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AngelicOne7144

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Everything posted by AngelicOne7144

  1. No, Fish, it's not the Armonizer mod that causes the crash. It's something else, because I don't run that mod, and I'm having the same issue in that area with crashes and freezing. As often as not, it's just freezing. Even tried some .ini tweaks for Papyrus to try to keep it from getting a fatal exception on time-out, but it still either freezes solid or crashes, every time. This never happened, with the same mod setup, before the most recent update. I think Bethesda borked something, because even with Vanilla skyrim, I get the exact same problem, right there at Pelagia Farm, and - as the other person said - near the ninroot on the river. Coming from the other direction, instead of from Riverwood, seems less likely to crash if I cut close to the city, and never see the giant and the companions fighting him. There is definitely something going on with the companions, but I don't know what it is. For whatever reason, after the giant falls, it freezes as soon as I either start moving toward it, or down toward Whiterun in general. All I can think is that perhaps it either has to do with the Companions script, or possibly with the giant being given an empty inventory, so as not to benefit the player. Either way, that whole sequence seems totally screwed, and it's the only consistent crashing spot I have in all of Skyrim. Nothing else in the entire world crashes me with such frequency or reliability. I mean, when you mod a game, you're occasionally going to have a freeze here and there, especially when that mod count gets pretty high. However this is pretty much a foregone conclusion, every time I come across it. The worst part is that it's not some timed thing, but instead forces you to go through it every time you come to the area for the first time. I had considered not getting involved at all, and seeing if that makes a difference, but there's definitely something going on with that sequence. Any input, from anyone, would be helpful.
  2. @Meatbomb: Yes, it will be a lot more work, and a lot more quest-cleaning, to make sure it all works the way it's supposed to, but I think that the payoff will be worth it. Still not very good at scripting, so I've got a lot to learn before I'll be able to do this proficiently. Will likely take months, at least, to get all this sorted out. Thankfully, like Oblivion, people are going to be modding and playing this game for the next 10 years, so I'm certain I'll have time to dial it in. Bethesda's games offer a ton of replay value, in particular when the modding community gets their hands on the property, and starts adding their own flair. The biggest obstacle at the moment is that the CK doesn't work properly - there are a lot of things that are supposed to be simple to activate, like adding a new character to the marriage faction, which I still haven't been able to get to work - so there are a lot of extra steps necessary to achieve things that should be basic and rudimentary, like mod merging. Merging of files and mods is integral to developing independent aspects of more complex mods, i.e., merging your house mod into a companion mod, and merging a companion/house mod into the quest mod you've been making for them, which is pretty much what I was hoping to do. As a result, Miravel's quest aspect has been temporarily postponed, because I don't want a dirty mod, hiding a bunch of unused resources, dialogue, and events, while I'm trying to build them in the background. Really bloats the files, and doesn't provide any more playability or content. For the time being, I HAVE made her a companion, and am presently searching the forums for a way to build the marriage faction into her character. May well have to give her a quest, since that seems to be the only way of which I'm presently skilled enough to do that I can get her to ACTUALLY be a part of the faction. For whatever reason, adding her to the faction, and even activating that faciton, does not offer her the dialogue. You can do the console workaround("addfac 19809 1") to get her to offer the dialogue, but after setting the factions and a high enough rank in the CK build for her to be a marriageable companion, she still refuses to offer the dialogue. I'm nearly certain I've set these properly, and the relationship rank works the way it's supposed to, but the faction refuses to properly apply. Presently have messages out to a few of the more experienced modders to try to find out what magical recipe will actually make this work without having to complete a quest on her behalf. When the bugs are all worked out, and heavy production starts on creating all the other NPC's and quests for her, and her long-term mod is complete, this will be easy, and will likely even offer a custom series of events before and after matrimony, to make it slightly more personal and slightly less anti-climactic. In the meantime, the basic Miravel companion is available on the Nexus. Miravel Tel'Nar - The Rose of Valenwood: http://skyrim.nexusmods.com/downloads/file.php?id=10201 It was just updated to offer a unique class and custom combat AI suite that allows her to dual wield and switch intelligently between her bow and blades. There appears to be a bug with her default Elven Daggers, but it's a minor one that seems built into the game. It's a pseudo-duplication bug that shows her 2 daggers as double-equipped in her main hand. I'm not sure if this changes with the new dual wielding update, but it's a bit annoying, so I suggest taking them away and giving her other blades to replace them. Even with daggers, she's devastating in close-quarters combat, and performs finishers and decapitations regularly. This skill is augmented by her use of Elemental Fury, which drastically increases her damage output for 15 seconds. She's pretty devastating, in part because of her circlet and ring, which increase archery and 1H damage by 30%. If you want to nerf her a bit, just remove those two. I recommend leaving her amulet equipped, which improves her stealth in sneak mode by 30%. Very handy for those covert situations where you need to be discreet. Going to start on setting her up for some quests(starting with a basic one initially, just to force the marriage faction dialogue, since that seems to be a dependency), and work on the larger quest-line that will eventually be the complete mod. In the meantime, if you enjoy beautiful companions, who are extremely capable in combat, she's quite a sight to behold in battle.
