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sornan

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Everything posted by sornan

  1. The North Channel. Right now the boat is on the hard in Gore Bay where I would normally sail out of, and primarily for the past ten years I cruise along the north shore of the North Channel. Actually the area of the Mackinaw Straits is the only part of Lake Huron the old girl hasn't taken me. Her first owner sailed Lake Ontario, the next two were both Lake Huron sailers and I've gone from Cedar Point (Sandusky Ohio) to Thunder Bay in the old girl (she's a bit of a "go anywhere" girl). I looked up the North Channel, didn't know exactly where that was on lake Huron. Those are quite beautiful pictures of the area there in Ontario, must be a very nice area to do boating. You mentioned visiting Thunder Bay, pretty cool, I've done a few trips to Tobermory in Canada, a very pristine and beautiful place. The town also has the best fried whitefish I've ever had.
  2. Hi everyone :smile: What are your favorite scenes from The Lord of the Rings movie series?
  3. Perhaps you have seen the post I made regarding my "old girl". She's sitting on the hard on the south shore of the North Channel of Lake Huron, about an eight hour travel from the Striker Manor (go north old man, go north!!). Sadly it seems likely that there will be no boating season for me this summer (unless this COVID19 situation makes an abrupt turn for the better). She's shrinkwrapped (mast down storage for me, so make that properly shrinkwrapped) so a summer spent "sailing the hard" won't hurt her. I have the hatchboards, screens and cockpit seat hatches home with me so by the time the old girl and I are reunited their varnish will be as close to Bristol as they can get (most certainly not Hinckley standards though). My best of all my marina friends live in Port St Lucie and normally make the long drive north each summer, stopping to visit family on the way north. It will be disappointing to not have the chance to see them this summer. Normaly the lawnmower and I only get a passing acquaintance in the spring and fall (the shoulder seasons) ... I have a fellow here that takes over for the summer. Looks like I'll be "available" to chase my own lawnmower around the yard (oh joy, oh joy ... be still my heart). The situation ... a family drive through the COVID19 wilderness. The setup ... the family has pulled out of the driveway and made it almost to the end of the block. From the back seat ... "Are we there yet??" Curious, is the location of your boat (if I read correctly) therefore at the tip of the lower peninsula (Mackinaw Bridge area) ? I'm in SE Michigan, done quite a few trips up there, along with some canoeing here and there. Very pretty area up there. As for my current (and growing) hobbies: I am fortunate enough to live near a nice rail-to-trail trail, and there is some good relaxing biking there. Getting back to doing some more outdoor stuff has been a growing inclination. Lastly on my list, but still good, has been some light Skyrim modding (well actually tutorial stuff right now lol), and hoping to do a little Lotro gaming if the dang interest would return some more.
  4. Hey thanks again IsharaMeradin That is very helpful :) Yea, the tutorial in general is great to have, but has some missing things along the way. I believe Oblivion was like that as well, a lot of the dialog was handled in separate 'dialog' quests. It certainly seems more readable to put most of the dialog pertaining to a current active in game quest in that quest, but yes, it leaves a gap between that quest and the next when related content is carried over. Ah, probably a small thing to adjust for, like you said, because the alternative is to go full-on with making a few 'dialog' quests for everything, and then one is back to jumping around to deal with that dialog pertaining to different active quests. Thanks! :)
  5. I do have one remaining question, if anyone might be able to help - In the tutorial, I am instructed to put down some 'hello' topics in, some of which are based upon the current quest being completed. I have not yet seen the 'hello' topics work that are dependent on the quest being finished. I am wondering, is the All of the quest content data (dialog, misc, scripts, ect) ended once that quest has indeed been completed? This is the only thing I can think of, that the quest is no longer running, so the 'hello' topics (within that quest) regarding the quest completion are no longer running either. TIA :smile:
  6. Thanks a ton for all of the help, I will check out that link there. Yea, it's been a slow learning process, seems I'm finally getting to the end of it, with some remaining questions that will be answered by just going forward and probably some trial and error. Thanks again! Take care out there :)
  7. Thanks again IsharaMeradin That answers a lot, the tutorial seemed to suggest that something in the quest scripts may not be reliable, or be delayed, regardless of how I interpreted things there, it sounds like it all is indeed reliable. Honestly, having come from heavily modding Oblivion in the past, one thing I don't know, is where there is a 'generic' listing of quest scripts where you can create and add scripts, and furthermore how to directly call upon a newly created script from another script. The tutorial content, which I am reaching the end of, has not covered any such content of which I was used to in Oblivion. Thanks again, I appreciate the help a lot (still a bit of a newby to Skyrim modding).
