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Lunytic

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Everything posted by Lunytic

  1. Talos, if for no other reason that to stick it to those haughty elves.
  2. @Beyondtom - Thanks. So it seems the common sense approach works. If you build it from scratch, you're safe. Porting was just the only thing I could really see covered in detail, so I wanted to make sure. @nosisab - Yeah, "Sword of Awesomeness" was the generic, never-gonna-use name for example purposes. Obviously some of the more popular items, like Frostmourne probably have a dozen different creators. I'm pretty sure I understand the IDs (spent too much of my life looking at PKs and FKs in Access...). The game is actually calling an ID, not the item name. Didn't someone end up making an Oblivion common core that people could reference to see what had and had not been created yet? So modders could see if their IDs were likely to conflict with others? Thanks!
  3. So, first... I don't recall seeing a thread like this anywhere, but if it is, please lock this thread and point me in the right direction and my appologies. Now... completely new to modding, but looking to get into this time around with Skyrim, asked a few questions in chat before and have started lining a few things up. That being said, I'm not 100% clear on what is okay and what is not. http://www.thenexusforums.com/index.php?/topic/377405-porting-content-from-other-games/ <--- is the most description of what is and is not okay, but I'm still a little confused, being more on the lay side, of what constitutes an asset. If a game has a "Sword of Awesomeness", exporting the actual game files is not allowed, that much is clear. But is building that sword, meshes and all, from scratch allowed? I've also see some images posted from the net asking for artists to create the meshes. Does the original sourcework for inspiration of a new item design need to be public domain/have permission, or if something like a picture is used, is it okay if it's copyrighted as a reference tool only? Is there already a thread that simply talks about this? Such as: Dos: * Create content from scratch * Get permission from other mod authors before using their content Don'ts: * Modify content files of other games for use in your mod * Modify content of mods for other games for use in your mod without getting the owner's permission first Insight is much appriciated. Thanks!
  4. I just want to reiterate what others have said. I've played Morrowind, Oblivion, FO3 and FNV. And to start with Skyrim seemed the hardest to get into. I was actually kinda bored where you are at. But then things start moving and the plots begin to develop and it's much easier to lose yourself into the game. So yes, even as a BethSoft 'vet' player I found the start of Skyrim boring, but then... then it set it's hooks...
  5. Dang, thanks for the PM. Changing my FF settings to Zoom Text Only and then playing with it worked. I decreased only the text one size and the GO button appeared. Thank you for your help!
  6. Hmm... I wonder if anyone knows why the Go button wouldn't appear in Firefox 8? Is it a specific setting that's been turned off?
  7. I tried File Size -> Descending and nothing... I'm able to upload screen captures now... This is what I see. Is there something I'm missing?
  8. This has been going on for a while, but as I'm looking through the skyrim armor mods and there's 700 of 'em it's an issue. Problem -> Select Categories -> Select Armour -> Select Sort By [Whatever] -> Select in [Whatever] order = no change. No resorting. I don't see a sort/submit button or anything like that, so I'm assuming it's supposed to happen on select? Running Vista64, Firefox 8.0. I do have no-script, but I've temporarily allowed all scripts on the page and still not working. I do have ABP but turned it off for Skyrimnexus and still have the same issue. I would attach a screenshot for reference, but image uploading is failing for me again (50k gif version, 80k jpeg, 150k png all failed multiple times). Thanks
  9. The concept wouldn't be too complicated, it's basically just layering an XP system on top of the current, except that current increases in skill level have no effect until 'activated' via leveling up. You could even use the current XP calculations where 1 swing = y XP. But instead of an increase of 1-handed from 35 to 36 increasing damage by X (based on that funky damage formula), that increase would only be available if 'purchased' during leveling up. For example, if you raise 1-handed skill from 40 to 50 there isn't any in-game effect until you 'unlock' better 1-handed via the level up and spending the finite resources there. All increasing to 50 means is you're able to unlock that increase when you level up. It would still retain the attribute-less nature of Skyrim. This doesn't advocate adding that back in. Then again, maybe that is making it too complicated. For whatever reason, this is more what I thought you were asking about.