  3. Perhaps what I said wasn't articulated properly.... there will be numerous dialogue options, and my hope is that if the player so desires, they can dig into Miravel's past and character at great length, if they so choose. The general idea, mind you, is to have those options available more at length, and only under certain conditions, probably extending even beyond the end of the quest-line. Much of her development will take place beyond the scope of the quest itself, because of her change in mortality, since in a sense, her life is really starting over. However, the dialogue during the quest will occur with discretion, moderation, and a great deal of choice, allowing the player to be a bigger part of the conversation based on their choices. It's not endearing when someone you're just getting to know keeps prattling on for ten minutes about themselves. That's not my aim. As well, many of the player interjections will cause the opportunity to unlock different facets of the companion's past and personality through dialogue and disposition, and once a dialogue path for a particular topic is chosen, that piece of dialogue will never be revisited again. To hear her response to another line of questioning, in many situations, will require you to replay the quest with another character, and start over. I don't know what quest you refer to, but my guess is that mine is going to be nowhere near as linear as that. I even plan to eventually design my own tombs,barrows and ruins for the quest, and often, the journeys you take will include what I refer to as "open narrative," like in the Alduin's Wall scene. You might be digging through an old burial site, and she'll hit a point in the pathing that triggers a comment by her, regarding something she's seen, or somewhere she's been. Or it could be personally geared. Perhaps you had an interesting conversation earlier, and she'll just remind you that the topic will be discussed again, e.g., you're walking along, and you get into a big fight with a sea of undead assailing you. It might be a particularly tense situation, during which she'll comment, "By Mara, will they ever stop coming? How long can we keep doing this?" And, when the battle finally ends, and you start to leave to move into another chamber, she might say, "You know, if we make it out of this, you and I are going to have a talk about that XXXXX(topic/comment) you mentioned earlier. As far as I'm concerned, you got the last word, and that conversation is not over." Put simply, the goal isn't to take you on a ride, it's to put you behind the wheel of the car. Even if your destination is ultimately the same, you can drive whatever path you like to get there. From what I understand in various literature and tutorials, Radiant Story options will make this a bit easier to deal with. The choices you make will even determine if you remain friends with her, or pursue a romance. Perhaps I'll even make it so that based on your choices, you might get into a physical altercation over certain choices you've made. That could go a number of ways, as well. You're supposed to do one thing, you choose to do something else, and it triggers a response from her, either positive or negative, or perhaps even multi-faceted. This could mean you fight it out, verbally or physically, and who wins will determine the course it takes from there. Perhaps she'll become hostile, and she'll try to kill you, ending the quest in failure, even if you beat her. Perhaps with a moderate disposition, an unarmed brawl could result in a hit to disposition, but the quest would go forward, with desperation and reluctance both attached to your continuing alliance. In this case, I might even script her to eventually leave Skyrim, not feeling you're a close enough ally upon which to bother wasting her life. If you have high disposition, perhaps you'll get into a heated verbal debate, which - if you say the right things - could lead to a "screw and get it over with" scenario, due to rising sexual tensions and the differences in opinion between two very headstrong characters with differing ideals. At this point, it's really just hard to say. I've seen the in-CK diagrams showing how brancing Radiant Story arcs allow for a multitude of progressions, supported via scripts at key points based on any number of conditions. It's far more complex than I expected, but also extremely workable. I'm not exactly an idiot, so I have every confidence that it's something I can do in the long-term. If I run into snags, I'll do what any lucid, intelligent person does: admit I don't know enough about it, and find someone who knows more to fill in the gaps for me. Either way, it's going to take a pretty good amount of time to do this, since it's my first effort, but have no fear: it WILL be released, even if it's not all I'd hoped, as my plan is to finish the character and each particular stage of the quest well enough to always have it in a releaseable state. However, it's my absolute and resolute intention not to disappoint. What I'm trying to do it perfectly possible, from what I understand of Papyrus and Radiant Story, and it's really more a matter of writing worthwhile dialogue that allows the player to select their own personal level of immersion, and learning my script prompts for quest-coding, to ensure that all the appropriate triggers are in place, to advance both the quest and Miravel's interactions as intended. On that note: I am starting with building some basic world-spaces, starting with a player home that will be located in a relatively isolated location, which I will eventually tie to the character and quest. It's significance to Miravel will only be revealed once it's a fully integrated cross-over. In the meantime, once the home is finished, it will become available as a player-factioned home with appropriate ownerships. Eventually, after some more development(which will be a completely seperate and incompatible .esp file)this home will be empty upon discovery, and you will have to procure furnishings from one of the traders. It's also my intention to offer mutlple configurations(likely a third project