  8. Thanks IsharaMeradin I'm not completely sure I understand though - you said that the Quest Stage scripts are dedicated scripts that run upon quest stage conditions met - therefore they should be just as reliable as any other script, including object scripts? I'm only asking this, because I don't want tons of fragmented scripts on objects in scenes when potentially a lot of this can be put into individual quest scripts. Honestly, I'm just asking if Quest based scripts are reliable to run when stages are set (or conditions met) within a second or so. If they are reliable, regardless of what may be the 'norm', this is the way I would go for the sake of readability in potentially complex scenes. (I should mention this is how I worked out some big scenes in Oblivion, just worked on lengthy quest scripts that were either called from quest content, or activated by either quest stages or variables - never by multitudes of individual scripts)
  9. Hi Pretty quick question here. I've been going through the tutorial (Bethesda), and at a certain point I was directed to put duplicate code both into an actors script and in the Quest Stage script, where they essentially overlap - and the author of the tutorial indicated the reason was 'just to be safe', so the code would be certain to run. Now - later on, as I'm getting used to stuff, I'm finding it very counter-intuitive to do this, as things get more in depth duplicating code running at the same time just starts limiting things and over complicating things as well. My question really is, - is the content in Quest Stages (And probably all the rest of the Quest based panels) totally reliable to work as intended once a Quest Stage is set? I much rather would just stick to much of the code in the Quest Stages area once a new stage is set from somewhere else, rather than doing this duplicate thing (as if the Quest Stage code would fail or something). Thanks :)
  10. Update : I found out what was happening, during the last part of the conversation, I would click out of it, and the dialog session would end. I then checked the quest status, found it had not updated.. But then waited 5 seconds longer, checked again, and it indeed *had* updated properly. So, just because I had ended the conversation did not mean that his topic was finished (silent voice, text only), and once the silent voice file finished it's time, the script ran. (Kind of a pain figuring this one out lol) Topic Solved
  11. Hello Gotten the tutorial dialog stuff to finally work, but I am finding that, when in conversation with Bendu in game, if I click on the topic text (or hit enter) to instantly complete the current topic he is talking about (just like you do with vanilla convos), the script does not run which is in the 'end' script box of the topic info. I would really like to know if this is some sort of bug, or is the tutorial advice on how to put script into Topic Info no longer valid? Right now, I'm thinking of trying to put the code into the 'Begin' box instead, at least I know every time a new topic shows up in dialog that script has got to run no matter if the player completes the dialog early manually or not. Beyond this, can't think of any other way around this odd issue right now. Any input appreciated, and btw thanks to the people that help folks like us out, I'm actually getting closer to being able to work on my mod (I hope lol).
  12. Update: Well, topic solved, but I need to put down some final results here. I tried the highest count lights, and found the same issue happening with the 'Never Fades' option switched off. So, I am going back to just turning on 'Never Fades' option for various NS lights that are important to showing the lighting of a room from a distance in my dungeon. I have no idea how this affects things in exteriors, hopefully the workaround is not needed, and if it is, hopefully it does still allow proper fading once the area the light is in is no longer visible. /Edit Just randomly checked on a light source in a vanilla dungeon (DefaultTorch01NS), and found.. the 'Never Fades' option was indeed checked. So, this option was used in the vanilla content.
