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Blitz54

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Everything posted by Blitz54

  1. In response to post #36910965. #36911220, #36923925, #36926780, #36929315 are all replies on the same post. Roasted. So. Hard.
  2. As long as it keeps the darker grey colour, I'm sure you guys can make it nice. Please, just PLEASE don't follow the recent trend of white flat/metro designs. Thanks for the post Paul! Didn't read it all (sorry) but glad to see you're excited about this all.
  3. Great addition. Nexus feels much more complete with this. Now that I think about it though, I'm surprised we didn't have it for so long. No matter, new feature. I'm happy. :D
  4. I do agree Bethesda didn't have to release an SDK for all their games. But let's be honest, that's where tons of their money comes from. The fact that those games ARE mod-able, and able to be made better by the community is what makes them sell so well. If it was just plain old Vanilla Skyrim, it wouldn't be nearly as popular as it is now.
  5. In response to post #24565684. #24565749, #24565819, #24565874, #24565944, #24566139, #24566154, #24566189, #24566214, #24566264, #24566339, #24566349, #24566439, #24566459, #24566504, #24566524, #24566569, #24566579, #24566644, #24566769, #24566779, #24566819, #24566909, #24566934, #24567024, #24567079, #24567154, #24567239, #24567264, #24567269, #24567344, #24567354, #24567469, #24567539, #24567564, #24567664, #24568174, #24568504, #24568524, #24569644, #24570059, #24570684, #24570944, #24571509, #24571604, #24572384, #24582389, #24582414, #24582584, #24582599, #24582694 are all replies on the same post. In my opinion Brumbek, I feel that you could put SMIM on the Workshop for a price. I don't know what price, but considering some armor are 2 dollars by themselves, it makes you wonder how much you technically "could" charge. But I say this because you said you'd continue to update nexus to the latest version always. The way I see it, the mod is free, and it's accessible on a great site, easy to find. If someone is willing to pay whatever the price is on the Workshop, that's fine too. I say why shouldn't you (an author of a mod in nearly all Skyrim installs) not make money off of the "not so smart" people that only use the workshop for mods? But beware, comments on SMIM will still be spammed by upset people who think that wanting money for something they use is greedy. So I suggest waiting for a while to see how this whole workshop thing goes down.
  6. Suggestion here. I think a database of all the alchemy properties and their common values would be very handy. I myself messed up with the magnitude and length of alchemy properties on my ingredients. Which made for overpowered game breaking potions. I would love to see a script to check all the properties on the ingredients, and make them equal with vanilla Skyrim values. I would gladly gather all the values for the properties, and I would also put them all into the script if a template was provided. I think this would be a very handy tool, as it could fix mods like Bugs 101 which is constantly said to have bad values. Of course this seems like one massive script. So that's why I offer my help. :P
  7. Thanks for the update people! I noticed the Notification globe looked different than before, pretty sure it used to have a number beside it all the time. Been waiting for Notifications to be worked on for a while now, so I am very happy with this. :)
  8. I thought .50 was gonna use that nice theme you guys had made a while back? I hope you didn't change your minds and decide to not use it ever!
  9. Actually in this case no. Modders strive to make the mod as amazing and perfect it can be, but it is the users decision to install it in the first place. A modder can't be held responsible for any damage done from "negligence" or lack of knowledge. The only way the modder can be held responsible for any damage is if they purposely uploaded a mod or malware to damage the persons game, save, or computer in general. You've misunderstood my point or ignored it entirely. Take your pick and read carefully. The subject wasn't save game corruption or damage to the saves or games in any way. The "damage" is mods waltzing about pretending they are balanced or not citing possible unintended exploits. For instance an armor mod that fails to cite that the chest piece grants 10,000% health regen. This is a failure of negligence on the author's part to properly describe his work. Users install and suddenly notice they aren't dying or taking damage. This is on a new playthrough so they can't figure out what mod is giving them their godlike status. I would hold the mod author accountable for that kind of negligence. It isn't the user's fault for installing it, their only recourse would be to open every mod in the creation kit and understand entirely all of its systems. I don't think it is too much to ask of authors to describe their changes especially ones with outlandish gameplay effects like 1200 seconds of slow time in a potion. "if they purposely uploaded a mod or malware to damage the persons game, save, or computer in general." As you can see, I did list game. Which included unintentional exploits, errors, and other things related to gameplay. So I did not miss the subject. I simply added more points of things that could also happen. If there is an armor mod that is way OP and is not cited in the description, that doesn't automatically mean