and .esp to replace the first two), much in the vein of FO3's Megaton home. There will be themes available, which can be purchased in pieces, or as a whole. So if you want the whole place to fit one of the themes, great. If you want one theme in your living room, and another in your bedrooms, that should be doable. As well, it's my hope that the home will be fully scripted, with a level of interactivity that does justice to some of the better homes in Oblivion. Of course, you won't be obligated to use these features, but they'll be there, all the same. My hope is to make them not only immersive, but useful enough to make a player want to interact with the home. It's easy to drag and drop a forge, enchanting table, or alchemy set into a home. Giving it that little something extra, however, makes it far more worthwhile. That extra "something" might even be provided by the work of others, as I'm hoping there will be something like COBL(a.k.a., "Common Oblivion," a great immersion and diversity mod for Oblivion, for those who aren't familiar) for Skyrim. Push comes to shove, I'll probably contact some of the modders whose homes include those types of features in Oblivion, and see if they can help educate me on how to do them myself. My guess is that as time goes on, I'll pick up the bits of coding experience I need to do some more advanced things. To summarize, this mod is not on hold, but its companion aspects will only be VERY basic if I should decide to release ANYTHING within the next two to four weeks. I'm at home with my daughter at the moment, so I have some time available, but my family comes first, along with my pursuit of a new job. This stuff takes a lot more time than most people know, which is why there's always so much whining on the forums and in the comments pages of mods. What most people don't understand is this isn't like flipping a light switch. It's more like inventing a better lightbulb. You have all the tools you need to do the job, but that doesn't mean it's a simple matter to assemble them in a way which allows the bulb to emit light when someone else flips the switch. I'll be continuing work, and will update here and post any mods I feel are worth sharing, provided they're in a satisfactorily finished state of development. I'll roll them all into one later down the road, piece by piece, until I eventually have the entire project finished. There is one more thing I'd like to note: If you don't like what I end up making, I don't care. If you have a polite suggestion, that's great, but I pretty much have this laid out the way I want. I always appreciate good ideas and feedback, but selfish as it sounds, I'm not trying to please anyone. I'm doing this because I like the idea: that's right, this is for me. If others end up enjoying my work as much as I did, then so much the better, and I'll be glad that they did. It will motivate me to continue to do this, and once I get through the first run, it will get easier each time I make a new mod. And, of course, if they don't like it, they can use someone else's, or stop being lazy and make their own. Thanks again for voicing that concern, however. I really DO appreciate that sort of constructive speculation and criticism, because it helps solidify and concrete my vision of my own work. Learn from the mistakes of others, as they say.
  4. I've already been accepted to work with the group, but since I joined the development forum posted by Nathan, and posted my progress and rough draft on an initial character, not a single post has been added by any other member. Near as I can tell, everyone just switched off the minute we got a group together.... unless there's simply something I missed, or of which I wasn't informed, regarding where we'd be continuing to collaborate. Of course, it wouldn't be the first time I'd seen a mod die before it ever actually got started. If I'm not entirely mistaken, I'm the only person who did more than try to determine how the group was going to move forward creatively. I guess I'm old fashioned. I saw a dozen posts between team members going on about how to get started on an idea, but only after I'd already completed an entire outline for character, backstory, quest concept, spirituality, and personal ethos for my first companion concept. Don't know if that was throwing the gauntlet down, or if people are just so caught up trying to learn Papyrus or other programs that they haven't even bothered to check the thread in the last week. Guess it's neither here nor there. I'm about to dive into Papyrus myself, and see what I can learn. Then, when I get a grasp of that, it's on to modelling, textures, meshes, and animations. I'm just going to start at square one, like all modders did at some time, and run on my own, as per the advice of a modder I talked with recently who's done over 100 Oblivion mods. Home-building will be a big focus for me at first, as well as dungeons, since world-space design is the only thing I had experience with using the TES:CS in Oblivion. As well, I used to do architecture as a hobby when I was younger, so I like designing layouts. It'll be a good way to learn scripting, since I intend to focus on home mods that are similiar in scope to the Millstone Cottage mod(for those who are familiar with that fantastic and award-winning home from Oblivion) that I enjoyed so much. Having a bed and storage are great, and pretty is what it is, but the ability to actually interact with every element of something to immerse you in it is what really makes a mod-house. Having said that, just know that even if the project founders, and is abandoned, I'll still be working on my immersive companions and trying to do what I can to aid those I find who are working on pregnancy/childbirth mods. Figure if I'm doing companions you're going to get attached to, might as well support the mods that allow that to go even further. Tamago and Hiyoko were alright in Oblivion, but I just feel that it could be done better this time around, because of the additional functionality. I'll make sure to update on the Nexus when I finally do get down to finishing some stable mods.
