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Everything posted by JMMcNemo
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That seems simple enough (though acquiring the SSE CK is proving to be a challenge, the Bethesda launcher keeps crashing). Now if I can just find the "Convert Oblivion Mods to Skyrim Format" page I was looking at last night, I'd be set.
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OK, because I haven't put enough ranks into Lore: Mod Conversions, I need to review and make sure I have this straight: First, Download the mod you want manually, and open it into a folder rather than using the Nexus Mod Manager. Second: Second, if the mod is in .ESM format, just plunk it into the right folder, you're golden. If it's loose files, load them into the Construction kit, then save them. If there's models, use the Nif Optimizer (I assume that's this one here) Third, Profit. If I have that right, then it all seems simple enough. My personal itch, though, is I have some Oblivion mods I'd like to convert... will that same process work for them?
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Selene Kate Guy Retired From Modding - Can I port it?
JMMcNemo replied to Deleted30666895User's topic in Skyrim's Skyrim LE
Not to be a doof but I just want to make sure I'm clear on this: This specifically mentioned rule applies to POSTING a converted mod to The Nexus-- if I convert an old abandoned (and unlikely to be converted) mod for my own personal use, no one else's, never to leave my system ever-ever-ever, that's between me and my own conscious... yes? -
I think the only console commands that are likely to cause trouble are the ones used to change something drastic, like deleting a major character or additem-ing yourself a weapon before the quest gives it to you, then reaching that point in the quest. Moving from here to there or not dying every five minutes are technically debugging tools, used by the programmers and testers to shortcut past parts that aren't part of what they're testing, so by that logic they really SHOULDN'T cause your game any trouble at all. Use them judiciously, but in good faith.
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Is there a single unified list of mods that covers as many of the bases as possible? So many of the mods I want need this script extender or that resource or those base mods, which, incidentally, HAVE to be loaded in a set order, so you better have this load order thing, oh and that's gonna need this other thing that can only be found through this series of links that lead to a part of Nexus that can only be found during the full moon on Tuesdays with an "R" in them... AAAAAHHHHH! >°Ð°< I'm not asking for one single mod to cover all the possible requirements of everything on the website, but a list here in the forums of the most obvious/common ones and where to find them would be a REALLY REALLY REALLY useful stickynote for people who've just gotten the game and are starting out with modding. Like, for example: Nexus Mod Manager: http://www.nexusmods.com/skyrimspecialedition/mods/modmanager/? Unofficial Skyrim SE Patch: http://www.nexusmods.com/skyrimspecialedition/mods/266/? BodySlide: http://www.nexusmods.com/skyrimspecialedition/mods/201/? XP32 Maximum Skeleton Special Extended: http://www.nexusmods.com/skyrimspecialedition/mods/1988/? And so on. Something with a general air of "Save yourself some trouble down the line and download these first, then dive into the rest of the site" sort of thing.
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I'd like to second this idea. I'd wanted a "good boy" action several times, and being able to cook up some Scooby Snacks-- uh, I mean Dogmeat Treats-- would help add to the effect.
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So I was flipping through the Audio >> Voice category on the site and it occured to me, I want a voice replacement for Dogmeat. Y'know, just like Dug from Pixar's up. I don't mean fully intelligent speech like Mr's Peabody, I mean simple phrases that can easily be swapped out for what's already there: "Hi there." "I smell something." "I smell something *interesting*." "I am very curious about something over this way." "You are a bad person and you will not hurt my human!" "Squirrel!" "Oh, wait, no, that is a yaoguai. Never mind." "Am I a good dog? I *am* a good dog!" "You are my human and I love you. <3" And so on. Happy whines, angry growls, curious whimpers, barking, etc could be swapped out for appropriate phrases, or perhaps added to/over for a more accurate "dog translator" effect. Actual re-recorded lines from the movie would probably violate ToS, but folks at home recording something Dug-like and saying "This mod is meant to evoke Dug but shouldn't be mistaken for a deliberate copyright violation" should be sufficient. I'm assuming this can't happen effectively until the GECK is out, but I figured I'd drop the idea here and hope someone picks it up. ^_^
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If I download directly, I can download fine, but if I use the Nexus Mod Manager, I get the same issues everyone is talking about-- I assumed it was related to the site refurbishment that's been going on. So I just quit using the NMM, until I hear otherwise.
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No worries, I probably used completely the wrong terms to describe what I meant. Maybe I should delete the thread and start over, with a better title.