  13. Hi greyday01 DefaultTorch01NS_SuperFast is the one I'm using, ironically the tutorial instructs one to use the DefaultTorch01NS series of lights. They don't appear to have the portal strict option, but I did find the answer through web search. The 'Never Fades' option switched on forces the light to stay on, and not fade out at x distance. Here is the topic, guy had the same issue: https://steamcommunity.com/groups/SkyrimCKPublic/discussions/0/558749825036348132/ He also indicated later on in his mod project that he eventually just switched to using lights that had high use counts in the listings, and they actually work fine without having to mess with the 'never fade' option. So, I guess some sort of bug or something with less used lights, but I probably will just do the same and switch my lights to more commonly used lights in the game. Thanks :smile:
  14. Hello :smile: I'm not sure if this is an issue, or just the way the game is - When I go down tunnels towards a room in my dungeon (when the door is open to the room), the various lighting effects from the lights in the room do not show up until my character is practically at the entrance to the room, then they fade in. Now I did do the bound rooms and portals, and everything seems like works like it should there, and of course if there was an error I would expect the entire room would not show from a distance, not just the lighting effects. I also tried adjusting settings in game, lighting, specularity (think it was something like that), nothing changed it. Any input or advice would be appreciated.
  15. /Edit I got things working with the bound rooms, definitely a bit time consuming but not too bad in the end. It's odd that with grid snapping and rotation turned on, these are the only objects (primitives) that I found would often *not* actually align with each other on the grid, and ironically the Tut stresses the importance of the alignment. I thought maybe if I just copied and pasted the first bound room box, and moved the new one around it might be on the grid correctly more than having by-hand defined each bound room box by selecting room walls, but I never tried it as of course just defining each box by selecting the room walls is much faster. The portal creation apparently fixed border problems, as I saw no abnormalities in game despite gaps and overlaps. I can't help but question the validity of this in many dungeons, at least smaller ones, where performance drain overall is probably too low to bother doing this. Larger and more intricate dungeons I could see potentially the effort worth it. Did Oblivion even have anything like this for dungeons, if so I certainly missed it.
  16. /Edit I had *thought* that imitating what the devs did would work, with clear open navmesh under the tombs, but now I find its just random, sometimes they are in there, other times they are not. Ah well, tried.
  17. Hey, thanks guys for the replies :) I appreciate the help, I was starting to think I'd have to figure all this out through more searches and trial and error. Thanks :) Very helpful, and I thank you for the link there. I certainly understand, and of course ideally this would be the safest approach, although still with Tgm active it may take some time, so at least I would like to try hitting end game right off the bat first, and if it does not work, then there is the fall back here - or perhaps revisit this later once some work on the mod has been accomplished. Thanks, very good advice :) This. As far as what level a character should be after completing a questline, that's a crapshoot. Some people don't finish questlines until they're level sixty or better. You can probably expect someone to be level 20-30 by the time they finish the Civil War, though. Great to know :) Very helpful, and maybe I'll just shoot for 25 or so then. ______________________________________________________________ Thanks everyone! Cheers :)
  18. Hello :) I'm interested in beginning work on a quest mod, and in order to even start I need to setup my game to emulate the requirements of the mod - which would be the Stormcloak main quest line completed. My issue is my only character in game right now is only level 18, and is far from having completed the Stormcloak main quest line. Could anyone lend a hand here, as I need to know how I can automatically complete the main quest line - perhaps via a console command - and lastly, and very important, is at least generally what level my character *should* be once the main quest line is completed and what console command in Skyrim is used to auto-level your character (as I recall in Oblivion this was able to be done via a console command as well). Really appreciate help here, as I can't really start work on the mod until this initial stuff is done. Thanks! :)
  19. /Edit Still been looking things over, along with the potential use of some mods that assist with lighting issues (and other things) in game, as of course suggestions that may included in a possible quest mod release down the road.
  20. /Edit Ah, have been going over some things, some type of similar quest mod for Skyrim may still be viable. We'll see. Thanks
  21. Hi Simtam Thanks for the feedback :) Yea, I've had a hard time wrapping my head around how to do both factions, as I would be either utilizing specific npcs for at least dialog for quests or putting in my own - either way it would be.. kind of doing a fair amount of it twice, and the potential same goes for any added npc's with waypoint plans and scripts, may need 2 sets, one for each faction. It may not be as bad as it seems, as alot of the content would just be replicated with different npc's, but there is little doubt to some degree it starts looking like 2 different quests for each faction practically. Going just Imperial, is possible but I really feel like it could be ripping the content away from a lot of people too. Ah, have to keep plodding around it. Thanks again!
