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nonoodles

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Posts posted by nonoodles

  1. If you're saying you want the custom armour stand to act exactly like the vanilla mannequin, I'm not sure it can be done through only scripting. Vanilla mannequins are npcs rigged to the human skeleton (I think - haven't really checked). So in order for the armour stand to behave like them (i.e, equip the armour which is what the mannequins actually do), you will probably need to rig it to the human skeleton too. Not sure how well it would work. Filtering for specific armour types can be scripted, I guess.

  2. In response to post #28716044. #28717259, #28725914 are all replies on the same post.


    sunshinenbrick wrote:

    That's rather pessimistic point of view, Ghatto. Noone really knows what TES modding would look like if it was paid allowed long time ago. In April they pulled the plug out too fast to make any prediction from that small campaign. And in somewhat related field, writing genre prose, we used to have published books and free zins, then e-books plaftorms came and I didn't notice people arguing against it as you are against paid game mods.

     

    The closing of public libraries and the freedom of knowledge is actually a very contentious issue. It's the same thing as digitisation in the music and movie market. Its all very nice and great but there are people out there who want to control it all. There is a lot of money involved, but that does not make it the right thing to do.

     

    EDIT: Let me just explain what I mean a little further... the Nexus and sites like it are digital libraries. The recent paywall fiaso was the equivalent to trying to privatise a library with its members and workers picketing for better rights and conditions.

     

    While I am for dedicated and good modders getting paid, it should be done in a respectful and decent manner. This cannot be isolated to what happened here even if it was a catalyst - there is a real danger with these unilateral trade agreements of which the paywall is an excellent example. While they give with one hand, a "job" and money, they take with the other, no social security, no national insurance, no retirement plan, no unemployment benefit (in case you get ill while modding)... the list goes on.

     

    Being a modder of a professional calibre does not happen over night, it takes days, weeks, months, even years of hard graft, and most of that time would not be paid! And after all that... 25%, of which is 'wallet points' under a certain threshold?

     

    Having a bath...

    nonoodles wrote: I think the point is, rather, that the matter is completely out of our hands. Whether or not paid modding is ever (re)introduced is not something that can be decided by you, me, Nexus or the community as a whole.

    Bethesda is going to do whatever they want with their property. The ongoing discourse is fine but also rather pointless. If anyone has an issue with paid modding, they really ought to be taking it up with Bethesda. Modders and mod users alike can only argue in circles here, which ends with all of us angry and upset once again.

    More to the subject at hand, I think Nexus has done a lot where donations are concerned. It's also obvious that pushing the studio any more on the subject of Patreon etc. could jeopardise an already rather precarious situation. Making the donation button more 'spammy' might achieve the opposite of the intended effect. So, taking an evening off is the only viable suggestion that pops into mind right now.
    adammcbane wrote: "Bethesda is going to do whatever they want with their property. The ongoing discourse is fine but also rather pointless."

    Not pointless at all, change starts with discussions. People did take it up with Bethesda, it's why Bethesda stopped and put out a statement admitting that. At that time Skyrim took a big hit even in game rating, so yes there are stuff that can be done, and no Bethesda can't really do anything they want if the entire community is against them almost no company can survive outright ignoring all it's customers to suggest that is silly especially given they admitted stopping due to the community outrage and honestly it wasn't even near the whole community.

    I have spent nearly 200 hours on the CK and am working on a mod I hope to release soon and I can say that for me modding is more or less like playing the game, so for me demanding money is just silly, a donation I feel is very different. I can put a thousand hours into a mod and the community buys me just a cheeseburger from a dollar menu at Mcdonalds and I'd eat that burger with a huge smile lol.


    Yes of course, change can come because of discussion. Looking at what happened during April, I see that the 'discussion' brought about certain changes, as follows:

    - Valve pulled the plug on the paid mods system, for reasons known only to them

    - instead of Bethesda abandoning the idea altogether, it is more probable they are laying a new foundation for paid mods

    - except there is now a possibility that they might prefer to go it alone rather than entrust the fate of a potentially lucrative market to Valve

    - which actually puts mod authors in a more favourable position, with better chances of gaining a bigger cut from their sales now that the middleman is gone

    - and may also have the happy effect of having Bethesda put an improved system in place rather than the eyeroll-inducing mess we saw on the Workshop.

    That's the change I see being brought about by the April 'discussion'. In any case, I was redirecting the ire of some commenters to the correct target. If they want to rant, rant at Bethesda and not the mod creators.
  3. In response to post #28716044.


    sunshinenbrick wrote:

    That's rather pessimistic point of view, Ghatto. Noone really knows what TES modding would look like if it was paid allowed long time ago. In April they pulled the plug out too fast to make any prediction from that small campaign. And in somewhat related field, writing genre prose, we used to have published books and free zins, then e-books plaftorms came and I didn't notice people arguing against it as you are against paid game mods.

     

    The closing of public libraries and the freedom of knowledge is actually a very contentious issue. It's the same thing as digitisation in the music and movie market. Its all very nice and great but there are people out there who want to control it all. There is a lot of money involved, but that does not make it the right thing to do.