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I don't understand what you mean. I'm asking for an extra tag slot to help facilitate searches... Is that an extra thing for modders to do? I was under the impression tags were assigned as much by users as anyone, based on what the mod is and what it does, etc. I'm talking about a website thing, not a modder thing. All I'm suggesting is a way to make it easier to find the mod, easily opted in or out. Is there another use of "tag" I missed?
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One of the first things modders do when a new game comes out is figure out how to swap the vanilla body for something better suited to their tastes. This naturally leads to a variety of shapes and figures, with clothes and armor to match. I, personally, would find it very useful to be able to tag search on, say, "vanilla bodies" and only bring up clothes and armor that can be used without a body replacer, or to choose a popular body mod and only find what goes with that, without wasting time on stuff that doesn't qualify. Why not just do a regular search, you ask? Because that's not very reliable, as vanilla outfits (in my experience) rarely include the word "vanilla" in their descriptions. Likewise, if I want to find a Type 3 (Or whatever) searching on "Type 3" is perfectly capable of bringing up items that "...will never build a Type 3 version, not no way, not no how". A tag for these would reduce the false positives and misses drastically. This is an issue I've notice with the Nexus pages I've used (Both Fallouts, Oblivion, Skyrim) and while it's far from being a deal breaker, it *would* make life a lot easier.
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I like that idea... And it makes sense, in-game. Would the player be able to adjust the stations, or would there be a unique ED-E station? Would the sound quality deteriorate as ED-E's health meter dropped, or if he's underground?
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I managed to log in, but I don't seem to be able to do much else. Might be a good idea to toss up a "We Are Experiencing Technical Difficulties" card until things get sorted, just so people know what's going on.
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Actually be ing able to ride in a carriage would be awesome, but I could be happy if they just populated the roads a little more like this mod does: My linkAdventurers and Travelers by kitthenailer Just seeing folks using the roads would be an improvement.
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It's fine, I think I understand. Thank you for taking the time to explain, and I am particularly grateful for the link; I think THAT is the one I have been looking for. ^_^
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Ok, I think I get it... I just declare, "You shall be slot number Eleventy-Three" and as long as nothing else uses slot eleventy-three, there won't be any swapping out issues. Cool. Aside from directly experimenting with the CK, can you tell me where I can learn what each of these little settings mean? I've seen a few wiki sites but they don't go into the level of detail I'm hoping for.
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I made my own follower recently, and gave them a set of clothes pulled from a mod I'd downloaded-- I won't say which one, since it wasn't from here (for Nexus' policy reasons). Let's pretend it was a Hobbit mod, and included an underwear layer. The body shape is drastically different from the vanilla body model, but uses the vanilla skeleton. Because I wanted him to be Hobbit shaped even when I swapped his armor around, I created an Outfit in the Creation Kit, and gave it to him the same way I would give a barmaid the BarkeepClothes01 outfit. It works beautifully. Now, on the rare occasions when he's stripped to his skivvies, he's Hobbit shaped, and he matches the armor that I give him, from the same Hobbit Armor mod. Now, I'd like to be able to do the same thing with the Player Character, without having to affect the rest of Tamriel-- and it seems to me that using a slot, like those offered by TAKE NEW SLOT Glasses Ears Earring everything in accessories by magicmoon or a few others might do the job. I'm thinking an 'underwear' slot, something that can be visually overlayed with normal armors and clothes, but will still be there when those armors and clothes are removed. This way a player can 'be' a unique race without actually being a unique race-- without major recoding and inventing of new ways to bend the game engine around. Sort of a costume that goes to the skin, as it were. Trouble is, I have no idea what I'm doing... I only JUST figured out the follower outfit thing, and that was from blundering about like a doped up wildebeest. IS what I'm suggesting possible, and where can I go to learn how to do it?
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How hard would it be to create a new element?
