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TheBxushis

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  1. Hi, I'm TheBxushis, past modder and co-author of Buvarp, unactive manager of Warp, due to lack of condition over the pandemic over the last years. I'm no position to brother anyone, but would like to ask for help in some tools to learn, but don't know where to start in a productive manner. (Also, sorry for my english if anything) If you are familiar with blender, how was your experience until you got the hang of it?, and if you was to recommend someone who wants to start using it (A question that has been maded more than a million times, I know) what would be the objective path to not get lost and be more direct on point? Something that I think that is simple for Blender users, but I don't know where to start, so I would like to ask for help. There is a scketh of a mod that I left unfinished that I want to continue as a way to learn the basics of Blender. This mod is designed to be a lorefriendly expasion of Windhelm, connecting to the right of the docks using nothing but Vanilla assets. works well as intended but have some small problems, such as a lack of stone path without the corridors to the ships, the result is a basic glitch that I have hidden, but it's not the right direction that should go. on top of that, by learning to cut and make new pieces, will allow to simplfiy and optimize the expasion of this incomplete mod. as example, the NIF of the objetc I want to reform.: And the example of in game conflict
  2. Before anything, I would like to deeply apologize for the unsolved problems, bugs and lack of answers due to my absence. One in particular (Eisa Blacktorn) that has caused an amount of distress and frustration for many users, to a point where it's predecessor (Buvarp) is more functional and Stable than its continuation. (Warp)I'm ashamed for this, and is the priority to correct on.-Well, so what happened during this time where I was absent? At the end of 2019, I have started to get problems with my former Desktop PC, while I did try to fix it, or just replace my burnt motherboard, it wasn't worth enough, so I took the opportunity to sell what was salvageable, and buy a new setup. However, "Voldemort" turned this process things a bit worse. Surprisily, a Ryzen 3200G APU is enough to continue the project, still after going back I felt unsatisfied with the current state of the project, and started to devote time to rethink its direction. After looking at all the Feedback given, I do highly consider going at the same direction a good amount of veteran authors go. That is, do everything from scratch. -But wasn't Warp a new version of Buvarp?Sorta... well, Warp was an attempt to continue Buvarp, while reforming its old aspect (Using the original actor instead of using a duplicate, and merging other unused assets to make it more efficient) and as a result, it breaks the file and could be no longer be named Buvarp. Or it would crash for users who might attempt to update from one to another. -So why redo the mod? 1) It's messy as it does too many things that could be done into more efficient, separated and objective mods. 2) Too many dependencies, the mod (Warp/Buvarp) require too many mods in order to work correctly, may these requirements be "must haves" or not, it's a serious issue that affects directly new users who got into the mod gaming community. This is something I have started to understand after getting to install a fresh game after a long time without getting used to it. What may be simple for me or more experienced users, might be a heavy barrier for those who are starting to get into it. Well, it's something that may not be everyone annoyance, but that should be taken into account. 3) Too many conflicts, be landscape mods, quests or NPCs makeovers, it shouldn't be a nightmare for users to choose one over to another or lose half of their lives to get something working. In sum.: Split the project into two proper mods. (SUN-Skyrim Unused Npcs) that is aimed at turning unused and underused characters into proper consistent actors. (Dovakhin Dilemmas) Mod intended to give to the player more freedom and choices in the game.-The new project will have compatibility in mind. Having CRF and RDO as an optional patch and not the other way around.-Locations are going to be optional as well, and the same buildings will be designed from scratch with compatibility with popular city overhauls in mind in order to avoid conflict.-Sun, for a matter of efficiency will be design into two core versions.: Skyrim Unused Actors will be planned on the following form.: SUN Lite (Only killeable actors)SUN Full (Includes non killeable actors)SUN All in one (Merged with optional patches, making CRF and RDO required again) Optional SUN CRF (Patch between Cutting Room Floor and Skyrim Unused Npcs)SUN RDO (Patch between Relationship Dialogue Overhaul and Skyrim Unused Npcs)SUN Locations (Add minor buildings to re purpose actors)SUN Fixes (correct minor inconsistencies not fully related to SUN, such as no form actor, or duplicated voice or base id)SUN Enhaced (Extesion unique tweaks, like re purposing actors with new functions, services and skills) For now, I will be looking at all the problems present in WARP and will adress them as soon as possible.
