-
Posts
10 -
Joined
-
Last visited
Everything posted by Virulence
-
Drawing a line under recent events and moving on
Virulence replied to Dark0ne's topic in Site Updates
I am glad this didn't go through, I think any kind of framework that sees mods sold would need to be considered and very tentatively put into place. Even then, I struggle to see how it would working serious adverse effects to the process of mod creation. I am both a modder and mod consumer, so I originate from both sides of the argument. The issue with having people pay for mods is the risk in destroying what makes modding so special: its freedom and the motivations behind modding itself. To apply a capitalist framework to it has SO many implications beyond the obvious: All of a sudden mods will be competing with each other, some modders will be rip-off merchants, some will struggle to get their mod seen amongst the others in spite of it being great. Many of the smaller mods will be swallowed up, some modders will begin developing mods for money rather than for the enjoyment of it. As for mod consumers, they'll be less likely to "try out" new mods just sticking to the same tried and tested, less likely to experiment, less likely to contribute. What about modding mods? Good lord, that's a can of worms. In many ways this just mirrors how games work. Smaller, indie games struggling for a voice amongst the tried and tested spam like CoD. And of course, because it's subject to capitalism! Even worse though, we all know that many mods for the biggest "moddable" games are actually bug fix patches! We could've ended up paying for unofficial patches that the developers should've fixed themselves! AND the publisher would receive a large chunk of that cash!!! Talk about incentivizing a developer to not fully bug test and fix their games. Ultimately, the rewards for modding should come from the DEVELOPERS of the game we're modding for. Offers of employment, internships, guidance etc. it was a genius yet insidious move by these large, well-funded companies because it cleaved a chasm between modders and gamers who had always been a single community. And if it went to s#*! - as it did - everyone inevitably pointed their fingers at the gaming community for somehow ruining everything when it was the developers/publishers who should've been offering up the incentives to modders! -
Also, not only has Paarthurnax redeemed himself through his actions in TESV but long before that in the chronology of the story since he's pretty much the prime reason mankind still exists - and to do that, he had to betray his brother...that's pretty strong IMO.
-
Hi guys, Do any of you have the Fight or Fly mod installed? For me this was causing the problem. If not, you can narrow your search down to NPC AI mods I suspect. The unsheathing is happening because periodically the enemies are not viewing you as a threat (for a split second or so) and then going back into combat mode.
-
Multi Core cpu perfermance GPU Skyrim INI tweaks
Virulence replied to jasmerd's topic in Skyrim's Skyrim LE
Yeah er I'd suggest against forced hyper-threading with Skyrim (which is what you're doing by adding the threading lines into the ini). It can improve performance but any time you push a game engine (or a computer for that mind) beyond its normal state for performance it comes at the cost of stability, especially in this case as it's one of the weaker aspects of the original engine. Since stability seems to have been the issue to begin with you actually risk exacerbating the problem. Skyrim already originally threaded to two cores and some of the patches have improved its ability to thread beyond that, however the engine is ultimately not designed well to do it. As such, this means its ability to manage load between different cores isn't great. It's like making a juggler juggle more balls: if he's not good enough at it, he'll end up dropping the balls (CTD). If you're having no stability issues whatsoever then maybe go ahead and try hyper-threading for a performance boost. If you're having stability issues then look elsewhere. And if you're having both performance AND stability issues then you're unfortunately just going to have to scale back somewhat. -
Custom Melee Ability Not Landing
Virulence replied to Virulence's topic in Dragon Age: Origins's Builder Troubleshooting
I've resolved this issue now, thanks anyways! -
Cooldown not working on custom ability
Virulence replied to Prevch's topic in Dragon Age: Origins's Builder Troubleshooting
You could use it as a sneak if you combined it with stealth, but it actually doesn't poison it actually does nature damage. I supposed a DOT effect could be added, but it's already overpowered without a cooldown :biggrin: Another interesting tidbit I just found out.....the talent doesn't do any damage for some reason!!! Any ideas? Hey dude. I've been having the exact same problems for a long time now. I've been trying to add a melee ability to the Arcane Warrior class, and a year ago or so I tried to make some of the S&S Warrior abilities usable without a shield, and always I ran into issues with everything firing off except damage appearing. I can happily say I've fixed my issue, at long last, and I think it'll help you (if this is still an issue for you). Two problems can cause this: First, your script: I'm not talking about the script itself, it could be perfect and you'll still not get the ability working. I'm not sure exactly how deep the architecture for scriping goes within the toolset but if your new ability is a completely new script file you will likely have issues. Even though the ability script files only have 4-5 script includes, those scripts in turn have their own includes etc. and all I can ascertain is that somewhere deeper in the architecture you need to specify a script file so it will be recognised fully by the game. In short? Stick your ability script into an existing script. In your case I would either stick it in an aoe_instant or singletarget script. Secondly, the ability animation. Certain animations only work with certain ability types. For example, I tried to model my new Arcane Warrior ability on Mighty Blow. Finally, when I fixed the first issue above, I had it working great with a 2h but, just like Mighty Blow, even if you remove the 2h requirement in the ABI_base 2DA the ability won't fire properly when using a different weapon. This isn't due to the script, since there is NOTHING in the script that specifies it might be 2h, but purely due to the animation in the ABI_base 2DA. You need to find an animation that allows for the type of ability you're trying to make. A little trick for the animations: if you still want it to show the existing animation you CAN set it as a vfx_impact animation and then specify this in the script. It's not quite the same but it can help. Your enemy in the ABI_base 2DA is the "castanim" field. Set that to 0 to begin with (no animation and test your ability from there. Once it's working try tinkering with animations until you find one that works for both you and the ability. Good luck! -
Hi All, I'm trying to create a melee-type ability for the Arcane Warrior but I'm having trouble. I've used Mighty Blow as a template for the script, everything is fine in the 2da to allow me to use it etc but when I activate it in an enemy's face the ability greys out for a second like normal, my character does the swing animation but no damage appears and then the ability just comes off cooldown again. Could anyone give me a hand as to why this would be? Thanks!
-
For me the main issue with Streamsight is that it doesn't seem to adjust the brightness of the fog dependent on the time of day. At night it causes landscape in the distance to glow white which of course looks ridiculous.
-
Which Alternative Start is that? Is it the one outside of Leyawiin or the one starting on a ship?
-
Basically the title says most of it though one important thing I must note is that the bug is purely superficial: the game isn't behaving as if I'm pressing 2 constantly, I can still select other spells using keys 1, 3, 4, 5, etc. and set them to keys aswell, but when trying to assign hotkeys it constantly highlights the number 2 and displays "Hotkey 2" - it won't change to anything else. Even when I assign a spell to hotkey 4 it still shows it being placed into the hotkey 2 slot, even though when I press 4 it will work fine. Also, when I close the hotkey menu down and open it again, the spell shown in hotkey 2's position disappears. Was wondering if anyone could help in working this one out. I've tried disabling and even deleting all mods that edit the hotkey menu but no change.