  10. What I don't get is why people bash on mod requests for specific play-styles. The OP likes XP-based leveling. Personally, I think the learn by doing feels better (though exploitable) but all that means is I wouldn't download an XP-based mod. My guess is there are a lot of people who will use an XP-based mod since the Oblivion equivalent looks like right now it's the 40th most endorsed TES-IV mod out of the top 100 on Nexus for Oblivion. **** Are you thinking you just want a pure XP mod, or a dual-XP mod. Where not only do you get XP from questing, but each skill has an XP tracker as well, so when you level up you are restricted to only improving those areas you worked on? That way you can't uber a skill you don't use until it's powerful.
  11. I don't get it... I can kill powerful enough baddies (Silver Hand Leader in the cave with the arena) and trigger the animation, but other times I just run into regular old bandits instead of triggering the animation... I have yet to find someone I can't kill with a stealth power-attack with my ebony dagger (because I just love the way it looks), but normal stealth doesn't usually kill... I guess I would love an indicator then, maybe the eye changing red if you were going to trigger the animation.
  12. Hmm... Basically I want to know when I just need to tap the mouse to get a kill and when I need to power attack with my dagger :P Especially if I'm chasing the guy.
  13. I hope so :P Nexus site forums -> Skyrim -> Skyrim Modding -> Skyrim Mod Requests
  14. Of the two, I want 'em both. Elestat looks like he's going to bring his Trade and Commerce shop mod (http://www.tesnexus.com/downloads/file.php?id=39255) over, dunno if your idea was different than that. So since I know of a shop mod that's coming that I like, my vote is for the Jarl. Outside of the fact I've never learned to Mod, a Jarl-based mod was going to entice me to try to learn this time around ;-)
  15. Well, I'm probably doing something wrong - but I can't seem to figure out when I'm going to actually enter into an assassination cut-scene (e.g. slitting a throat from behind) and when I'm not. It's pretty freaking frustrating. Maybe this isn't possible, or maybe instead of a button it could be an on screen indicator like the eye goes road to show you can murder them or something like that. Right now it seems completely random and that is frustrating.
  16. A minor nuisance, but gets old in a hurry when you're robbing, I mean creating your library... The only option is to read a book then from there you can choose to take/steal it or leave it. I'd like another option... For example E is set to read the book, per normal, but Z will take the book without reading it. When you're grabbing 15 books in an abandoned fort (I want to create my own library for some weird reason) the time it takes to open each book (even if you've read it, you're just a packrat like me) gets annoying. I just want to grab the books and go.
  17. I am very much looking forward to the toolkit coming out and this type of mod being available. The reason for it isn't lazyness. It's completionist. And it is more for the casual gamer than the player who plays on the higher difficulty settings - for players who are more into the experience than the challenge. In F:NV I think the mod is "Every Perk" and it's wonderful for just playing. The perks would have to be back-loaded for sure for balancing reasons - instead of 81 perks, you're looking at eventually being able to grab all 252 (if I counted correctly) perks if you've put the time in to level every ability to 100. So a linear format, say there are 9 perks for a skill, would be at skill levels 10, 20, 30... 90, 100. But since you're effectively gaining slightly more than 3 perks per 10 skill points, you'd probably want something more like: 15, 29, 43, 55, 66, 76, 85, 93, 100. With this type of backloaded payout, the first 43 skill points would result in 3 perks while the last 15 points would result in 3 perks as well. But the last 15 skill points would also be the most time-consuming to obtain. It would still result in a 'overpowered' character as your character approached skill rank 100 in all skills, but the type of player this type of mod appeals to, that's fine. Obviously a player interested in a highly challenging game would want fewer perks. The obvious drawback of this type of mod would be the player would be beholden to the perk schedule created by the mod author. There likely wouldn't be the ability to 'skip' perks or just pay enough to get to the next level (e.g. only putting 1 point in a skill where 3 points can be spent) in order to get to the perk that was really desired. So in that way, the penultimate perk wouldn't be able to be gained until the skill level reached 100, which isn't the case with the current system as I understand it. So in that regard, there is a price to pay for the ability to gain every perk over the course of leveling a character to 81, you lose the ability to specify growth. Of course I think the 'Every Perk' mod for F:NV is designed so that the vanilla perk system is still in place and players still receive perks every other level to spend, it's just that a player knows they'll gain that perk eventual when they reach an appropriate skill level if they skip it. So there are a couple of different designs that can take place. Either a regimented design or a regimented design placed over the vanilla perk system. Sorry, I'm sort of thinking this out as I type. So there are a couple of different design options out there for modding. Which I might try to figure out when the construction kit comes out (though having never modded before... don't hold your breath).