  3. Hmm, i guess i will name it the same way Brumbek and other does. mighty call: "World Assets Renewed Mod - WARM" or "World Assets Recycled Project - WARP"
  4. Yes, I'm working on the successor of BUVARP, currently, my co-author AndrealphusVIII has retired from the project and has put me in responsibility of it. As the new version has been completely redone, it's impossible to update from one to the new, so he has suggested me to relaunch it to not make confusion. Still, I don't have a name for it yet. The new version is design to complement Cutting Room Floor, and has cut some of the custom aspect that wasn't lore friendly (turning unused npcs into followers that didn't make sense in the old version of Buvarp). although. it's more subjective. (giving a custom home for a unused actor, showing who Durak wives were before Dawnguard is started, and it's member having normal lives before being recruited. etc)
  5. thanks. it's more or less that. the reason I'm trying to find a terminology term equivalent to CRF is because this project is intended to go in the same direction as Unofficial Skyrim City Patch (USCP) that's meant to be a complement to USSLEP, but unlike the second, it's not meant to restore content that was cut from the game, but rather make elements that can be perceived as incomplete/unfinished to be consistent. actors that are discarded after a quest, or are ghosts (exist, but are invisible until X happens) events X, that are told by actor Y in location Z. but X is never present. Actors that join X faction, but come from nowhere. etc. this project does also give more freedom to the player in subject that are undervalued. (allow to do quests in other ways, make it possible to kill actors that are essential, and save actors that wouldn't otherwise) so, there are common terms such as "cash grab", or "pay to win" that refer to games developed to exploit profit from users. but I don't know a term that is used to describe "that's missing". for example. although your suggestion is good, and may be that one. sorry for bad english.
  6. working on a project, but i don't have a name for it yet. so i was thinking of a terminology like CRF uses, as this project does that, but on a more subjective manner as CRF attempts to restore original cut content.
  7. I have seen some mods that change how to use the Tree perk Skills, other that while not related directly. could be tied as it's relate to the sma end goal. In general, the speech perk is mostly used for trade and some other rare ocasions. but as a menber of the mod BUVARP. some ideias started to pop up. some as.: Realist Followers.: -Some follower will no longer be acessible after one quest, if they aren't your housecarl, they may refuse for being busy at the day. -Followers might auto unfollow the player based on amount of time spent + actions (not interacting with them, crime, etc, based on type) -Hirelings will stay regardeless, giving now a benefit, but will from time to time auto engage with the player after some time to renew the contract -Followers will auto relax ( A message will appear at the top to inform the player that follower moved to X place to relax for a while ) -Followers will now send the courier to ask help from the player, this improving the relationship and easier acess to them. -A additional Rank beyond friend or lover wold work as an extra variable to define that. -Ability to teach an aquired ability or sugest new behaviors for followers based on location and time. some concepts that has been done by cloudedtruth and the mod Outfit NPCs. Utility.: - Pretty much like Immersive Speechcraft, but now will require location, time and relationship Immersive marriage and simple romance.: - It's now required a little more than the amulet of Mara for a NPC to say "yes", now having to visit the chosen NPC and redo their quests a few times + speech for better chances. - Bard or writer skill to conquer faster. - possibility to conquer new npcs based on speech skill - Love confort can be given by wench, bard or flower girl based on relationship and fame. (This concept being propely done by MannyGt, but being abit outdated. Trade and barter: kryptopyr has done it already. Realism.: - Fancy NPCs may not be interacted easly based on race, time of the day and location. requiring events in proprer places in other to work. if the player bother a NPC during a dialogue, will trigger for example the guard to interrup the player. - Tweak the time until a npc can use a pharse, so to be less repetitive.