JMMcNemo replied to leot486's topic in Skyrim's Skyrim LE
The hard part would probably NOT be the coding, you could probably cheat and borrow chunks wholesale from other spells, making the necessary changes... the hard part would probably be modeling it and debugging it. A lot of donkey work... but worth it, I'm sure. ^_^ Bending, a la Avatar The Last Airbender, would be awesome; especially if it could scale as one's level progressed. Of course doing that would require a metric buttload of new animations, too... probably not gonna happen. ^_^ -
TL;DR: Where are the CK information pages that the modders here like best? The ones I've found so far don't go into the kind of detail I was hoping for. The long, verbose version: I'm trying to build a follower using bits out of another mod-- I know, I have *no* intention of uploading it here or anywhere else. However, blundering my way through the CK I realize I don't know what half of this stuff is, and there's not a lot of information *IN* the CK to help me figure it out. I'm looking in the http://www.creationkit.com wiki but while it's not directly unhelpful, it's not going into the detail I'm looking for. Example: If, when creating a follower, I choose to go to Object Window-->Actor-->Stats tab, and tic the 'PC Level Mult' box, does that mean my follower will level with my character, or that it will choose a level based on my character and stay there (the way the vanilla followers do, so I'm told)? Another Example: On the Traits tab, I have many choices under the Voice Type pulldown menu. Which ones can I use for a follower, and which ones will not work? What if, in a moment of frivolity, I decide my follower needs to talk like a cow; will they have the recruit choices available? The obvious answers to both of these is "try it and find out", but given the amount of time between clicking this or that, saving, shutting down, loading Skyrim, testing, shutting down, starting CK again, and tweaking what needs working on, (as much as ten minutes per cycle on a bad day) I'd just as soon read something that gave me better ideas about what to try and what not to bother with. I don't expect the moon or to find the "Make It Done" button or anything, I'm just looking for what the little bits mean.
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Near as I can tell the crashes may have been caused by a mod that extended the color sliders... Or possibly one that extended the number of eye colors. Pfft, I dunno, maybe my character ate some bad cabbage; I don't know why scavenging food from draugr-infested tombs seems like a good idea. :blink: Anyway, I wasn't directly bothered about that, mainly I just wanted to hear that using a non-vanilla based armor on a vanilla body *wouldn't* be a likely cause, is all. As for textures, I'll dig up a Barbie 'No Naughty Bits' texture somewhere if I decide it's an issue. As for checking the latest mods I've installed, that is exactly the sort of thing I should have done... had I done a better job of keeping track of which ones were the most recent. I suggested once that NMM include a Date Installed field for exactly this purpose, perhaps I'll do it again.
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LE Want a Spyglass...want non-combat zoom
JMMcNemo replied to kevlaria's topic in Skyrim's Mod Ideas
This isn't directed at you personally but I have a problem with that, that all major advances are lost. They can make windows out of glass, they can refine jewels-- including diamonds-- for jewelry, but no one has tried to make a lens? It's not that hard, it would only require some scrap material and a REALLY bored apprentice. And given that there's precious little to do aside from not being eaten by a bear an not being killed in an Empire/Stormcloak skirmish, I imagine getting bored happens a LOT. -
There's a lot of armors out there that are really cool. A LOT of them. I'd like to use them... but I'm not all that wild about using a body replacer like CBBE or UNP, I'm happy with vanilla-- at least until someone comes up with a player-only replacer. Is there a good reason why I couldn't install a mod for a CBBE armor and us it on a vanilla body? I don't care if it looks weird when I switch it, I just want to have my character look cool. I was doing this for a while, but then I started having CTD issues, and I read that using the armors without the matching body mod can do that, and I was hoping for confirmation either way. And, if the answer is 'no I can't do that', then is there a workaround?
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I recently had a serious CTD issue and ended up having to pull every freakin' mod off my system and start over from scratch. I think it would be useful if there was a sticky-ed thread listing general troubleshooting tips, suggesting ways for someone to track down what mods may or may not be causing trouble in the game. I *THINK* my problem was caused by too many hair mods... or it may have been caused by trying to use a UNP armor on a vanilla body. Or maybe I had too many extra spells added. Or too many weapons. Or extra armor. Or that new thing. I'm not asking for help on my problem, I'm asking for useful things to try when I or anybody has a problem they need to work out. Things like "Install things one at a time, no matter the temptation to toss it all in at once" or "Pay attention to loading order, UI mods should always load in specific sequences", things like that.
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Jeoshua: You make a good point, about learning to mod... most of my posted ideas are meant to be for the benefit of all or at least give some young modder a place to start. I never expected miracles, I was just whining about a lack of acknowledgement, is all. ^_^
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I've posted several suggestions in the Skyrim forum, but never got any kind of response, not even a "Wow, that's a silly idea". It's like they just vanished into the aether, so I just needed to vent some minor frustration about that. Seriously, CAN anyone read my posts? o_O