links. Horse Inventory certainly does most of what I was looking for. Shame about the saddlebag idea though. I may still have a stab at it if I get the chance. Maybe it's possible to have an activator mounted on the armour or something. I'll have to do a lot more research into modelling and skeleton rigging.
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