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drewsbrew

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Everything posted by drewsbrew

  1. Hello, all! I'm working on a skill overhaul mod and I have one quick question; As the title says, "How do I change what action(s) cause the player to increase in a given skill?" For context and to clarify, I'm working on a skill overhaul mod, and I want to add an unarmed combat skill. I know you cannot additional slots for skills, so my plan is to add the blocking perks to the armor skill trees, thereby freeing up a slot for a skill, which I will use as the unarmed skill tree. The part I'm stuck on is how to make it so the player can progress in that skill by engaging in unarmed combat instead of by blocking. If anyone is able to offer any help at all, that would be greatly appreciated! Thank you! :)
  2. @Ni9thh I don't have a solid script just yet, but can get one written soon. It is a very minor part so it definitely won't take too long. Feel free to PM me with any links to YouTube vids or whatever you might have because I will definitely be looking for voice actors for a long time, I' sure; there are three mods I'm working on right now, and at least two will need quite a few voice actors, plus I am getting to be a fairly skilled 3D artist at this point and I have plans for putting together some animated vids I'll probably post to YouTube, but those are plans for the distant future. Also, I'll undoubtedly be making mods for Skyrim even after TES 6 comes out, and will likely also be making mods for TES 6 as well. Point is, I'll be around for a long time, and I'm always looking to network with other creatives.
  3. @Lonspire Thanks for your interest, I got your PM and will get back to you! :)
  4. Hanalulu, I don't necessarily have any specifics in mind in terms of technology, admittedly, audio is not really my strong suit; I make videos from time to time, I have some experience with audacity and Adobe Audition, but that is about it. My main concern is that the audio quality is good... if it is I'll be happy. As far as availability goes there is no schedule. I work a regular job myself and understand that everyone else has their own commitments, obligations, etc. As far as the loudness of yelling and that kind of thing, I'm happy to give the VA a lot of leeways to play the character how they want as long as the performance is good. I don't imagine there would be a lot of really loud yelling in this role because there isn't an imminent threat. That being said, if the VA wanted to play up the idea that this is someone who has been traumatized and is in a state of panic, as long as they could really sell the performance I'd roll with it.
  5. Hello, all! So, straight to the point; I need a voice actor for a fairly minor part. For this specific character the idea I have in mind is a female Imperial, but I am flexible. If I have to, I could make either a male or female character of virtually any race work for this particular story. OK, so here are the details; I’m working on a mod that is a complete overhaul of crime, and the features are far too numerous to mention here, so I’ll stick to what this is actually for. I’m adding a number of ‘safe houses’ the player can establish all around Skyrim. Each safe house will be in a secret, out-of-the-way location, and will be a small version of a Hearthfires style ‘build-your-own-home’, except that you aren’t actually building the structure of the safe house; it’s more like you’re repurposing it. I want to try my best to have an option to get someone else (an NPC) to do the hard work in order to accommodate different play styles, character personalities, etc. which brings me to why I need a voice actor… So, I’m working on a safe house in Whiterun hold; remember that destroyed cabin a little ways outside the city? That cabin now has a secret basement that you can gain access to through a well. That basement is going to be the safe house for that area. The former owner was a proper lunatic; he was kind of the Skyrim version of a Doomsday prepper, a bit of a conspiracy theorist, and an avid supporter of the Stormcloaks. Despite all of his prepping, he wasn’t prepared for the dragon that destroyed his house and him with it. He’s dead and gone now, and hence is NOT the character I need a voice actor. However, a couple of days before the dragon took him and his house out, our lunatic friend kidnapped a traveler (an Imperial woman?) who he was convinced was a spy of some sort. She’s not, but let’s face it, the former owner of this house is not the kind of person who listens to reason. He locked her in the basement and she is still down there! So, in a nutshell, the player will enter the basement and hear this person calling out for help. In terms of the quest to claim this safe house, the player can either just kill the prisoner to be rid of them and ensure no one talks about the location of this safe house, or release the prisoner no questions asked, or release the prisoner on the condition that they clean the place up first. There will also be some dialogue options related to the story, the former owner, etc., but that’s the extent of what I’m looking for. We’re not talking about a major quest, or a companion character with hundreds of lines of dialogue, or anything like that. However, I want everyone to keep in mind that there will be A LOT more characters who I need voice actors for, I’m just not quite ready for those other parts yet. Like I said, the character I have in mind is an Imperial woman, but I could just as easily make it a male character, they could also be any race of elf, or an Argonian, or a Khajiit and still easily work in the story. I’m building the mod in Oldrim, but will be porting it to SE and releasing for both.