  8. Hi, i noticed that if you add a Bandit that already has a hierachy to another levellist tree (which is not possible in the CK) in the tesedit. will make so the NPC doesnt spwan, as the result will be none. The thing that maded me like this, is that gives you the impression that bandits will not spawn lineary. (making everytime you go to a camp to be a slight diferrent from the other) sorry for my bad english. thanks
  9. PS.: i'm starting this ideia out of the paper, nothing big yet. but plan to make an alternative to OBIS. One ideia that i didn't see done yet, is a mod aimed to make vanilla bandits, chief, and so on more unique, having better abilities, a new improved look to bosses, to make it apart from the commom ones, a unique variety for some unique quests. (Dawnguard, Dragonborn) Imagine a mod that mixes ideias from Legendary Bandits, concept design (Or at least something similar) and so on. There is something that has always bothered me in all my experience by playing Skyrim, meanwhile many mods reduced this problem, it was still a issue until it became tangible with works like Immersive Citizens - AI Overhaul and RDO relationship Dialogue Overhaul. that revitalize vanilla NPC. and make them not feel so much like robots. For now, there are mods as engaging as Beast of Tamriel, Revenge of the Enemies, Immersive creatures and OBIS (and others, the two cited being the most know, the last cited, the only that focus on bandits unless someone corrects me) that offer more diversty to the game, but no change on how the vanilla enemy behaves, its own nature, it's strategy and how it interacts with it's own universe,(I don't mean Combat or emeny IA) it's like they are just bandits who are there just for being, they do not have classes/hierachy nor unique durties (having the Eyersee, the Keeper, The chief Right hand, Bundler, etc.) than just bandit, bandit chief. The game itself offer so many points/plots that can give immersion to vanilla, like the war/conflict, the world it's in risk, and Tamriel, you know, is not a place full of rainbows and flowers, where everyone can live forever happly after. that it would take a long time to list all the possiblities. :laugh: but now returning to the main point.: Has you even, been playing, and felt, sometimes like rambo, by just passing trought wanever was on the way, and saw a camp, like you was just killing zombies and Clones? not criminals, a cult, or a gang or whanever? so yeah, the point of the Project is mainly that. reimagining the origins of the vanilla enemies, what they do, and how they relate to the world. in some ways, some imoral things should be taken in acount, like age, class, race and gender. Bandits can have a lot of classes based on location and organization, instead of being just placed by the player level. Some are maded for lower criminals who are just making a living without trying to raise to much attention, to places where people fear and simple avoid by having the local settlement to pay a bit to keep them in peace. It's purpose and time invested also determinate the level of dificculty and not just to have a 16 Teen Thief as the same level of a 48 Exiled Baron Dealer. The basic goal, is to make a enemy title mean more than it's level. but it's nature, location and background where they will be found. What it's the main goal? -No potato face Bandits -No clones/+300 new Bandtis -Bandits titles mean more than level, but it's location/crime/style -Levelist is less linear and more organic -New Bandits Ranks and titles -Victims and Neutral/Gray Enemies -Especial Bandits and Encounters -Reworked/Expanded Camps/Forts/Mines -Bandit Loot/Better progression The proposed change is to expand and give meaning to bandits while being split into four natures.:Each group have a unique trait and will have a unique behavior towards the player. The reason, is to fix some inconsistencies within the world. (Bandits being 3 times bigger than the native citizens) (Criminality and economy inconsistencies. etc) Wanderers Crime: Small thefts, disturbance, illness, people falsely accused of crimes. Identity: Sub class citizens, the kind who commit small crimes, rejected from cities in general, are formed by beggars, unemployed, the sick, disturbed and the poor people. Location: At isoled or safe places?, villages and roads, rarely at forts, mines and dungeons. rejected by higher criminals and greater Factions Behavior: Lazy, don't care for much stuff and work only for it's well being near small fire, relaxing at one place, drunk or sleeping Agression: Avoid combat unless in group, cowards in general that run when outnumbered Skill: Unarmed combat, One