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Natterforme

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Everything posted by Natterforme

  1. When I was thinking about it I did consider that mod added weapons and armor would not be able to enjoy this system, as each recipe would have to crafted individually and that can only be done on vanilla items. Though updates and patchs could be added that include those modded items and since many of them have been added to compilations and packs it could be done from one or two sources. I will look into it and see how long it takes. With the holiday chaos I havent had time to try any of this stuff yet^^. -Natterforme
  2. Well it cant be impossible for a crafting station to give mutiples of a produced item because the vanilla game already does it. If you go to the tanner, you can trade in pelts or leather and get multiple leather or leather strips in return. Thinking about it, I could just make a new crafting station, set it to tanning rack( which ever option that is, havent checked yet) and input recipes that give X gold in return for enchanted items. That shouldnt require SKSE or any scripts as far as I know. I will look into this in a little while. Does this sound like a reasonable idea? -Natterforme
  3. Okay then, that sounds good. I will look into it now that I know it is possible to do. A simple number input box next to the output slot on the recipe form would have made it all the more easier though^^. -Natterforme
  4. I actually used the EnchantingFont as an alternative enchanting station in its own mod recently. I also didnt think of using the smelter option though I think that that might work. My idea is to be able to destroy enchanted items that you dont want/cant sell and get a marginal/fair payment for the item, since in vanilla Skyrim any mid to high level item is basically unsellable without heavily investing in speechcraft perks. Rebalancing mods can probably fix that issue but I still want to be able to destroy enchanted items I dont want and get gold for them. I am guessing that I should use a crafting table, choose smelter/blacksmith option, and input the recipes I want by making the enchanted weapon the recipe cost in return for gold? I thought recipes could only give a single produced item at a time but if they can produce multiples then I can just set the produced item from the recipe as "gold001" and set the recipe to give X gold(payment for destroyed/melted item). After that it would just be a matter of adding recipes which would take a while but would not be undoable. Let me know if I am sorting this out correctly or if I need to be more clear. I use this forum to bounce ideas around and get input from different perspectives to tackle problems more easily. On another note, is it possible to put enchantments on enchanted items? I heard that one of the items in the Dawnguard DLC had this unintentionally. I want to be able to put a second enchantment on an item later but at the moment you have to put your additional enchantments on all at once if you have the perk that allows for 2+ enchantments. Is it that these enchanted items have the keyword disallowenchanting on their form? Would removing this help or would it just allow for a weapon to have infinite enchantments? -Natterforme
  5. It also never hurts to use translators. Whenever one of my mods does well, I usually get several offers to have the mod translated into various languages. For tutorials, you can post your google translated version and you can usually find someone willing to rewrite it in the desired language. -Natterforme
  6. My suggestion is to start a new mesh from scratch. Trying to update morrowind models is not a good idea, since they have such a low poly count and have rough forms. In addition, textures would have to be completely updated so there is really no point in working from a Morrowind model. You can get away with it in Oblivion because it is a new model but the Morrowind ones are just too old. I mainly use Blender and Zbrush now so I am sorry that I cant offer any opinions on fixing your mesh in Mudbox though I do know that if you do not address seams before exporting the models to a different program with an obj they will be messed up after the import process. Again, its better just to start from scratch. Hope this helps^^. -Natterforme
  7. I am pretty sure that near the end of this video ForAdventure covers standard/default voice dialogue for an NPC. -Natterforme
  8. I want to add a new crafting station and have that station's menu give an entirely new set of options. Does anyone know where I should start with this/ Here are the things that I want to do in this crafting menu: -have a station that can melt down/destroy an item -give the player gold equal to the items value -work on any item I dont know if this is scripting related or ck related and since I have never done this sort of thing before I dont know where to start basically. -Natterforme
  9. It sounds like every drawing class I have ever had XD. Funny how right they turn out to be. I have been noticing significant improvement since I started about 3~4 years ago though I have never taken a sculpting class at university. I have a long way to go but I am having the time of my life ^^. -Natterforme
  10. @Nuska- It looks really good so far. I especially like the pointed boots, as they give a really exotic flair. I am trying to work in Zbrush more, but I am still new to it and its like learning a new 3d program all over again( because it is)^^. do you have any tips on workflow and sculpting for new users? I have been going through tutorials for days now but its always nice to hear from a real person^^. -Natterfomre
  11. @Grimoa- I agree. The female version of the dragonscale armor looks really good when morphed on the Daedric armor. Most of the retexturing that I have been doing has been focused on the female version, as it is the version that I like better as well^^. -Natterforme
  12. I am working on a fusion of Dragon and Daedric armor! http://static.skyrim.nexusmods.com/images/2102930-1355678172.jpg Let me know what you guys think! I use the criticism from fellow modders to improve the armor as a whole^^. -Natterforme
  13. Dungeon Keeper 3! Good luck on the development! -Natterforme
  14. Re-read the EULA. Non-exclusive rights =/= ownership. From the Creation Kit EULA: If You distribute or otherwise make available New Materials, You automatically grant to Bethesda Softworks the irrevocable, perpetual, royalty free, sublicensable right and license under all applicable copyrights and intellectual property rights laws to use, reproduce, modify, adapt, perform, display, distribute and otherwise exploit and/or dispose of the New Materials (or any part of the New Materials) in any way Bethesda Softworks, or its respective designee(s), sees fit. You also waive and agree never to assert against Bethesda Softworks or its affiliates, distributors or licensors any moral rights or similar rights, however designated, that You may have in or to any of the New Materials. If You commit any breach of this Agreement, Your right to use the Editor under this Agreement shall automatically terminate, without notice. From what I understand, this portion of the agreement is stating the following: 1. No person has any legal claim to any mod or work they've published on this or any other site. Edit: Against Bethesda, so a modder could sue and possibly win against another modder 2. Bethesda could, if they wanted to, release one of your mods as a DLC published by Bethesda, charge for it, require the nexus to take it down from the site, and compel you not to re-release it on any site. If you did, you would be sued, and you would lose. Edit: Pretty sure this still stands but we weren't talking about Bethesda anyway. Well I guess you're right, I learned something new today. Thanks, I feel (a little bit) better now. So if I am reading this right, this means that Bethesda can assert control over the use of an esp file for the ability to use the CK. If you break the agreement you cant use the CK. Does this mean that if you make new models and textures those are entirely yours? Its been awhile since I read the terms of service for CK but I remember most of this. Thats why I dont upload to Steam. -Natterforme