  6. Hello, all! So, straight to the point; I need a voice actor for a fairly minor part. For this specific character, the idea I have in mind is a female Imperial, but I am flexible. If I have to, I could make either a male or female character of virtually any race work for this particular story. OK, so here are the details; I’m working on a mod that is a complete overhaul of crime, and the features are far too numerous to mention here, so I’ll stick to what this is actually for. I’m adding a number of ‘safe houses’ the player can establish all around Skyrim. Each safe house will be in a secret, out-of-the-way location, and will be a small version of a Hearthfires style ‘build-your-own-home’, except that you aren’t actually building the structure of the safe house; it’s more like you’re repurposing it. I want to try my best to have an option to get someone else (an NPC) to do the hard work in order to accommodate different play styles, character personalities, etc. which brings me to why I need a voice actor… So, I’m working on a safe house in Whiterun hold; remember that destroyed cabin a little ways outside the city? That cabin now has a secret basement that you can gain access to through a well. That basement is going to be the safe house for that area. The former owner was a proper lunatic; he was kind of the Skyrim version of a Doomsday prepper, a bit of a conspiracy theorist, and an avid supporter of the Stormcloaks. Despite all of his prepping, he wasn’t prepared for the dragon that destroyed his house and him with it. He’s dead and gone now, and hence is NOT the character I need a voice actor. However, a couple of days before the dragon took him and his house out, our lunatic friend kidnapped a traveler (an Imperial woman?) who he was convinced was a spy of some sort. She’s not, but let’s face it, the former owner of this house is not the kind of person who listens to reason. He locked her in the basement and she is still down there! So, in a nutshell, the player will enter the basement and hear this person calling out for help. In terms of the quest to claim this safe house, the player can either just kill the prisoner to be rid of them and ensure no one talks about the location of this safe house, or release the prisoner no questions asked, or release the prisoner on the condition that they clean the place up first. There will also be some dialogue options related to the story, the former owner, etc., but that’s the extent of what I’m looking for. We’re not talking about a major quest, or a companion character with hundreds of lines of dialogue, or anything like that. However, I want everyone to keep in mind that there will be A LOT more characters who I need voice actors for, I’m just not quite ready for those other parts yet. As I said, the character I have in mind is an Imperial woman, but I could just as easily make it a male character, they could also be any race of elf, or an Argonian, or a Khajiit and still easily work in the story. I’m building the mod in Oldrim but will be porting it to SE and releasing for both.