handed and Two Handed, short weapows and no use of shields in general with afinity for magic. can sometimes pass a disease to the player in some camps. Campsiters Crime: People who work out of the law, abuse the land and commit passional crimes, bad behaviour and conduct, where the self interest reach danger. Identity: Individuals and bad people in general, of Skyrim and from other places out of it who take opportunity of the current state of the land and it's affairs. where the line may not be perceived by the player. Location: Near cities, villages and roads, sometimes at forts, mines and dungeons. Can work with or for greater Factions Behavior: Self colected, greedy and brave, as arrogant sometimes. hunt, train and patrol. use tools and are self aware. Agression: Avoid combat unless provoked, easy to be agressive and can assault when in favor. Skill: Good at hunt, good skill in combat (One Hand/Two Hands/Dual, Shield and Bow, Magic only if dedicated user) Keepers Crime: Organized bandits who trade influence and power across holds. domain key places that return profit and knowledge for more strength. Identity: Dealers, Barons, Corrupted chiefs, people of powers in general and it's followers across and out of Skyrim Location: At forts, bigger mines and dungeons. rarely out of dungeons. and generaly far away from big holds. Behavior: Arrogant by nature. study, work and develop it's loaction. Agression: Agressive when detected. possible to avoid Skill: Well trained, use all types of skills. (using two types at once) and tend to use equipament with decent quality. Raiders Crime: Agressive bandits and violent people by nature. the kind who enjoy destruction, suffering and death. Identity: Assassins, monsters, barbarians, murderers, psicopats and people raised as tools and weapows. Location: At desoled places, generaly far away from roads and the commom people. can be at dungeons. and also far away from big holds. Behavior: Violent, train or torture it's victims. don't tend to patrol much. hunt sometimes Agression: Always agressive when detected. never possible to avoid Skill: High Skilled in combat, tend to use skimpy armor in general and use standart weapows. Bandits Types.: Bandit Fledgling- Person that sucumbs to the crime life, always young and bad equipped/skilled. usually out of the main operationsBandit (Vanilla) - Typical Enemy with no unique trait, they are not new as criminal, but not old or experienced. defualt bandit among many placesBandit Peddler - Beggar like bandit, cowards that atempt to intimidate peopleBandit Wanderer - Like the peddler bandit, but stay at isolated areasBandit Paw - Criminal who serve it's clients and other factionsBandit Trainer - Bandit who train animals and creatures to serve it's own purporsesBandit Thug (Vanilla) - Bandid who can attack victims in clear day, prefer safety and easy targets to focusBandit Cooker - Bandit who carry meat and animal parts, skilled in dual wieldBandit Chaser - Bandid who is hard to escape and can detect it's victim at long distanceBandit Brute - Well bodied bandit, tank wise who use two handed attacksBandit Attacker- Bandit that attack from long sight, usually found in cities during the day, but more rare than vampire attacksBandit Shredder- Criminals who destroy places in search of profit, high agressiveBandit Highwayman (Vanilla)- Bandit of long life, usually found in roads and sometimes near cities. likes to work alone in general.Bandit Keeper - Bandit who patrol resourcesBandit Charger- Bandit who carry the weight of the work. heavy tank focused in defense.Bandit Stalker - Bandit who watch targets on the road or near citiesBandit Brawler - Skilled at one hand combat, standart combat and soldier like levelBandit Dealer - Bandit who use resources, carry many poisons and is smarter than the commom onesBandit Outlaw (Vanilla) - Famous criminal recognized by it's hold.Bandit Scraper - Bandit that takes the rest of an empty place, agressive, skilled but bad equipedBandit Watcher - Bandit that protects any given operation. can alert it's allies and call for reinforcement.Bandit Marauder (Vanilla) - Trained and well organized Criminal who work in a solid matter in it's operations. generaly into places of profit development.etc... sorry for my english.
  10. i started considering myself to work on that, but focused on Vanilla Bandits and not Dawnguard DLC yet. still, i'm learning and will get time to reach consostent results. I did made a post with the base ideia https://forums.nexusmods.com/index.php?/topic/5354715-unique-enemies/
  11. technically, a mod such as Immersive creatures and Revenge of the Enemies indirectly do that.