the modder doesn't care. It means they missed a piece in the description, or they made a typo in the settings in their .esp, and maybe by some odd chance, they purposely did it to mess with peoples playthroughs. "I would hold the mod author accountable for that kind of negligence. It isn't the user's fault for installing it, their only recourse would be to open every mod in the creation kit and understand entirely all of its systems." Again, no. It is not the authors fault. It's up to the user to download the mod and use it. Just as any other program you download. You always run the risk of encountering bugs no matter what it is. If the mod looks sketchy, don't download, don't endorse, just keep on scrolling. "their only recourse would be to open every mod in the creation kit and understand entirely all of its systems" You should do this regardless. When you go to buy a car, you make sure to research it and understand possible flaws and problems with it. Would you just walk into a dealership and say "I want the red one" and buy it on the spot? If not, why would you do so with your game. Let's use an example here. Midas Magic. Great mod, but it was made before the CK came out so there are issues with it currently. The author is no longer on nexus and does not update the mod anymore. Is he/she in trouble for not updating their mod to the new Skyrim version? Are we mad at the author for providing a great mod for earlier versions, but leaving us outdated with bugs later on? Answer is no. They took their own free time to make a mod for people to use, they didn't and DON'T owe us anything. Same as any author. I think that covers it all. Kind of hard to type with no key on my C and V keys. Gotta press the bubble for it.
  10. Actually in this case no. Modders strive to make the mod as amazing and perfect it can be, but it is the users decision to install it in the first place. A modder can't be held responsible for any damage done from "negligence" or lack of knowledge. The only way the modder can be held responsible for any damage is if they purposely uploaded a mod or malware to damage the persons game, save, or computer in general.
  11. That's really not an excuse. It sounds like you dove right in, mucked about with a system you have no interest in and didn't bother to understand, and then never tested it. That is one of the rudest and honestly, just plain dumb things to say. You realize modders are not here to be perfect and make a mod that suits everyones needs for free. They do this out of the kindness of their hearts. And in no way did I jump into a system I had no interest in. You think because I made a mistake like ALL mods have at one point (why there is an option for version number), that I'm not interested in Skyrim? My mod was a learning experience. I used it to get better at modding in general so that next time I mod something, I will be better prepared. This is what many, MANY of the people in the modding community have done. It is YOU as a user to decide what mods to install. If a mod mucks up your system, that's on you. Yes the modder made the issue, but you didn't have to use the mod in the first place. EDIT: I don't have a problem with OP pointing out issues in anyone's mod. But the way he had delivered it on both mine and 101 Bugs wasn't in the best way.
  12. Yes, I have made errors in my mod. It's expected. This was my first ever project involving modelling, textures, scripting, and modding in general. Some things I did not know the issues of before. Example. I only used health potions, nothing else. So I never knew about the alchemy potion exploit until later. But if you're going to be so disappointed and angry at a modder for putting their time and effort to help make Skyrim better for others, then at least research everything yourself. "Target moves at <50>% speed for <dur> seconds." That is the description of slow. Yes, many of the alchemy ingredients use 50.00 magnitude. But not all vanilla ones do. Large Antlers use 5.00 at 30 seconds. When you make a potion using Large Antlers and any other ingredient using slow, it shows up at 50% for 32 seconds. BUT if you use it with my fish that has 17.00 mag, it stays at 50% but the time goes way up. Same if you make an exact duplicate of large antlers. It becomes 50% for 194 seconds. Way wrong. But this is in vanilla Skyrim. The large antlers should actually be fixed by the USKP team, but the fact is it broke the rules, so I assumed the rules could be bent as well. And although I do not have a 60 second paralysis in my mod, I don't see the issue. If you were paralyzed by any kind of poison in real life. You really think you would get back up in 5 seconds? Especially from a poison that paralyzes you instantly. In fact in MY opinion, all the paralysis potions and effects should be longer. Maybe slow the char down first, and then finally come to a stop. I will thank you for some of the issues though. Barter was an error. But again, first time modding so I messed up. I was worried more about the ingredient value equaling a nice number, that I totally forgot it needed a proper duration and Magnitude. Now that this is all cleared up, I'd be glad to try and fix any major issues you found within my mod. That is, if you are a bit more polite about it. :smile:
  13. Quite a funny little thing to happen in my eyes. I don't think many people would have really thought about a maximum for registered users, guess it's one of those things you have to experience to know for next time.