  7. Hello, all! So, straight to the point; I need a voice actor for a fairly minor part. For this specific character, the idea I have in mind is a female Imperial, but I am flexible. If I have to, I could make either a male or female character of virtually any race work for this particular story. OK, so here are the details; I’m working on a mod that is a complete overhaul of crime, and the features are far too numerous to mention here, so I’ll stick to what this is actually for. I’m adding a number of ‘safe houses’ the player can establish all around Skyrim. Each safe house will be in a secret, out-of-the-way location, and will be a small version of a Hearthfires style ‘build-your-own-home’, except that you aren’t actually building the structure of the safe house; it’s more like you’re repurposing it. I want to try my best to have an option to get someone else (an NPC) to do the hard work in order to accommodate different play styles, character personalities, etc. which brings me to why I need a voice actor… So, I’m working on a safe house in Whiterun hold; remember that destroyed cabin a little ways outside the city? That cabin now has a secret basement that you can gain access to through a well. That basement is going to be the safe house for that area. The former owner was a proper lunatic; he was kind of the Skyrim version of a Doomsday prepper, a bit of a conspiracy theorist, and an avid supporter of the Stormcloaks. Despite all of his prepping, he wasn’t prepared for the dragon that destroyed his house and him with it. He’s dead and gone now, and hence is NOT the character I need a voice actor. However, a couple of days before the dragon took him and his house out, our lunatic friend kidnapped a traveler (an Imperial woman?) who he was convinced was a spy of some sort. She’s not, but let’s face it, the former owner of this house is not the kind of person who listens to reason. He locked her in the basement and she is still down there! So, in a nutshell, the player will enter the basement and hear this person calling out for help. In terms of the quest to claim this safe house, the player can either just kill the prisoner to be rid of them and ensure no one talks about the location of this safe house, or release the prisoner no questions asked, or release the prisoner on the condition that they clean the place up first. There will also be some dialogue options related to the story, the former owner, etc., but that’s the extent of what I’m looking for. We’re not talking about a major quest, or a companion character with hundreds of lines of dialogue, or anything like that. However, I want everyone to keep in mind that there will be A LOT more characters who I need voice actors for, I’m just not quite ready for those other parts yet. As I said, the character I have in mind is an Imperial woman, but I could just as easily make it a male character, they could also be any race of elf, or an Argonian, or a Khajiit and still easily work in the story. I’m building the mod in Oldrim but will be porting it to SE and releasing for both.
  8. Thanks for the advice! :) Yeah, I am thinking about mods like Inigo, in particular, but honestly, I'm guessing compatibility patches will be needed in many cases. The changes to the jails (Riften, especially) are extensive. The secret ways into the cities necessarily have to make changes to the exterior of towns, so that will, of course, make it incompatible with any mods that also make changes to the exterior. But, the changes are minor and fairly out of the way, so I'm guessing it'll be easy enough to make a compatibility patch. As for Skyrim sewers... I haven't used the mod myself, but the entrances to the sewers I'm adding are fairly out of the way places, and the actual sewers themselves are interior cells, so I suppose it would indeed be possible to have both sewers mod wise, though that may be a little strange from an immersion standpoint.
  9. Well, the character I had in mind is named Aeriella Bellavantius but goes by the nickname 'Sweetroll'. She's a member of the Thieves Guild, a run away from a well to do Imperial family, and 'probably' the reason why there is so much sweetroll theft in Skyrim or at least major contributing factor in it. She ran away from home and set out on her own because she was bored with her dull life as a wealthy aristocrat, and she wasn't interested in everyone else's ideas about what 'proper women' do. She's not a great thief but has potential. She's not a terrible thief, but she is a little nieve; she has a lot of romantic ideas about thieves and the Thieves Guild after reading stories and seeing plays about 'the great thief who once stole an Elder Scroll'. Her goal is to become the best, most famous thief in Tamriel... so, in other words, she's going about it all wrong. This is because she grew up in wealth and luxury, not among thieves, orphans, and beggars. Though very intelligent and well educated, there's just a certain level of street smarts' this character just doesn't have yet. In the mod, you first find this character in the Riften jail, because she got drunk and thought it'd be a great idea to steal a sweetroll from the prison warden to get under his skin. The warden is an incredibly pompous and temperamental man (basically, think 'Emporer Nero' or 'Joffery Baratheon'). Anyway, the warden overstepped his bounds and had her arrested, even though that's something Maven would disapprove of. Tell me what you think about playing that character, but if you want to play khajiit, I do have a far less fleshed out idea for characters in Cidhna Mine... Basically, the mine is going to have more non-Reachmen characters in it to help you if you decide not to side with the King in Rags and his minions. I've got an idea for Khajiit twin sisters who are incredibly badass and dangerous bandits. I don't have much written about these characters yet because I'm not doing much with Cidhna Mine yet. Anyway, tell me what you think. Looking forward to hearing from you! :smile: EDIT: P.S., I don't mind if you want to play Sweetroll and the Khajiit bandits.