  22. Ok, so been doing some contemplating. No, King Arthur doesn't fit directly into the lore of Skyrim.. Still, the concept is sound to implement - but with it being adjusted to the story First thought, wait until the player has truly won the entire Skyrim campaign, and then allow them to pursue a new path in joining a new faction to deal with a rogue force that is attacking towns and threatening a region - where the content emulates King Arthur, saving villagers, fighting off rogue armies along the way, with a climax. Yes, the content would be more rooted in the Skyrim lore, but emulation is still possible. Ah, this is the second time I've visited this concept, over the past few years.. See what happens, might just forget it, certainly not going to pour months of effort into something no one wants :smile: /edit One of the issues I run into now is the same issue I ran into before in the potential story line. That the player, in the end game content, could have chosen one of two factions to support, so that either the Imperials reign or the "other guys" - can't remember the name of the other faction. But, to bring some level of emulation to the game from King Arthur, at very least, the towns, cities and castles involved would essentially be controlled by the empire - to emulate the Roman presence and their gear. With the potential for two different outcomes at end game, leaves a roadblock that previously killed this concept. In BladeSong, it was really a 'strait line', I knew where the player would be, what current situation would be in game, and the story worked in very well without disrupting too much.. This concept would work "Great" if the end game content always resulted in the Imperials owning the land, but without that certainty, I'm really now sure how this would work out. I can say that the content could be really cool, but integration is.. ehh.. well I would really welcome some input.
  23. Hello Everyone :smile: I've been considering the possibility of spending some time working on a new mod, based on the story behind the 2004 film King Arthur, in the Skyrim game. I am assuming a lot of people have seen the movie, but here is a trailer for general reference : King Aurthur Ok, down to a few questions here now: 1: Do a lot of people still play Skyrim? 2: Does the theme and story-line behind the mod seem interesting? Now past the questions- Here is some general mod info I have come up with so far: The "should be's": There should be much of the adventure content in the movie replicated in the quest. There should be at least most of the group of Sarmation warriors from movie working with the player. There should be voice overs that at least somewhat replicate me main actors from the movie. There should be a final result of a somewhat lengthy, adventurous and fun quest chain that uses the existing world content of Skyrim. There should be a level of fun in the creation of the content by all people involved. The "Won't be's": The 'Woads' probably won't be added, because it may likely add an overload to the already large amount of quest content. There won't be romance content, although a light degree of it is in the movie, I feel the nature of the mod is adventure. Conclusion: I could use feedback for one. <-- Please feel welcome to voice input I was once well versed in the editing of Oblivion, but I will need to spend some time getting acquainted with Skyrim editing. I am well versed in coding, so hopefully scripting in Skyrim should come without too much time. I will need to spend some time in game and start creating a '3d' plot in an appropriate area where towns, castles and environment in general will cater to the quest content. Not going to worry about messing up original game content right now, some sort of reset command can probably be used to return all towns/cities/castles to their original states if a player desires to. The content will be clean, with plenty of adventure, and will leave a sense of satisfaction of good/great stuff made by those involved. Making the content, for those involved, will have a level of fun involved, as this is not about prestige nor download count. Just people having some fun doing things they are good at. Videos in game would be great as cut scenes, although I don't know if Skyrim supports this or not - will have to find out. It would also be nice to actually get one or more scripter/editor on board, along with potentially voice actors. All of my past projects released have been one man bands in the editing/scripting area - when you compile this with story application, mission flow, testing, editing, scripting, voice over work, etc - it tends to take a long time being one person, would be really cool to have some help. For now, that is it. Will update as things progress. Thanks :smile:
  24. /Edit Decided that I am liking Oblivion more than Skyrim in overall gameplay, so if I do any modding probably going to just stick with Oblivion. Moderators are welcome to delete/lock this topic, as it is no longer relevant.
  25. Update: I have found the BladeSong V1.3 Esp and MainContent files. This means, fortunately I now have the needed components to be able to re-host BladeSong. I am still missing the optional credits video. If anyone may have this file and may be willing to provide it for me to download it I would appreciate it. Again, Google Drive would likely be the ideal method for both simplicity and speed. Thanks Sornan
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