  12. CCALO Ideia and Concept.: Make the forje system to be more impactant into the gameplay by making Armors and weapows from even the lower level to be actually usefull, fun and worth to keep/obtain. How? (I believe that with 3 changes, being two the easier, and last hard) IE.: Enemies have Dignity You can't get fresh sets of armors and outfits while leaving a army of naked people/bandits/mages in the way just because you want to. giving the same balance added to chiefs (where part of their set is unlootable) yo most of low tier enemies, making every part you can get from an enemy to be more worth of getting from it's corpse. Armors have new qualities and tiers beyond (Advanced/Legendary) For example, insetad of finding a easy set of Iron armor in any random hideout, why not find a "rusty" iron armor, or even with luck a "perfect" Iron armor stolen from a blacksmith,, giving also the bandit's it's own "Bandit" Iron armor? (The ideia is not to give custom model, but to simply give new names of one armor, giving diferent values and atributes. (maybe having a texture mod to set apart the good from the bad) And the last and likely the hard one, Crafting is more demanding. No longer you can go straigth to the forge and craft a complete set of an armor, instead, you will now need to craft it's small parts Like (https://www.nexusmods.com/skyrim/mods/83351) and then combine at the workbench. Thus, making the normal loot to undefinidely more interesthing and usefull for the player. If there is a mod here buried in the nexus, or in another place, i will be glad to know. thanks. sorry for bad english.
  13. If i could sugest, would be to expand one time events bandit encounters. (Bandit asking for gold for "road" owneship) (Bandit disguise itself as victim) (Bandit bully victim) that happen once in a unique location (need to remenber the name of each. the fist is near whiterun if i'm not wrong) as for others, what i miss in the game are dark elements. Smith slaved by bandits working at craft Miner digging in mines Wench/bard or maid working for crimanals entertainament Farmer in a cage. etc. sorry for bad english
  14. I had a similar problem, this issue happens with a pet i'm working, but from time to time, the dialogue box show, but no options can be tagged. what was your solution?
  15. I'm working on a mod that aims to return unused Vanilla NPCs into the game. some in with i'm having issues. (Not big, but i would like to know if anyone has experienced this, so i can solve some minor issues) the current problem, is a Wolf in the WhiteRiverTower that can help the player. but will return agressive if he stays for too much time close to the player. the basic changes, are on his Behavior DogProject > WolfProject, and others. that after exaustive testing, goes just fine. (Everything working as intended). however, i get one bug that's commom along many other custom pet mods. after he enters in combat, his dialogue/chat options, are visible, yet, no option can be selected until you teleport, or move to a new cell. (sometimes this problem don't happen) in all places i look to, it' look like the problem having "set playeranimalcount" bug. and the best solutions are either to (Disable/enable) or have a mod that force the menu options to work. i would apreciate anyone with knowedge and time to explain the orign of this issue or/and a solution for it. thanks. sorry for bad english. Everything works when out of combat.IE.: https://image.noelshack.com/fichiers/2017/43/7/1509285389-20171026233719-1.jpg https://image.noelshack.com/fichiers/2017/43/7/1509285491-20171023224845-1.jpg but when not... the dialogue doesn't work. (Wait/follow/etc) If I can't solve, i would like to know the exact reason of the bug, so i can disable the affect dialogue, and replace with something as "Wolf's too restless to understand your commands" Edit.: Somewhat Solved
  16. I believe that a Quest that "track" the weapow the player is equpped, plus the perk he has (Perks that makes enemies bleed/or stun, etc) will be used aleatory to define the prefix the enemy will get. this quest will not aplly to decapited enemies, auto labelling. (Mutilated). or creatures. this in teory, should not require in teory anything that would impact in game performace. post features on the other hand. (A karma system that control bandit agressivity + spawn) would be more complicated. In tesis, a open quest that? auto fill aliases with the near valid enemy, to rename him under death. if i'm not wrong, there is a mod, that removes all names from npcs, and only give it back after you get to meet them. so impossible, should not be. i don't know... sorry for bad english.