     

    EDIT: Let me just explain what I mean a little further... the Nexus and sites like it are digital libraries. The recent paywall fiaso was the equivalent to trying to privatise a library with its members and workers picketing for better rights and conditions.

     

    While I am for dedicated and good modders getting paid, it should be done in a respectful and decent manner. This cannot be isolated to what happened here even if it was a catalyst - there is a real danger with these unilateral trade agreements of which the paywall is an excellent example. While they give with one hand, a "job" and money, they take with the other, no social security, no national insurance, no retirement plan, no unemployment benefit (in case you get ill while modding)... the list goes on.

     

    Being a modder of a professional calibre does not happen over night, it takes days, weeks, months, even years of hard graft, and most of that time would not be paid! And after all that... 25%, of which is 'wallet points' under a certain threshold?

     

    Having a bath...


    I think the point is, rather, that the matter is completely out of our hands. Whether or not paid modding is ever (re)introduced is not something that can be decided by you, me, Nexus or the community as a whole.

    Bethesda is going to do whatever they want with their property. The ongoing discourse is fine but also rather pointless. If anyone has an issue with paid modding, they really ought to be taking it up with Bethesda. Modders and mod users alike can only argue in circles here, which ends with all of us angry and upset once again.

    More to the subject at hand, I think Nexus has done a lot where donations are concerned. It's also obvious that pushing the studio any more on the subject of Patreon etc. could jeopardise an already rather precarious situation. Making the donation button more 'spammy' might achieve the opposite of the intended effect. So, taking an evening off is the only viable suggestion that pops into mind right now.
  4. There's nothing wrong with the vanilla werewolf mesh, far as I can see. I imported/exported it without a fuss, so it might be the nif plugin or your skinning. If you continue to have this problem, I can take a look at your mesh and see if it exports okay for me. Just drop a pm.

     

     

    imported my custom werewolf on a draurg original model and it allows to export, but I don't know if making this will make my model to move correctly.

     

    Your werewolf will move like a draugr.

  5. Well, I have no idea what's happening then. You mentioned some deleted navmeshes. They could be the source of your CTDs, particularly if the CTDs occur at the same place/s every time, so getting them fixed should be a priority. Assuming the mods themselves are fine (TES5Edit cleaned, no errors), when you start re-merging, save the plugin after you've renumbered its formids. Then load it up again and carry out the merge.

     

    I haven't ever used the merge script so please direct any questions about it to its thread. If you have other problems, just drop a pm as I don't actually hang around the forums very much. I believe you are still confusing me for Monsieur Takahashi :teehee:

  6. It would be tedious work but that's nothing unusual; modding is 99% monotonous grind. :)

     

     

    countless errors this would create

    Why would it create errors? The concept presupposes you aren't interested in vanilla quests, none of them, so all quests are disabled. All vanilla unique npcs can be disabled and otherwise replaced. This isn't necessarily tough to do. Then you add to the wilderness, more trees and so on. If you really wanted to get ambitious, you can transform the five major cities into crumbling ruins where nameless horrors lurk :P and get rid of the main roads. It's time consuming and there can always be a curveball or two. It will be incompatible with a lot of mods out there of course, but that's kind of the point of the mod. No need to worry about compatibilities. What a blissful thought :thumbsup:

  7. You have a mod that has edited the base id of the chest in question to contain the same items. It could be any mod but at a guess if you have a house/new location mod, try disabling it and see if the problem goes away. xEdit will tell you exactly which mod it is if you know how to use it.

  8. The error message should have the form id numbers, which you can use to pinpoint the culprit. I think it might be best if you run an error check after making your first merge, just to see if the same thing happens. If it does and you are sure the individual mods are free of errors, it might be something about the way you're merging the esps that is causing this.

  9. Isn't there a load index number in the error message? Should point out which mod in your load order is throwing out the error. It could also be that fleeting bug in TES5Edit that kept churning out similar errors for Interesting NPCs. I do believe it's been corrected in the latest build.

  10. Have you tried using the rock method in the article on the Open Cities page? It would work if your mod only puts new npcs in the game without editing things like the navmesh. Other than that, there's a shortish guide under the forums tab on my Dawn/OCS patch page that should work if you are aiming for a pure patch and won't require any CK work if all you need to do is move some npcs around.

     

    As for the terrain, no idea, sorry. Looks like a good chunk of the cell just got chopped off. You can also change ugrids in CK preferences and see if it makes a difference.

  11.  

    biggest editing concern is concision

     

    Gotcha. Concise or rambling, can do both :smile:

     

    I don't think there will be a problem with the radio fix.

     

    As for the NPC routines,

     

     

    another scripter can quickly trigger the routines and packages later

     

    I understand the intent but not sure how well this would actually work out since it's often more time-consuming to reverse-engineer someone else's work than do all of it from scratch. The routines themselves don't sound hard to deploy. But without access to the quest stages/conditions that will trigger each phase, I'm not sure how to set it up or how to test if they are functioning correctly, and it sounds like this is going to be reserved for a later stage of development. My concern is that combing through them later to set the conditions, sort them out, trigger them etc. might end up hindering your scripter's efficiency rather than boosting it. I can set up the npcs and packages 'blindly' (though you'll have to fill me in on the background) so if your scripter is okay with rummaging through the packages afterwards, it's fine.

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