  5. @Kromey: That might also be because it's a simple mod, or because the Nexus is packed with mods that won't show up anywhere else. Many gamers and modders don't do work anywhere but the Nexus. Some split between *site not allowed* and here. Some - who don't understand ToU Agreements and have been banned from the Nexus - upload only on *site not allowed* and Steam Workshop. I can assure you, however, that any really complex mod, that offers numerous options for your modding pleasure, will only be downloaded here, or will require insane numbers of downloads and .esm/.esp files, or numerous overwrites and "pluck and chuck" in the Data folder to make it work the way you want. Most people who've been around a while understand that the best way to do it is to put it on the Nexus, and use NMM Installing to make it user-friendly. In the past, this was mostly achieved with FOMOD and OMOD files, or with self-extracting archives that relied on .omod conversation data which could be read by OBMM, and FOMM, and achieve the same effect. My guess is that it has something to do with the availability of content on SW to a crowd that is wholly unfamiliar with the Nexus, or who isn't sharp enough to make the mods or the NMM work. That's actually why some people like the SW integration: it opens up a new audience to the work of the modding community. That said, the Nexus is the birthplace of the best modding in the world, so I wouldn't hedge bets on SW being the best bet, long term. Even if the Steam Workshop collapsed, the Nexus and *site not allowed* would still remain, and keep doing what they do best. After all, the modders here wrote the book on this, and you can't beat the "hardcore" with a "Subscribe" button. Give it time. If your mod is well-liked, people here will catch on that it's a good mod. I've personally sifted through thousands - maybe even tens of thousands - of mods on the Nexus sites, and I still regularly find stuff on Oblivion that I never noticed before, because my search criteria or tag search was just a little different than all the other times before. Make sure to add tags to your files to aid in tag and category searches, and be certain to be patient, and it will all work out. Also, make sure to make contact with other modders, and try to collaborate whenever possible. It pays off in the long-run, puts out better mods, and gets everyone involved more exposure to the best content available. Happy Modding!
  6. Thanks. Been writing for a long time, so it's as simple as taking about 10 seconds to think about what gender/race/general build of character I want, then a few hours researching the related lore for the background, then it just comes. Mind you, a character that's immortal, and has been in Tamriel since the Merethic Era, before the Exodus of the Aldmer from Aldmeris, takes more time researching the ES Lore than it would with other, younger characters. The veneration of the character was actually intentional, because it tests my ability to formulate a complex and historically consistent origin story than with younger companions. Humans races are easy, since their story doesn't have to cover very much, chronologically. As our concept of humans goes, the ones here are notoriously long-lived, but their youth fades far more quickly. Blessings or curses can cause them to be supernaturally youthful or long-lived, but generally speaking, it's still a simple matter by comparison to covering millenia of someone's past, versus decades or centuries. Now, I just need to get the dialogue ironed out, so that we can begin the process of selecting a female voice actor, and - of course - I'll have to get one of our modders to actually log in for five minutes to read over the detailed outline, and start searching for locations we can tie our quest-line into without breaking anything already existing. To be honest, I may spend some time in the CK today, and sifting through some tutorials, and may even just build a few barrows and tombs of my own, diminishing the number of already existing worldspaces we have to modify to fit our needs. I enjoy working with others, but when I'm ready to start moving forward, and get no immediate response from the modders involved, it makes me want to stab out and learn to do the things I need to get it done. I'm ready to bang out a companion mod - free of sloppy work, mind you - and get some good content out there for everyone to enjoy. I'm pretty passionate about my writing, and so I'm ready to share that passion.