  14. Sorry that I can't help out testing, I'm rarely on net on my lappy and it's hard to type out reports and take screenshots by using my phone lol. Good luck though!
  15. In response to post #9103574. #9103755 is also a reply to the same post. Yay! Good thing I looked back at my comment lol. Which reminds me, I don't get any notifications when I have a reply on a comment I had made. That normal? Kind of hard to memorize all the places I have commeted expecting a reply
  16. I assume the update won't be using the pretty green style that you guys showed a preview for waaay back..
  17. Thank you very much for this!! Now I won't get distracted on skyrim nexus during my spare in school when I should be doing my 16 essays before year end. :P
  18. Working me now. Although I find it weird how the author of the file also gets "Download History" on their comments.
  19. Interesting. I love how it will stop the "it broke me all my saves!" nonsense when they haven't downloaded it even. Good job guys! PS The required files section for mods only has Dawnguard under DLC's. You need to add them other too DLC's ;)
  20. Will the author get a notification if his/her mod was featured for the brief 10 minutes? Would be nice to get one. :)
  21. Whats the set resolution for the background image on mod pages? My picture I wanted to use is just a bit short, I want to make one that fits perfectly. Same goes for hot files image, whats the max resolution?
  22. When I get my paypal account, I will for sure become a supporter. :D And I won't use ad-blockers no more. I did for a bit, but I won't bother reinstalling it. :)
  23. Sent you a message about it. I think I know why.
  24. So, first off I still have quite a bit to learn about scripting. I've done about all I can but now I'm stuck. I will explain a few things. http://www.filedropper.com/showdownload.php/improvedfish25testing This is the beta I hope you can try out. It's mainly quest related. In the fishing cabin basement, (Teleport to the cell, if you know CK just find the ID and stuff) there is a Khajiit that has been trapped. After some dialogue, he wants the "Unique Fishing Pole" that his friend Finn had with him. I put those words in quotes because that's the name of the rod in the game. So by typing help "Unique Fishing Pole" it would give you an id to spawn it. Reason I do this is because if the player picks up the rod early, the quest advances to returning the rod, without even meeting the cat. I wanted to add a script that makes the stage stay the same until the player has met Shavir (the Khajiit) and advanced to stage 10. Unfortunately I don't know how to script this. This is where I need some help. Also, if the player says no to the offer Shavir makes him, (you will find out) the FCBQuest01 does "end" as failed. But if you say yes, FCBQuest02 starts (good) and FCBQuest01 ends as complete, but the third stage is not filled in. It stays blank. The text is something like "Shavir promised me 500, but I got 300: blah blah. I want the stage to be completed and filled with white instead of hollowness. A third scripting thing is the name of the business. The player can ask Shavir to change the name of the business, and I want the sign on the outside of the Cabin to change according to the name chosen. I have not made a sign for all of the names, but I would love to know how to script this in that the sign name changes. It would be an amazing addition. Also, on the last objective I made on FCBQuest02, I want Shavir to give the player the note with the fish he needs. I want the note to be a quest item (not able to drop) and for the list to b removed from the players inventory after they turn in the fish for the reward. This is all I can think of for now, sorry if it's a bit fast, but I'm kinda busy. :/ Important ID's/names to Know Amago (for a test fish) FCB (Shows the quests 01 and 02) Shavir (NPC, and the note) Fishing (will show the pole, a book, and the cells for the cabin. Both of which are interiors) If anyone can solve a single one of my problems, I would love you foreva! EDIT: Sorry, don't need help testing now. Outdated forum post. :)
  25. http://skyrim.nexusmods.com/downloads/file.php?id=14320 I would appreciate if someone could help me with my mod, by giving the Fish added some animations to work in Skyrim. The fish were a modder's resource (don't have link handy), and I made them into Skyrim nifs, but they have no anims anymore because I do not hae $3000 to buy 3DSMax. I don't have much to offer for the help, I can only Kudos you, and of course credit you for the hard work. :) The fish do not need to have different animations for turn left or turn right, just a simple "idle" swim will do. Just having the fish constantly sway it's tail back and forth. There are a total of 18 fish models in the file, and they are in the same section as the salmon. \Data\meshes\critters\fish\salmon\_____. There is also a stingray that, unfortunately, I have not made any anims for. That may be more difficult because it would require making a new anim from scratch, and it would take quite a while (i suspect) to make the "wings" flap. This is optional though, only do it if you wish to make me the happiest person ever! You do not know how much I would appreciate this, and I hope someone out there is kind enough to do so. :)
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