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rself3

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  1. I feel silly for not even thinking to look there. I crawled over his website until I found a pdf that just so happened to have that email address in it. Maybe I should have started over at Bethesda's Forums and saved myself the trouble. Haha.
  2. Yeah, that's a good point. I thought a good personal starting point (if for nothing else, my Morrowind playthrough) is to compile a list of the posted MGSO updates into a single installable zip for future use. I have no clue how to reach those guys other than posting on their site, but I think I'll tinker around on my own until I can figure it out. If something novel comes of it, I may try to politic around to see if we can make something happen. After spending all night downloading and rearranging fixes, it would be nice to make something grander of it. I think it is a shame that no one has maintained that project (at least publicly). After reading around, I think it's because people disappear and take their knowledge and accessibility to a project's inner workings with them. It's also not an easy undertaking when starting fresh, by far. Btw, I was doing a quick search for modding tools for Morrowind and I have been amazed at the level of dead links that I have come across. Do you have a recommended set of tools that you feel are the best to work with/the most powerful? EDIT: also found kingpix's email for MGSO related stuff: [email protected]. I sent an email asking to chip in. I guess this will be the true test to see if MGSO is still alive or not.
  3. It looks like I may need all the help I can get to sort this all out. (Especially since its been 3 years since I fooled around with modding any of Bethesda's games.) It looks like about 2 years ago, some progress was being made up to the point of taking volunteers for play testing the Overhaul project: http://forums.bethsoft.com/topic/1477387-req-mgso-software-testing-part-ii/ I am disappointed that I cannot find anything else on the status of this, though: http://forums.bethsoft.com/topic/1211599-wipz-morrowind-overhaul-game-experience/ I think that I'll continue to dig around and see what else I can find... I'm just curious, Dragon, do you keep the detailed mod info for the submissions you get for mlox? I take it that you have a good bit of experience with figuring out if mods are compatible. Out of all the ones you've seen, how many *good* (lore-friendly, high quality, etc.) ones do you think exist? I keep seeing the same group of mods show up time and time again, but I know there has to be more that just aren't as popular.
  4. Aha! Thank you for the info. It may be worth throwing in with that lot to see what comes of it. Cheers! EDIT: Well, it appears that it devolved rather quickly into a petty argument on the boards over there. Haha. IDK, though. I think that with a few good team players and some advice from somebody familiar with the good mods, we can really make something happen. Every idea starts at pre-alpha.
  5. Here is a rough draft of what I believe a good project plan should include. Vision: To create a standardized ‘4th’ esm in the Morrowind load order that can be reliably referenced and substantially adds to the Morrowind experience. This mod will be lore-friendly, cleanly developed, and stay in the general ‘spirit’ of the game as it was intended by Bethesda. Mission: To provide the community with a mod resource that contains reliable references, patches, fixes, expansions, and assets that both add a substantial amount of in-game and developer content. Essentially, it will make massive modification of the game with numerous classic/newer mods as simple and universal as possible. Scope: The scope of the work primarily focuses on the gameplay mechanic, game experience, assets able to be used by the game, and overall appearance of the game. It seeks to only include completed (or as near to it as we can get) mods from 2002-2015, unless the project extends into the future substantially. Plan: The general plan for including mods can follow from the flow example: STAGE 1: Information Gathering 1.) Compile lists and zip files of all potential mods that can be included in the project. 2.) Assess mod for one of three options: unique asset inclusion (if the gameplay content/modification is not in line with the mod’s vision and unique assets are added), complete inclusion (if the entirety of the mod is appropriate, as is), or exclusion (if the mod adds neither unique assets nor appropriate content/modifications). 3.) Order potential mod inclusion list by level of ‘importance’ (subjective determination of which mods are the most beneficial to have standardized). 4.) Finalize lists and achieve project consent for all potentially includable content. STAGE 2: Verification of Compatibility 1.) Check for known issues with mlox or equivalent load order programs. 2.) Direct contact with mod author, if possible, to assess for consent to use, scope of mod, and known issues.* 3.) If minimal ‘cleanliness’ issues exist with the mod, check for direct compatibility with existing core esm of project. 4.) If compatibility issues exist, collaborate with mod author or, if not an option, consider either manual revision/patching or abandonment of mod for inclusion. (If the estimated amount of work time to fix the mod is greater than the estimated amount of time to recreate a compatible version of it from the ground-up, then the mod should not be considered for inclusion.)