  7. Going to let everyone know that I've officially penned a detailed outline of the first mod character on our private development forum, and I believe it will likely be moving forward. A little information, though I'm not leaking my .PDF yet, so I'll just give a little taste without giving away too much. The Rose of Valenwood(tentatively). Companion Name: Miravel Tel'Nar Race: Bosmer of Aldmeri descent Age/Appearance: Youthful, immortal, and approximated to be over 8000 years old. She came to Tamriel before the first Exodus of the Aldmeri, but still after the building of Ada-mantia - the Adamantine or Direnni Tower, depending on the Age. Disposition/Ethos: Very much a "good" character, extremely compassionate, and reserved from a long life, much of which was spent alone, in the remote places across Nirn. Isn't a big fan of the Thalmor... at all. Sensitive, when her guard comes down, which will take work. Skills/Proficiencies: Accomplished archer and marskman, having spent millenia hunting game to feed herself across all the provinces of Tamriel. Gifted healer, with some minor skill in destruction magics and illusion, having at one time trained with the Psijics both before and after their move to Artaeum. Spirituality: Worships Auri-El(Akatosh), Mara(goddess of love, fertility, and compassion and wife of Auri-El), Kynareth(due to her close bond with nature), and Stendarr(God of Mercy). Also studied in the Dibellan arts, but is not overly reverant of Dibella. Miravel intercepts a dispatch from the Thalmor intended to reach the embassy in Skyrim, regarding a powerful artifact they wish to acquire. On the chance that it truly exists, and is capable of doing what the Thalmor believe, she sets off immediately for Skyrim from Valenwood, the Thalmor's agents hot on her heels at every turn. She gives them a fair chase before being cornered, and finding herself exhausted from a long fight against a large detachment of Altmer. Do you have the conviction and strength to aid the Rose of Valenwood? This is just a taste, and the character is already fully realized, just pending quest details and dialogue(which will be INCREDIBLY COMPLEX AND EXTENSIVE). I have made mention repeatedly of how dialogue, particularly with companions, is either non-existent or fails entirely. My characters and stories are set to shatter that trend, and I guarantee a character that you'll feel compelled to protect when the arrows fly, and blades flash, or you'll bet sent a full refund of your hard-earned Septims. Not for the intellectually void. If you like dialogue like "wan fuk mi?," or "I'm sworn to carry your burdens," this mod probably isn't for you. That said, prepare yourselves for the Rose of Valenwood!
  8. I'm an experienced writer, been doing it since I was a child - been writing for about 21 years - and I excel at dialogue and story generation. If you have any dead ends with basic concepts, send them my way. As well, I'll start setting a series of outline demographics, for universal, gender/sexuality/race specific, and factionally/skill based encounters(this should work well for numerous people, based on specific roleplaying preferences), and will start to flesh them out over the next week or two. With any luck, by the end of February, I should have at least a dozen different combination and stand-alone romantic companion questlines fleshed out to a good working point, which I intend to include dialogue options and responses. Things are hectic for me, personally and professionally, at the moment, so be patient with me, but I will do everything in my power to give you some solid, well-written content over the next few weeks, and will continue to work at it as things progress. Would you prefer I take the diffuse approach, and continue to work all quest outlines at once, or focus on one at a time, in a divide and conquer fashion? Send me a message, and let me know. I love this stuff, and am happily available for more than just the romance quests, if someone wants to work on a great story questline. I already have a basic storyline for a quest that involves potential romances, but which isn't specifically focused on that. I'll update on that when I'm ready to release some of the storyline content, to give you an idea of the actual story. This will include introduction of some of the characters, their attitudes and races, and so forth. Because of the type of writer I am, this will be incredibly complex, and will include character development that will be conditionally dependent, e.g., you have to spend some time sitting in a tavern having a meal with them, or have to bunk down in a remote camp for a night and sit around the fire, perhaps even if you cook, versus sitting around long enough for them to cook - dialogue induced, based on character preferences(perhaps they've pointed out their favorite food in a past conversation, and if you cook that for them, it triggers character-building dialogue) - it will advance your relationship with them, via the revealing of some crucial and deeply personal piece of their past, endearing them to the character, based on interaction. This should give some indication of what I mean when I say complex. As a person who has extensive experience with people, and a wide spread of personal interactions with others, I believe I'm quite accurate when I say that relationships aren't simple, they're incredibly complex, just like any given person's unique emotions. I believe that romantic quest-lines should reflect these subtleties and nuances, and think that this community - being the best modding community, of any, for any game, in the world - deserves a better quality of story-telling, and with the popularity of companionship/romantic mods on the Nexus and LL, this is a perfect place to start. As well, should anyone here have what they feel is a good story, but they aren't what they'd consider "linguistically gifted," I'll be happy to give a face-lift to someone else's content or dialogue, and will gladly take requests. I'll also be happy to do male voice acting, and will work with anyone who wishes to collaborate. Happy modding, and I hope to hear back from everyone.