  10. I'm working on a mod right now that is going to need lots of voice actors. It's an overhaul of crime in Skyrim and Ill primarily need actors to play prisoners/criminals. I'm not quite ready to start recording dialogue or implement any quests or anything just yet. I hope to have an initial release of the mod out in the next couple of months, which won't have any custom dialogue or quests, but after that, it's what the focus of the next release would be. here is a link to some more information if you're interested; https://forums.nexusmods.com/index.php?/topic/6963961-new-mod-crime-corruption-and-the-consequences/ I have a character in mind that I think you might be good for, but I can send you a list of all the characters I have so far if you want.
  11. Hello, all. I've been working on a mod for some time now and am getting ready for a bare-bones release fairly soon-ish (probably within the next couple of months or so). The overarching idea behind the mod is that it is an overhaul of basically everything having anything to do with crime in Skyrim... even some things that aren't instantly obvious, such as the price of certain items you may want to steal, for instance. Anyway, although I have big plans for the mod, here is what I hope to have in the first release; An expansion of all the jails in Skyrim: all of the jails are getting a redesign. The long-term plan is to have things to do in prison; jobs you can work at, NPCs to interact with, quests to do, etc. Eventually, I'd like to disable the ability to simply activate a cot and magically pass time to the end of your sentence so once you go to jail, you are actually 'in' jail and have that experience for anyone who wants to role-play as a thief/criminal character. There will also be areas of increased security, basically, the typical design for most of the jails is that the vanilla cells are standard/minimum security area, you go down a level and that's the medium security area, and down one more level is the maximum security area. What I'd like, is that for certain levels of bounty (or after a certain number of escapes) you'd be sent to the areas of increased security instead of the vanilla cells. In any case, in the initial release, this is all just going to be cosmetic. it'll be there, you can explore if you want, but it's just a foundation to build on. The jail experience will still be pretty much the default, vanilla experience, except you may have a cellmate(s) in some prisons. It'll also be harder to escape from some of them due to the redesigns. The second main feature is that I'd like to add secret ways into cities so you don't have to go through the main gate. this can be handy, especially with a high bounty. Also, I'd like to add fences to every major city in Skyrim (except Riften) that you can use whether or not you are in the Thieves Guild. Lastly, and I am still on the fence about whether this will be in the initial release or not, I'll be adding sewers to Whiterun, Markarth, Solitude, and Windhelm... weird, all of the cities that you have to do a Thieves Guild special job to gain a foothold in that town... I'm sure it's just a coincidence, there sure aren't any long-term plans there, nope ;) The mod currently also has a variety of miscellaneous features, but those are all done already (and working smoothly, I might add) so I won't be mentioning them here. Also, with future releases, there are many more features I'd like to include. But for the time being, I'm just focusing on what is probably going to be in the initial release. As far as what is done right now, a fair chunk of the redesign work is done for the jails. There aren't many NPCs in the jails yet (except for Riften, which is the closest to being done), and I'll admit that I am having a fair amount of trouble getting the NPCs I have to do what I want. I'm kinda a n00b when it comes to stuff like that. But, honestly, for the initial release, I'll be happy with a basic schedule. There aren't too many secret ways into the cities yet, but those are easy to do so I'm not overly worried. I have a fence in Whitrun, I have a good idea of what kind of character he is going to be, he'll be a nice, unique fence... if I could get him to actually buy stolen goods, that is. Once I figure that part out, I'm sure it'll be easy enough to add fences to the remaining cities. I don't have specific ideas in mind for what kind of characters the fences in each city will be, but for the initial release, I'm totally fine with just having generic fences in the cities. If possible, there are some characters that I'd like to become fences once certain criteria are met. Belethor, for instance, could be persuaded to buy stolen goods with a high speech skill. I don't know how to do that yet, unfortunately. It's just a plan I have at the moment. The mod is being developed on Oldrim, but I'll be porting it to SSE. Anyway, here is a screenshot of the kitchen to give you some idea of the quality (or lack thereof) of the food you'll be eating in jail. Enjoy! :)
  12. Soooo, I know it has been a ridiculously long time since I've posted anything here, but I just wanted to say that this mod hasn't been abandoned, I've been working on it slowly but surely, and I hope to release a very, VERY bare-bones version of the mod relatively soon. I don't want to announce a release date or anything yet because you never know what might come up, and let's face it, real life always takes priority over mods. Anyway, for the first release, what I hope to have working is an expansion of most of the prisons, secret ways into the cities, and sewers added to Whiterun, Markarth, Solitude, and Windhelm... all of the same cities that you have a Thieves Guild special job in to gain influence... weird, huh? ;) Other than that, I'd like to have fences the player can use in every city. there are a handful of other miscellaneous things the mod does, but those are already done. More info on that later. Anyway, for the time being, I thought I'd post a screenshot of the kitchen from the jail in Riften to give you some idea of the quality (or lack thereof) of the kind of food you'll be able to look forward to in prison. Enjoy! :)
  13. I don't know how much help I can offer, but I think there is one thing I can help with here; I'm working on a crime and punishment overhaul mod, on feature of the mod was to add NPCs to the existing prisons, and I also had the problem you described (that the NPCs weren't staying in the cell). I solved this by placing an 'X marker' in the middle of the cell, and using an AI package telling the NPCs to stay within a certain distance of that X marker. Pull up the Riften jail in the CK, and look at the setup for the NPCs there. I basically just copied the AI packages they were using. As far as the NPCs fighting with each other, that sounds like a faction issue, but I don't have much expertise in that area, I'm afraid.
