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Everything posted by LegoManIAm94
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[LE] NPC Won't Go Through Door
LegoManIAm94 replied to LegoManIAm94's topic in Skyrim's Creation Kit and Modders
You were right. The navmesh I generated for the interior cell wasn't connecting. The edges were aligned but they had no connection which prevented the NPCs from going from A to B. -
This whole war on console mods and bethesda.net is so dumb. If you have an issue with console mods I agree you need to grow up. If you are worried your mod maybe stolen well guess what. Copyright is only implemented along you as the author take action. If you upload a mod here on Nexus and even if Bethesda.Net doesn't exist someone can still steal it and upload it to Steam Workshop or Mod DB or some other website. You need to take legal action as a mod author if you want to protect your files. You can expect someone to search the entire web to make sure your mods are not stolen. That is up to the mod authors. And there are bigger issues in this world than Bethesda.net and stolen mods.
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[LE] NPC Won't Go Through Door
LegoManIAm94 replied to LegoManIAm94's topic in Skyrim's Creation Kit and Modders
Update: When the NPC follows the player it does work and he does follow the player into the new cell. Update: It may not be the door but something with the cell. I had the NPC start the AI package about 100 feet away from the door and the NPC still stands still. He does not go near the door. So weather the NPC is near the door or not he will stand still. -
[LE] NPC Won't Go Through Door
LegoManIAm94 replied to LegoManIAm94's topic in Skyrim's Creation Kit and Modders
I will try the follower but and there is a green trangle under the door at both sides but what is the difference from a good and a bad triangle? -
I am making a mod and I have a NPC who need to travel through a door to another cell. The NPC starts off im Tamriel worldspace and is five feet from the door. When the package starts which is to travel to a X marker inside the cell the NPC will just stand there. The door is connected I as the player can travel through it. The door isn't locked. The door has no ownership nor does the cell have ownership and I did finalize the navmesh in the exterior cell that the door is in and the interior cell. Why is my NPC not going through the door? SOLVED The navmesh I generated for the interior cell wasn't connecting. The edges were aligned but they had no connection which prevented the NPCs from going from A to B.
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Skyrim Remaster Is True | Hide The Mods |
LegoManIAm94 replied to deadblood01's topic in Skyrim's Skyrim LE
They uploaded their mods because they're gamers, not lawyers, modders have real lives too, they play the game, mod it, release the mod and update it when they can on their own pace, adding the hurdle of hunting down thieves and lawsuits isn't something everyone is willing to go through tbh, it'd be way easier to stop modding altogether. I understand we all have lives. I live a busy life too. And if modders wish to remove their mods they can. If a modder wants to add piracy protection they can but I think its wrong since innocent console gamers will have messed up saves and honestly anyone can do that to PC gamers too by making a mod that bloating your save. But I just feel people are getting together to make this become an uproar, Maybe I am wrong. But when Steam Workshop first came out there wasn't any of this stolen mods issue going around. Nevertheless I not worried about. And in time this will pass I feel even if many modders do remove their mods or add DRM to their mods since new modders will come along and new mod authors will come along accepting Bethesda.net for what it is.- 176 replies
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- skyrim
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Skyrim Remaster Is True | Hide The Mods |
LegoManIAm94 replied to deadblood01's topic in Skyrim's Skyrim LE
Contrary to popular belief, PC gamers are NOT mad that console gamers are getting mods, if anything, it should help push modding to be a thing so other games would follow suit. It's the method of handling the mods once uploaded and the stealing part that triggers people. You of all people should know how it feels to have your mod stolen, you said so yourself, you can flag files on Bethesda.net, but moderators are bethesda employees, if they can't handle the community they shouldn't have embraced it in the first place, if anything, let them hand over the mod management TO the community, it worked in the Nexus. The paid mods thing is a complicated sort of affairs, aside from theft, you'll have dependencies, ridiculous prices. rip-offs, paid updates, smaller mods, no community effort like what we have right here and now, greed will get in the way of modding and instead of it being driven by passion, it'll be driven by greed, even if we think otherwise. True, it is a Bethesda game, but it's also true that they'll be making money with every step they take, it's still a business after all, THE driving force for people jumping back on the Skyrim through the special edition IS modding. And as for the legal-actions, it might be easy for you, but not all modders are able to afford taking a legal action, it's just too much trouble compared to just taking the mods off and never sharing anything again and we most definitely don't want that. All in all, I hope things work out for everyone, I truly hope Bethesda finds a way to keep things orderly at their website so that gamers, PC folks and Consoles' can enjoy the mods created by their original authors without theft and any unnecessary drama. :smile: I do agree that it is unnecessary drama that should be easily fixed. I like people take pride in their mods. And modders are not alone. Bethesda doesn't like it when people pirate their games and same with many game developers and publishers. They all have to take legal action and I think that it was kinda a given since day one even here on Nexus. If someone stole your mod you took legal action. I understand if modders don't have time to do so but if they can't handle taking legal action with Bethesda.net uploads how can they have time to keep track if legal action with their mods on Nexus or Steam Workshop? If a modder has not time to ensure their mods are not stolen on Nexus or Steam Workshop then why did they upload them to begin. Once more website isn't much to keep an eye on.- 176 replies
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- skyrim
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I hope for PC users that there will be a free piece of DLC on Steam that will be the remastered content (textures, shaders, etc) that you can choose to download.