** STAGE 3: Compilation 1.) Once compatibility is established, the mods should be merged with the primary esm and listed on a primary document file, giving credits to the mod author(s) and listing a brief description of the added content. *If contact cannot be established, we should send a request to use the mod and if no reply is received within a predetermined amount of time (perhaps a month), we can assume that the mod is abandoned and use it at our own discretion unless it conflicts with clearly posted rules of usage. **If an otherwise popular mod is not included due to main file compatibility, we should consider investing time in making it compatible so that it can be included. Alteration of mod content for proper inclusion is not beyond the scope of this project. Once the developer(s) in charge of this project are thoroughly satisfied that all of the great mods of the last decade or so have been included and all reasonably well-known community sources have been exhausted, then a final compilation can be made that reduces all of the individual mods into a single esm for release. Due to the nature of the project, piece-meal release should be avoided so that user frustration does not kill support for the project. Websites worth visiting: Good intro to mods starting place: http://forums.bethsoft.com/topic/1305729-mod-recommendations-for-new-players/ MGSO mod list: http://www.ornitocopter.net/mo_wiki/index.php?title=Credits#Included_Mods_.28In_alphabetical_order.29 Recommended mod list #1: http://forums.bethsoft.com/topic/1155980-povuholos-tomorrowind-a-mod-recommendations-list-for-today/ Altervista Morrowind Mod Site: http://abitoftaste.altervista.org/morrowind/index.php?option=downloads&catid=30&Itemid=50&-Morrowind-mods The story of Megawind, and what NOT to do: http://www.rockpapershotgun.com/2011/01/04/megawind-tes3s-ultro-mod-pack/ & http://forums.steampowered.com/forums/showthread.php?t=1700703 Permission to use mods page by uploader: http://mw.modhistory.com/permissions Legalities of mod licensing: https://www.reddit.com/r/skyrimmods/comments/33pw0t/licensing_and_mods_coming_from_a_gamer_with_a_bit/ Master Tool List (Many Broken Links): http://www.mwmythicmods.com/toolsmod.htm Animation Mod List (2010): http://forums.bethsoft.com/topic/1071872-animation-mod-list/
  6. Edit: I've taken down my 'rant' because this may turn into a real project...
  7. Most definitely. ffdshow is one of those hidden problems that occasionally rears its ugly head when it's unhappy. It's such a relatively common problem (not just with Fallout) that a quick Google of it should pop up some interesting pages.
  8. BTW, when you get it to work, go get this: http://newvegas.nexusmods.com/mods/36730 I just posted about crashes so it is fresh on my mind.
  9. Try only enabling a few at a time and play around with which combos work and which don't. I sounds like you have one bad apple that is spoiling the barrel. Load order looks fine, btw.
  10. I've had problems similar to this one - the GECK is finicky like this. I would check to see if any other ESP has problems like this with the GECK and, if so, then it might be a corruption with one of your INI files in the User/Fallout NV folder. I've had to edit the darn thing more times than I care to admit to fix seemingly random problems. On the other hand, if it is only that one ESP with problems... well, let's hope that you have earlier backup versions of it. :( (Speaking from sad but true experience)
  11. This doesn't look like the ole "black panty" problem I'm use to seeing, but it does look a bit familiar... Question, are all of the body types affected on NPC's from an ESM or ESP... or both? Sometimes the game engine has a hard time with body replacing NPC's that are edited/only exist in a ESP plugin file. If this is the case, try merging your ESP into an ESM with something like FNV Plugin. That was what helped me with this issue in TTW (but mine was a bit different in the sense that the skin tomes were completely mismatched.)
  12. Haha - I feel ya bud. Every time I need help, it feels like no one else exists and I end up figuring it out on my own later.
  13. Ok... how do you get the otherwise perfectly working radio stations that come with FO3 mods to work with FNV in TTW?.... Example - I downloaded Tenpenny Radio and it is playing about 3-5 seconds of each song and then skipping to the next... Same with Alton, IL..... HOWEVER... GNR Enhanced, Enclave Enhanced, and Agatha Enhanced all work just peachy.... Quest scripts are identical at the superficial level and the audio is fine (128kps and all), but it just does this over and over with each new track and voice stuff. WTF? Am I missing something here? Anybody have any ideas as to what it is that I am screwing up? Any thoughts on this from you guys (and gurls) would be greatly appreciated and very well received. :-) :-) :-) Triple Smiley.
  14. I was messing around with the Expanding Megaton Mod and was both amazed at the brilliance of the mod and disappointed how it was essentially abandoned... I wanted to add interiors to both the Outskirts and Inside esps and merge them into one. I was wondering if anyone who is skilled at NPC creation/scripting, Navmesh-ing, and troubleshooting would be interested in taking it over after I finish adding interiors to every building. I knew how to work the CS for Oblivion back in the day, but that was a good many years ago and the GECK isn't coming to me as quick as I would like...
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