  14. I'm working on a skill and perk tree overhaul mod, and I have one quick question: how do I change what action(s) cause a skill to level up? For context, if needed, I want to add a hand-to-hand combat skill, to do so I am going to use the 'Block' tree; I'll be adding the blocking perks to the armor (and maybe weapons) trees, which frees up the 'Block' tree for a new skill. I've already removed all of the old perks, created a few for hand-to-hand combat, added the new perks to the tree, renamed it, added my own description, etc. but what I can't figure out is how to make it so the player will receive XP and level up in that skill for engaging in unarmed combat instead of blocking. Any help would be greatly appreciated! Thanks, everyone! :)
  15. Hello all, I'm working on a mod that is essentially an overhaul of the skills and perk trees at its core... there is more to it than that, but the rest will have to wait for later. Anyway, I'm creating a new skill (hand-to-hand combat) by absorbing the block skill and perks into the armor (and possibly weapon) trees. I've deleted all of the block perks out of the block skill tree, renamed it, created some hand-to-hand perks, added them to the tree, so here is the thing I need help with: "How do I make it so the player can gain experience for unarmed combat instead of blocking?" Any help would be appreciated... if you can point me in a direction to look for the answer, link me to a tutorial, or anything, it would be a big help. Technically, I'm developing the mod for 'Oldrim', but I have every intention of converting it to SE once done. Thanks in advance to anyone who offers help! :)
  16. Hello all, I had been using 3Ds Max 2012 for a long time, and I've recently upgraded to the 2015 version because I had too; I had a student license of the 2012 version, that version is no longer supported, and as such Autodesk won't allow people to keep using it. Anyway, when I import armors and bodies into 3Ds Max, the skeleton doesn't show for some reason... it looks like it's there in the files, but I don't see it in the viewport. Is this normal for the 2015 version, and if not, how do I fix it? Thanks! :)
  17. Cool, thanks for the help you two, I really appreciate it! :)
  18. Hello all, I'm working on a few mods right now, all of which use a fair amount of custom 3D objects (weapons, alchemical ingredients, etc) I have a decent chunk of the 3D work done; I've made a fair amount of the models I need, textured them, etc. but I haven't imported them into the CK yet. I tend to have a lot of trouble with that part, so I guess I've been putting it off. My first question is; Is there an easy way to convert mods from Oldrim to Skyrim SE, or would I have to re-import all of the 3D models and basically rebuild the mod all over again? Also, although I can use 3Ds Max, I find I'm a little better with Blender, and I'm considering doing my 3D work (at least some of it anyway) in Blender. When searching for the NifSkope plugin for Blender, I found one for v2.49 of Blender, but there doesn't seem to be a more recent version of the NifSkope plugin. My question is; Is there a more recent version of the plugin, and if not, does the older version still work with more recent versions of Blender? I'm currently using the most recent version of Blender (v2.79) and don't know where to get older versions. Thanks in advance to anyone who offers to help! :)
  19. Hey, if anyone else is having this problem, I do seem to have solved it, though I don't have a specific solution yet... So, basically, I ran LOOT (because I have installed one or two mods without running it) and (even though I haven't uninstalled any mods on this save file) I did do a clean save. So, trying a variety of different things seems to have solved the issue... I suspect that I know which mod was responsible, but I'm not going to say which one yet because I'm not 100% sure. What I will say, though, is that the mod is an armor mod (strange as that may sound) that by default is flagged as 'stolen', but there is an optional file that makes it player owned. That optional file seems to be causing the issue, but again, not 100% sure. I'll update if I find out more.