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Skyrim Remaster Is True | Hide The Mods |
LegoManIAm94 replied to deadblood01's topic in Skyrim's Skyrim LE
I dont get the BIG issue with hiding mods and being mad at Bethesda. Here is my take on it I have been making mods since 2009. I made mods for Morrowind, Oblivion and now I am working on Skyrim. I love the Elder Scrolls. I know many are mad with Bethesda with their Bethesda.net and console mods. I once played Morrowind and Oblivion on the console and the reason I switched to PC was for the mods and modding tools. And I wont go back to console again. But If I was a console gamer who didn't have the money to get a PC I would be so thankful not only that Fallout 4 console owners can get mods but now there releasing Skyrim for the next gen consoles and allowing mods to be available for the console. As a modder this opens a new door also allows me to have more fans of my work. Am I a modder with great mods that are famous? No. I have tons of mods. With Morrowind and Oblivion combined I have over 100 mods on Nexus and plan on having over 30 some mods for Skyrim to be on Nexus soon. I remember the big fiasco when Steam Workshop were allowing for paid mods and many got mad and I was quite happy to hear that I could make money from mods and wish that wasn't shut down. Now the Steam Workshop's big issue was it was hard to take down mods that were stolen and I can understand why many would be mad about that. I would be if someone stole my mod and was making money off of it. I wish for the paid mods they could of allowed a way to request to take down mods that were stolen (And maybe Vavle did do that but I never recall hearing about it). Then with the author allowing to take legal action just like any other file or media content on the internet you can resolve it. I know Bethesda has said they will accept legal requests. If you send in a request to remove a mod from Bethesda.net they will take it down. And thats good enough for me. And thats how it works on the internet. Thats how it works here on Nexus. And do you really expect someone at Bethesda to get paid by monitoring bethesda.net to see who has stolen mods all day long. Bethesda won't do it since it won't make sense as a company. Just like YouTube doesn't do it since there so many videos to go through so they require people to send in requests and they will look at the requests. I am sure people at Bethesda once in awhile search the web and make sure there no illegal downloads available for the games and do crack down on it since those games are bethesda and they need to keep an eye and make sure no one is stealing their game or else they will lose sales on that game. We as modders need to do the same. I do it once in awhile and I have caught people stealing my mods. And I made then take it off their own website which they had no permission by me to upload it there. Also you must remember this is Bethesda game and I think if they want to do something with it they can. And we are using their modding tools, their game engine and their game itself to make these mods. Without that we cannot have this modding community. And I wished they done this a long time ago for Oblivion on Xbox 360. And I always thought Bethesda should have their own site for uploading mods. When Skyrim Remaster comes around I plan on uploading as many of my mods that I can to Bethesda.net so console gamers can enjoy my mods.- 176 replies
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- skyrim
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LE Help: Import Files From Blender To Nifskope
LegoManIAm94 replied to LegoManIAm94's topic in Skyrim's Creation Kit and Modders
Thank you so much. I will update it right away and also release the rowboat mod for solstheim soon. -
LE Help: Import Files From Blender To Nifskope
LegoManIAm94 replied to LegoManIAm94's topic in Skyrim's Creation Kit and Modders
I looked into the texture issue and it mabe just my graphics cards acting up. But nevertheless here is the mod! Its in BETA. http://www.nexusmods.com/skyrim/mods/76240/? -