  17. The single goal of this idea is to add a "state title" to enemies the player has defeated in a camp/fort/key location for general bandits. This ideia, is to virtually add a sense of "state" after you defeat an enemy. A trick to give the player the impression of immersion in relation to his foes, so you know that a bandit "may return" or "survive". The goal, is a issue to me and some other players report to the model enemies are designed, like cabbages without value that pop randomly. estatictcaly, enemies are 3 times greater than the population of Skyrim, which doesn't make sense. this ideia. is to amend that. For example, -if you decapicate a Bandit boss, it will be labelled (headless) Bandit Boss. -if you defeat an enemy with a Shield or less morthal weapows an commom bandit, has a greater chance of being labelled (knocked out) Commom Bandit. And so on based on the weapow/fighting style. giving a "Score" of the playing style and character. (Being a paladin, gray or evil character) Some examples of concepts could be like.: (Unconscious) (Incapacited) (injured) (knocked out) (stunned) (exhausted) (headless) (mutilated) (Bleeding) (Dying) (Insert ideia here) And others, beyond that, could be cool to have a option to Finish or Aid fallen enemies, and have a Karma system where Humanoid enemies could either give up and surrender with more ease being tied integrated? with mods like "Combat Surrender by stradivuckos" or others that make enemies either fear, or be more cruel. (attacking from afar and even spamming near villages and cities putting in danger civilians if the player goes decapicating all foes on his patch). Sorry for bad english. thanks. Edson
  18. The single goal of this idea is to add a "state title" to enemies the player has defeated in a camp/fort/key location for general bandits. This ideia, is to virtually add a sense of "state" after you defeat an enemy. A trick to give the player the impression of immersion in relation to his foes, so you know that a bandit "may return" or "survive". The goal, is a issue to me and some other players report to the model enemies are designed, like cabbages without value that pop randomly. estatictcaly, enemies are 3 times greater than the population of Skyrim, which doesn't make sense. this ideia. is to amend that. For example, -if you decapicate a Bandit boss, it will be labelled (headless) Bandit Boss. -if you defeat an enemy with a Shield or less morthal weapows an commom bandit, has a greater chance of being labelled (knocked out) Commom Bandit. And so on based on the weapow/fighting style. giving a "Score" of the playing style and character. (Being a paladin, gray or evil character) Some examples of concepts could be like.: (Unconscious) (Incapacited) (injured) (knocked out) (stunned) (exhausted) (headless) (mutilated) (Bleeding) (Dying) (Insert ideia here) And others, beyond that, could be cool to have a option to Finish or Aid fallen enemies, and have a Karma system where Humanoid enemies could either give up and surrender with more ease being tied integrated? with mods like "Combat Surrender by stradivuckos" or others that make enemies either fear, or be more cruel depending the player actions to his foes. (attacking from afar even if the player is not going to enter a camp and even spamming near villages and cities putting in danger civilians if the player goes decapicating all foes on his patch or offering skomma, ilicty stuff, or even some of them betraying their gang if the player avoid killing them). Sorry for bad english. thanks. Edson
  19. If someone have time, to work on a patch for some beast boots textures. (to also apply on the custom meshes) thanks. sorry for bad english.
  20. This is a ideia i got in the middle of a mod i'm doing, but it's something that i believe no one has done. so far, there is a "Load must" mod that makes the player be more carefull with equipament, and give to blacksmiths the dialogue to improve the itens for the player. the same, has crossed my mind in regards to potions. if you start crafting, either to learn new, or to make others, without the perk, or other mods such as alchemy cook overhaul, you will end up getting a dozen of usuless potions in your invetary. i did see some mods that "allow" the player to remix potions and poisons, but it didn't feel right, natural or lore friendly. I do like the ideia of the player having to pay an alchemist to get for example (5 frosbitePoison+200Gold) a usefull single (aleatory) "Strong" poison. the way i will look into the future for this, is with "The (25) soul Husk" Quest to have a reference, but if there is someone in lack of something to do, this might be cool and lorefriendly to do. sorry for bad english, thanks.
  21. that will take time, if you have patience for that, you will have to propely create a ValidVoiceType for only your npc to use, and insert properly at all requiriments nedded for a fully functional npc.
  22. If it's not enough, i can sugest to get a audio program, them get the voice from Skyrim and convert from FUZ to WAV, in the tool, get the silent piece between the prases of the dialogue and simply delete the dialogue, putting the silence at the begin, to the extend of time you need in the end. after that, renter CK, rename the file you have created to the according File CK has pointed, add in the proper place and i gess, it's done.
  23. "if you make one of my ideas into a mod then plz give me" Wat wat? Wat?Lol?
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