  9. Had to do a clean install of all my files due to some REALLY screwy behavior, and in the process, I deleted a mod I would like back, but haven't been able to find again. It's a Thieves' Guild armor replacer with Ranger armor for the male, and Triss armor for the female, but I've been unable to track it down. Any clues?
  10. Agreed. I do the same. I love getting a good headshot insta-kill from a couple hundred meters away even if it doesn't matter (only possible to hit that far away with fVisibleNavmeshMoveDist=14000.0000 in the ini otherwise the arrow passes right through the enemy/bear/living thing) To chime in on the thread, I'll post what I said in another place: The arc they put in the game is ON PURPOSE. Not to counteract gravity to make it easier to aim, definitely not to make some kind of auto-aim (though I realize there may be some kind of auto-aim arrow magnetism thing going on when the arrow just would otherwise barely miss). It's because arrows fly in an arc regardless of how straight you aim them. It comes down to technique. Archers "nock" their arrows on the string a little lower than the tip of the arrow being held in place by the hand/grip. Thus the back of the arrow is a little lower than the front. This is to help hit targets in real life. It gives the arrow a natural arc. Also, some arching comes from the way the bow is aimed in relation to the arrow. When one aims, he pulls the arrow back so that his hand's thumb (that is holding the string) meets his lip. He then aims down his sight, but not directly down the shaft (since the back end of the arrow is around his lip, not his eye. Thus, if you're looking down range in a straight line (represented by the crosshair in game) and the back of the arrow is beneath your eye (near your mouth), then the tip of the arrow is pointed up, creating an arc. I've practiced archery with all manner of bows since I was quite young [about 8]. Bonus fact: For a very long time, gun's "iron sights" have been crafted in a way that causes you to aim slightly higher than your target when aiming down sight even when you think you're actually aiming perfectly straight. This is to emulate the same built-in mechanics of a bow arching an arrow. All are created to counter-act gravity. Personally, I leave my arc default. I do not change the ini settings, because I can honestly say as a bit of a real life archer, that Bethesda's arc is pretty natural. As it stands in the game, the default arc is great. Just like in real life, within so many feet, aiming at a bullseye directly WILL cause you to hit slightly higher than the bullseye. Then at longer distances, you must still manually tilt your bow to aim higher. Bethesda got it right on the money. Except with arrow speed. Way too slow for me :P A mod fixes that. So, counter-intuitively, if you want the game to be more realistic, you will NOT change it in the INI. Bethesda actually did a good job. As a Marine, I'll also chime in that you guys should be glad they didn't add realistic wind to the game, and stuck with gravity. Those same sights on the rifles(qualification is still done with iron-sights) also adjust windage, moving the sights left or right from natural POA(point-of-aim) to compensate for wind speed and direction. I'm an Expert Rifle and Pistol Marksman, and have a ton of friends who are extremely skilled in Archery, as well as following the global archery circuits on a regular basis. In both cases, the projectile is affected by gravity and wind, and over extremely long distances, the rotation of the Earth(known as the Coreolis Effect), and the effects of variable humidity(the effect of moisture or lack thereof in the air as it collects on a projectile in-flight). So, considering all the complaining I hear about this feature, I'm really wondering if you geniuses would rather go back to that god-awful system in Oblivion, where you had to aim your sights five times as high to hit a target due to incredibly weak arrow velocities and physics, and extremely poor damage. They made bows devastating in this game, and personally, I love the system. Blades are nasty and all, but even the greatest warrior isn't going to survive an arrow that shatters bone and spills marrow into their bloodstream. If you want a minor tweak to flatten trajectory without changing it much, go into that .ini file, and set it to 0.8 instead of 0.7. Still maintains a relatively realistic arc, but doesn't flatten it out too much, still maintaining its realism. I've found that for combat archery, it's a great setting. Just something to think about.