LE Help: Import Files From Blender To Nifskope
LegoManIAm94 replied to LegoManIAm94's topic in Skyrim's Creation Kit and Modders
It works perfectly but I get this weird texture thing going on once in awhile. Do you know what is causing this? http://s33.postimg.org/5j96goxlr/Untitled.png -
LE Help: Import Files From Blender To Nifskope
LegoManIAm94 replied to LegoManIAm94's topic in Skyrim's Creation Kit and Modders
This looks like it will work. I just need to do some tweaking with the mod and its done. Thanks Tamira! -
LE Help: Import Files From Blender To Nifskope
LegoManIAm94 replied to LegoManIAm94's topic in Skyrim's Creation Kit and Modders
Actually now the hook isnt an issue if its there since it wont be visible in the mod. -
LE Help: Import Files From Blender To Nifskope
LegoManIAm94 replied to LegoManIAm94's topic in Skyrim's Creation Kit and Modders
Yes but now all of the oar is removed. And I am need to look into regenerating the UV map for the textures to show http://s33.postimg.org/76bgvyj0v/Untitled.png -
LE Help: Import Files From Blender To Nifskope
LegoManIAm94 replied to LegoManIAm94's topic in Skyrim's Creation Kit and Modders
Here is the original file unedited. All I am trying to do is remove the oar from the rowboat model. http://speedy.sh/mDDnn/Rowboat.zip http://s32.postimg.org/d8mb92gjp/Untitled.png -
LE Help: Import Files From Blender To Nifskope
LegoManIAm94 replied to LegoManIAm94's topic in Skyrim's Creation Kit and Modders
It doesn't work. All I am trying to do is remove the oar from this rowboat model. I did get rid of it in blender but I cannot seem to get it imported back into nifskope or skyrim. http://speedy.sh/mDDnn/Rowboat.zip http://s32.postimg.org/d8mb92gjp/Untitled.png -
LE Help: Import Files From Blender To Nifskope
LegoManIAm94 replied to LegoManIAm94's topic in Skyrim's Creation Kit and Modders
http://s32.postimg.org/sd60azbph/export.png -
I have these two NiTriShape parts I exported to blender and successfully edited but now I cannot get them back into Nifskope and replace the old NiTriShape. I tried doing it by exporting it as a obj and and a nif and neither work. The link below are the files in each format. THIS POST HAS BEEN SOLVED
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I want to redo the loading screen for Thirsk. In the download there is the models and a image of how I want it to roughly look. There are 4 models in the zip file. One is the meadhall building, another is the left door, the right door and a wall piece. There will need to be some scaling done to the wall piece and the door pieces. Any volunteers will be most appreciated. EDIT: Its been done.
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LE All Of These Weather Types
LegoManIAm94 replied to LegoManIAm94's topic in Skyrim's Creation Kit and Modders
Thank you so much! -
LE All Of These Weather Types
LegoManIAm94 replied to LegoManIAm94's topic in Skyrim's Creation Kit and Modders
Does Aurora mean northern lights compared to the ones without A that doesnt have northern lights? -
http://uesp.net/wiki/Skyrim:Console#fw In older games like Oblivion there were only a few weather types. Like one type of rain, one clear one cloudy but in Skyrim there is several clear and cloudy weather types. What does the A in SkyrimClear_A mean, Or the CO_A mean in SkyrimClearCO_A. I think there like lighting effects but what does these letters stand for?
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LE Kill Command Wont Work
LegoManIAm94 replied to LegoManIAm94's topic in Skyrim's Creation Kit and Modders
That scripts does compile for me but when my actor dies it doesn't kill the other actor. I realized why my script didn't comple before. I didnt have the "extends Actor" on the first line of the script. -
I cannot get this simple script to compile. Actor Property MyNPC Auto Event OnDeath() MyNPC.Kill() EndEvent It says that the Kill command is not valid. Does anyone know why this command will not compile? EDIT: Same goes with the SetEssential() command.