  15. I think that this issue will acted upon, even if it is heavily considered by the staff. From my view at least, the legal issues involved with permissions and absense from modding and proper credit are too touchy to mess with at this time. Better to leave it as it is for now. Besides, how many mods are: A) in desperate need of an update/patch/maintainence AND B) are vital to continued existance of the game or the existance of other mods AND C) is too complicated or intricate or extensive to replicate, immulate, remake, or restart from scratch? You could argue that a massively important mod like SKYUI or SKSE would fit the bill however these mods have multiple people working on them to begin with and the hierachies of succession for their continued development are likely already established internally. Simply put there are no essential mods where a decision on this issue could be a critical factor. If I am wrong about this then by all means let me know, as I like to remain informed^^. -Natterforme
  16. This is why I only port armors and weapons and update mods if the terms of use/readme say its okay to do so long as I give credit. Everything else is just to much of a hassle and I dont want to worry about problems in the future. Also, I make a point of contacting everyone I wish to work with before even starting a mod or a patch. It just saves time. -Natterforme
  17. Sui Generis in its current state looks like what I envision the dev state of Baldurs Gate 3 will look like. Based on the pitch videos, it looks like it will have some serious modding potential and could even be a god game like civilization at the speed at which they terraformed the maps. They have a lot to work on but I think that they will get there. They have more content in their pitch video than Project Eternity did in theirs( none at all) and Obisidian did pretty well getting funding with that one. We might be adding another Nexus slot in the next 18 months for this one^^. -Natterforme
  18. I will try to avoid ranting about the involvement of big corporations and money lowering the quality of games. I can only offer my personal opinions and I do not wish to step on the toes of people who might think otherwise. It is my personal belief that the best way to insure continued profits for a game company over the long term is to provide high quality games and provide for your player base. On an individual level, from game to game, this may mean that you have higher costs ( provided SDKs and mod tools, backwards compatibility, more features, free DLC and maintainence through patches, etc.) and a later release date. To the shortsighted, this may seem to be a mistake which leads to a smaller profit margin. However if the quality of the game is maintained and improved from game to game it insures that the company can continue to make games in the future. The key phrase here is consumer confidence. If the fan base knows that the company will deliver on and even surpase the players' expectations, the players will come back for more games and this will gradually increase that base. They are even willing to wait longer for that next game(the average at Bethesda being 4-5 years as opposed to 1-2 or 2-3 years for other games). Instead of looking at this as a short term expense, it is best to look at it as a long term investment. While any game has the potential to have a unique and engaging experience, the ability to mod the game is one of those unique features that not only extends the life a game but strengthens the community around it by allowing the individual players to craft that experience for themselves. Every game that I own that has modding capability I still play to some degree year round. I still play Neverwinter Nights 1 and I was really happy to see it get a Nexus. The same can not be said about CoD. In the amount of time it took me to upgrade from my PS2 to my PS3 that title went through 4+ games and counting. In the 10 years it has been since the release of Morrowind, I have only played 3 TES titles and I can say without a doubt that the amount that I have spent playing and modding those games far exceeds the amount of time I have spent playing any shooter. Quality>Quantity -Natterforme
  19. How do you make a new weapon ready for skyrim. I know that you can simply replace the mesh data of a dummy file with the mesh data of the one you want but that only works on single pieces of data as far as I can tell. If it can work with multiple mesh pieces I would like to know how^^. -Natterforme
  20. I will take a look at it. Who knows, maybe it will go somewhere for me. :D Good luck on your project! -Natterforme
  21. I dont know if it would work but it could hurt to give it a try^^. -Natterforme
  22. You could equipe it as if it were an amulet or a circlet and it would show up on the body, but since it is competing for space with the skin, which is also active, it would clip and overlap itself constantly. I do not believe so. -Natterforme
  23. I think categorizing the list based on relevant material would be best^^. Moving it into mod talk might get more feedback but the thread in the mod authors section has the benefit of being comprised of material from established mod authors with finished mods. The mod talk section might just get a lot of white noise but I dont see whhy we can have the thread posted there as well^^. -Natterforme
  24. Turning this body suit into an equipable piece of clothing that uses a unique slot and covers the body( minus hands, feet , and head of course) would take about five minutes^^. However any piece of clothing or armor you wear would either override it or be overridden, as only one piece of anything can occupy the body slot at a time. -Natterforme
  25. The tea was good and the blog update was refreshing.^^ I am glad to hear that the Nexus will not be implimenting the Steam system of allowing mod authors to remove comments themselves without moderator input. I had a short period where one user on Steam kept uploading my material as part of a larger mod and he kept removing my comments from the board. It took three tries with GStaff on the Bethsoft Forums to get the user to remove my content from the mod he uploaded. This new system sounds fair and balanced in my opinion and it is encouraging to see the sites continuing to develop and improve Dark0ne! -Natterforme
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