  11. Apparently, people aren't reading the entire thread thoroughly, or actually listening to the narrative. Your mods don't automatically update to Steam, you have to elect to do that.... as well, I know I speak for many when I say that I have absolutely no intention of using any mods through the Steam Workshop. I plan to use NMM/Wrye for everything I download, and will be going exclusively through the Nexus and *********. Don't want Steam, don't need Steam, as far as my modding goes. Anyone is entitled to feel how they want on this, but I still don't agree with them complicating Skyrim's dependencies with Steam. Still just seems like a bid to steal peoples' work and make more money from what's otherwise FreeWare. They're just trying to cash in on the modders' creativity, plain and simple. I would be ecstatic if no one uploads any mods to Steam, and keeps them exclusive to the Nexus, *******, and PES, though I could really care less about PES, to be perfectly honest. Just my thoughts. [Edit]: I could see people submitting to Steam if they're particularly trying to market a REALLY expansive and clean mod or content for sale to console owners, as that wouldn't be too far-fetched, and might even win someone a job, down the road. That would be pretty much the only exception of note I could see. I would only do that if I was specifically trying to market myself to Bethesda/Bioware, and really needed the money. My two cents, revised.
  12. In addition, the big thing to remember is that you can always disable ScriptDragon mods and delete or move ScriptDragon itself from the client folder temporarily, and play without those dependent mods. Generally speaking, SKSE does NOT break updated versions of the game, because the mods you load are dependent upon the old version of SKSE, not necessarily the Skyrim.exe itself. There are rare cases where there will be conflicted scripting between SKSE and the launcher after an update, but only if the parent scripting is changed in a way which affects children modified by the extender. That said, I've only run into those a few times, on Oblivion, and haven't had any issues with SKSE yet. If you absolutely MUST play Skyrim RIGHT NOW, that will likely be the only real solution. I personally still have Oblivion, other games, and an XBox 360 with a whole stable of titles to goof off on, so I don't feel an overriding need to bang my head against the wall. This won't bother me in the least, because I'll just check Alex's site later today, and there will likely be an update released promptly.
  13. If you DON'T use ScriptDragon-dependent mods, all you have to do is right click on the Skyrim bar in your Game Library on Steam, click properties in the drop-down, then find where you can ask to verify file integrity on Skyrim. It will take a couple minutes, identify missing files or code, and download and apply it automatically. This is part of why they chose Steam integration, as annoying as it often is, it has its upsides. As for SKSE, near as I can tell, it's working and stable, still, but I hit the ScriptDragon wall because apparently Alexander still needs some time to update it for the new version, since he's set ScriptDragon to lock-out any versions of the game that are newer than what he built them for, and he's likely grinding out a new update as we speak. Generally, these guys aren't just sitting on their hands when an update comes out, but coding like this isn't something that can generally just be done in a few minutes. It often takes hours or days. Understand that, and be patient, and I'm sure he'll put out an update today, if possible. Remember, there's a very real chance that ScriptDragon will go by the wayside as soon as the CK releases, and people can tie their mods in via CK code in the Kit, instead of relying on a third-party coding app. It will still have some uses, I'm sure, but the additional coding function and interactivity it provides can likely be cut out in the future, I suppose we'll just have to wait and see. It would be nice if the ability to play at any given time, with complex, quality mods, was dependent on fewer updates from fewer scripting programs. Too much bother for the average person. If not, it would be nice to see ScriptDragon get copyrighted and rolled into SKSE, so that more than one person can work on it, instead of having to wait on one guy to find the time. Cooperation and collaboration is always a good thing, in cases like this. Just my thoughts, and two cents.
  14. I have to say, I'm thoroughly impressed. Accurate and expeditious. If I have any more issues like this, I know where to come. And, in the interest of paying it forward, I'll check back in periodically to see if I can assist others. Cheers, and my sincere gratitude.
  15. My old computer fried itself some while back, and I had Oblivion on this new one, but wiped it for a clean install and rebuild, just for grins, and to Wrye all my mods from start to finish, which I didn't do before. I didn't, however, manage to track down a file I've REALLY missed, which is one that allows you to hold Ctrl and left-click to take a single item from a stack without verification, and hold Shift and left-click to take the whole stack without verification. I cannot, for the life of me, remember the name of the mod, but I seriously want it back. Any help tracking it down would be greatly appreciated. Thanks for your assistance.
  16. Was trying to set up my Custom Launch, and I'm having issues with the file-path command line. Anyone know what I might be doing wrong? I listed the path just as it appears in my properties tab, and thought that it would do what I needed, but it failed to open the custom launch path. Any help would be appreciated.