  18. Edit reply is screwing up the formatting, posting a new reply. Sorry for my error.<br>
  19. So... in other words, since it's not crashing, don't break it XD Okay. Thanks!
  20. *FIXED* Keirgarth, thank you! BOSS fixed the issue by changing the load order. If I can piggy back a new question on - It recommended TS4EDIT to clean several mods (including several of the unofficial patches for the Knights of Nine content). Should I worry about this? Thank you for your help!
  21. *Edit* That was ugly with multi-quote.... So I'm editing to a more bullet point. * I have all 3, so I figured I needed all 3 patches (vanilla, knight of the nines DLC pack, SI) * I had previously tried a vanilla install (only Oblivion + UOP, DLC Pack + UDLCP (knight of the nines), and SI + SIUP). I grew frustrated that it didn't work, so I started to play with the packs disabled with the other mods. I can deactivate everything or wipe it and start again if that's whats needed (Mystic Emporium is a headache - plus a few things I want to change) * Activate order counts as much as load order? Overwriting is a CTD error possibly?? * Edition = CE I believe - not GOTY nor steam. Patched to the most recent (1.26.something? whatever was at the official website) *Installed to C:\games\oblivion * OS = Vista 64 (I know, I know, when I built my machine XP64 was worse than Vista available and 7 wasn't avaialble for another 9 months or so). Core 2 Quad (Q9550), 8gb ram, 1GB video card (512mhz? dunno remember - Raddeon 4870 I think). * I'll download BOSS again. I had it, but it seemed like overkill with NMM, OBMM, OBSE, and Wyre Bash already (though the last one is just in case I want to uninstall mods). Thanks for the help!
  22. So I'm having a problem - I can run UOP just fine, and all other mods I've tried. But USIP and Unoffical Mod Patch both will cause a CTD if activated (NMM) even if they aren't loaded. This has happened with multiple installs (though I've been using NMM). I've been able to read through the comments and fix other issues but this one has me stumped. I'm not sure what to do. Here's a bit of mod info: OOO 1.333 complete UOP AFLevelMod At Home Alchemy Darnified UI BoneGrind Encumbrance Mod 100% Harvest Chance Hoarfrost Castle P1DKey Chain Dyseso_Light_ingred More merchant Money Natural Weather + Patch Trade and Commerce Quest Award Leveling v1.6 Is there something specific for the load order (I've moved them around, but basically Oblivion > UOP > SI > USIP(s) > DLC > UDLCP > Everything else. Any thoughts, hints, suggestions, kick in the pants for being the problem being between the keyboard and chair? Thanks!
  23. I'm having that same problem today. It was working last night, but not today. But even on a clean install, with everything uninstalled/deleted ahead of time and just trying to run vanilla Oblivion it crashes (very rarely it will show 3 letters of Bethesda before crashing). *Update* I followed the steps in the post here: http://www.thenexusforums.com/index.php?/topic/464705-crashing-on-new-game/page__view__findpost__p__3826698 I found and renamed the .ini file and that seemed to fix the issue. I'd try that.
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