  20. Hello, I seem to be getting CTDs when I try to barter with any merchant-- as soon as I ask "What do you have for sale?" the dialogue line plays and then CTD. It seems to be happening with all merchants. Any Ideas?
  21. I'm working on a perk overhaul mod, things are going good, but I do have one or two simple questions; Is it best to make new perks for all the perks in the revised perk trees, or is it best to 'repurpose' old perks where possible? Specific Example 1: Alchemy has 5 perks called 'Alchemist' as the starting point for that perk tree, and all they do is increase the potency of potions and poisons. I want to reduce the 5 perks down to 2, and add in the boosts in potency to other perks in the tree that will also give you benefits in addition to the boosts in potency. Should I just edit the first two 'Alchemist' perks to suit my purposes, or just make new ones? Specific Example 2: I'm not working on 'Smithing' yet, but just for future reference, do I need to keep the perks that add 'Dwarven Smithing', 'Steel Smithing', 'Ebony Smithing', etc. intact so as to maintain compatibility with other mods? So, if for instance, someone made an armor mod that requires the ebony smithing perk, that perk has to remain in the new tree in order to be compatible with the other mod, yes? EDIT: Since it had been a couple days and no one answered, I thought I'd ask over on DarkFox127's discord, and here is the answer I got, just in case anyone has the same questions; Repurupose where possible, especially if an old perk and its new functionality are similar. This allows mods that mess with perks (such as requiring perks, for example) to work without breaking. They might not work perfectly, but they at least won't be broken. For smithing, I would have a look at how EnaiSaion did it in his Ordinator mod. My guess (this is not based on anything concrete whatsoever) would be that he left those perks intact but not in the tree. Then, when the player should be able to smith dwarven armor for whatever reason, they're given the (now hidden) dwarven armor smithing perk. It does not need to be in the tree for it to function. The player just has to have it. You can give hte player perks via scripts, including cases where that script is part of an ability granted by another perk or something like that. Depending on exactly what you decide to do, it might be more or less complex, but if you want to completely revamp the tree, then removing the perks from the tree and programatically adding them to the player when relevant is probably the best way to go since those perks are so specific and so specifically relied upon.
  22. I've never done it myself, but DarkFox127 does have a tutorial on it, and I usually find his tutorials to be very helpful. Here is a link; And if you get stuck on something, he does have a discord server here; https://discordapp.com/channels/194805459830571008/245634358759653376 Hope that helps! :)
  23. Thanks for the link, Utakka! :) Much appreciated!
  24. At the moment, there is no MCM menu in Skyrim SE. For that, there needs to be an SKSE for Skyrim SE (SKSE64) and unfortunately, SKSE64 is not done yet and there is some speculation that it may never get finished, but there is no definite word yet one way or the other. The next thing needed for an MCM menu would be SkyUI, which requires SKSE, so basically, the TL;DR here is there is no MCM in Skyrim SE, and at the very least, it'll be a while before there is one. In the meantime, mod authors usually will add a power to the game that will bring up a configuration menu for the mods that need one, though I don't know how that is done. I don't know much about scripting at the moment.
  25. The solution was to uninstall ENBoost (as well as ENBs you may have installed, but I didn't have any) Before you try that solution, though, you may first want to try running the CK as an admin (which I did before posting this, it didn't work for me, but it might for you) and if neither of those work you may want to try reinstalling the CK. Hopefully, this helps anyone having trouble with this in the future.
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