  17. Oh, I also thought that it would help to mention that though I'm relatively new to modding licensed software - and only with other people's mods, at this point - I'm smart enough to do my homework. Something must have gotten lost or become corrupted along the way through normal functions, and simply wasn't evident when the changes were made. I always carefully examine all read-me's, conflicts, and functionality, and test each mod individually before activating a whole sea of them. So this has to be something peripheral that was not obvious at the time it occured.
  18. Let me update, based both on your questions, and on what I've discovered: I'm using Windows Vista, newest version, and I was having trouble with a mod overwrite that stole all dialogue with NPC's. I was planning on doing a clean install anyhow, however, so that I could streamline what mods I actually planned to keep. Some of the mods I thought I wanted initially were fairly well useless, so I was going to get rid of them. I'm using the default(x86) directory, but have had none of the issues which others have mentioned. My Oblivion, and all the mods, work fantastic, and I have to say I love this computer. I use OBMM, obviously, but I've found that true OMODs download fine. However, "OMOD-ready" downloads, packaged in a non-standard way(and by non-standard, I mean not simply an OMOD with an Oblivion icon, but a set of folders and files containing OMOD information, and listed under an OMOD heading for download) come up unable to associate with a file type. Whether it's folders, text files, notepads, jpegs - they all come up unassociated, despite the fact that ones with the exact same information which are not tagged as OMOD on their download page come up just fine, with exactly the same file-types. That's why I find the whole thing so vexing - for some reason, the way these particular downloads are packaged seems to be interfering with Vista's ability to recognize them. However, these same DLC's were fine within 24 hours recent, and Vista recognized them just fine. I uninstalled Oblivion completely, deleted all associated files, and even cleaned up the registry. I then updated my DX, to make sure everything was still in place - turned out a .dll file, named d3dx..._40, had somehow become lost in the mix. After replacing the lost registry file, and updating for posterity's sake, I did a full GOTY install, with the 1.2.0416 patch already contained, did a reload of the "Unofficial Official" patches, and began to redownload my mods from scratch, checking each as I finished with the one before it. Only when I went to download those particular non-standard packaged OMODs(the ones which were not simply the single-icon, self-installing type), all files in the download were unrecognizable to Windows file assessment. I've never run into a familiar file-type suddenly becoming subjectively unfamiliar to my system before, so there's something buggy going on, and I can't for the life of me figure out what. If you happen to figure something out, or know someone who might know how to remedy this problem, please do post again, and let me know. Thanks for your help. --Archangel--
  19. I have been downloading MODs to Oblivion for about two weeks now, and since I'm a bit better versed now, being a first-time modder, I decided to uninstall, do a clean install, and then re-upload my preferred MODs to a clean install of Oblivion. All of a sudden, my PC no longer recognizes downloads in OMOD format. I have OBMM, OBSE, and OBGE, and I'm trying to figure out why, after two weeks, my PC suddenly doesn't recognize these files. I literally downloaded these files without incident within the last twelve hours, and just within the last hour or so, they no longer become automatically associated with the relevant file types. Does anyone know what causes this issue, and how I can repair it, so that I can get back to downloading OMODs? Any help and guidance would be greatly appreciated. --ArchangelDescending--
  20. Well, I magically got the Cute Elves race to work, but I haven't the faintest notion why it suddenly decided to pop up as an option. The other ones still don't seem to work properly, and I am also unable to get any of the DLC - Frostcrag, Battlehorn, Spell Tomes, etc. - to load properly. Anyone think that perhaps I should just uninstall, do a clean install, and start over? Also, I'm guessing those particular DLC homes aren't functioning properly, because they all show up red in WryeBash. Has anyone else had a problem with that?
  21. Well, I magically got the Cute Elves race to work, but I haven't the faintest notion why it suddenly decided to pop up as an option. The other ones still don't seem to work properly, and I am also unable to get any of the DLC - Frostcrag, Battlehorn, Spell Tomes, etc. - to load properly. Anyone think that perhaps I should just uninstall, do a clean install, and start over? Also, I'm guessing those particular DLC homes aren't functioning properly, because they all show up red in WryeBash. Has anyone else had a problem with that?
  22. I have installed a few race-adding mods, which are showing up in my lists, as well as Exnems ECB, some alternate textures for said bodies, and the Mur_Zik walks. For whatever reason, I can't get the game to even start up with the Launch button from OBMM, to go through OBSE instead of default Oblivion. As well, I do NOT, in any instance, using the default Data or OBMM, even so much as receive an option to choose from anything but the default races, even when using the tilde>ShowRaceMenu option. I know I'm doing something wrong, I'm just not certain where I've faltered. Can anyone help? :wallbash:
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