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drewsbrew

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Everything posted by drewsbrew

  1. Hello, everyone! I'm working on a mod that is essentially a perk tree overhaul and I tried to follow this tutorial but I've run into a couple of problems; the main issue I am having is that when I go to 'Character', 'Actor Values', select 'Alchemy' (or any skill for that matter) and click the 'Perk Tree' button to see the perk tree, then right click to bring up the options, most options are greyed out. I can add perks, and even successfully created and added three of them, but I am unable to delete any of the existing perks. I am also unable to establish links to the perks I've added (or any others for that matter. If anyone knows what the problem is, and how to fix it, that would be helpful, but a link to some good info on the subject would be great too. I checked the creation kit wiki, but there doesn't seem to be a section on perk trees anymore. The tutorial I linked has a link in the video description, but it redirects to the wiki landing page. When I searched for 'perk tree' to try and find the new page, the only thing I could find was a page on what perks are (http://www.creationkit.com/index.php?title=Perks) but that's not especially helpful for what I'm trying to do. Any help would be much appreciated! :)
  2. I have a character that I'd like to (if possible) create a preset out of and I'm wondering if that is possible to do, and how I would go about doing it.
  3. I have a YouTube channel (two of them, in fact- one is active, the other not so much) and though I don't currently do mod reviews on either one, what I can tell you with certainty is there is a LOT of misinformation out there about how much money YouTubers make. The reality check is that YouTubers don't make that much money-- at least not from the ad revenue of their videos anyway. I don't care what website has something to say to the contrary, either. It's important to remember that any time you see an actual number put to how much a given YouTuber makes, or 'YouTubers' in general, it is an estimate, and probably an inaccurate one at that because there are so many variables that factor into ad revenue earnings that it makes it nearly impossible to predict with any degree of accuracy how much a given YouTuber makes. Even if you use apps like TubeBuddy, or check websites like Social Blade that will try and put a dollar amount number to what a YouTuber makes, that number is an estimate only, and probably a high ball one at that. Not only that, running a YouTube channel (especially a successful one) is a hell of a lot of work, it's not enough to just make videos, how are you going to get those videos in front of people's eyes? For that, you need some sort of marketing strategy, and you probably have to learn a fair amount about SEO and how the YouTube algorithm works. You probably also need to network with people, you need to have a sense of what people care about and will watch, and you need to be entertaining enough that people actually will watch. Titles and thumbnails are also very important; it wouldn't hurt for you to know a little about graphic design for that as well. These are just some of the basics. In short, it's a lot more work than most people realize, and YouTubers generally don't make that much money, despite popular belief.
  4. I made a post about this yesterday (for further reference) but I'm not getting any answers, so I'll try my luck here. Basically, I'm working on a weapons and armor mod. I'd like to increase the damage of all weapons to make them deadlier (especially at harder difficulty levels so you don't end up shooting things with 40 arrows and it's still kicking). I think I'd like to make the damage weapons do similar to SkyRE, and my thoughts right now are to just increase the base damage of everything by 2. Is that a crazy idea, would weapon damage be too over-the-top if I did that? Would the damage be similar to SkyRE? Thanks! :)
  5. Hello all, I'm working on a weapons and armor mod, and one of the features of the mod is that it will increase the base damage of the (the vanilla weapons as well as new weapons) and I think I'd like the new damage values to be comparable to SkyRE. In a nutshell, I'm trying to make weapons more deadly, without getting too crazy with it. My thinking right now is to increase the base damage of everything by 2, but I'd like to get some feedback here and see what people think. Thanks to anyone who takes the time to help out with this! :)
  6. So if this gets implemented does that mean Alduin, Harkon, and/or Miriak wins? 'Life in prison' refers to 'things to do' rather than 'length of time', to have 'prison life' that differs from life outside of prison. But, even if I did implement a 'life long' prison sentence, I would probably include some way of escaping and being 'on the lamb/incognito' so you could still play the rest of the game. So, no, they won't win I guess. Those parts of the game will still be there if and when you break out of prison. This is meant to be just like any other part of an Elder Scrolls game; there is lots of stuff to do, and you can do it (or the main quest) whenever you want, or not at all if you so choose.
  7. There are actually some features that prison overhaul has that I think were actually kinda cool; getting walked to jail for instance instead of a fast travel, and I've considered implementing something like that myself. I've also thought about having an MCM option that will allow you to choose the prisoner outfit, i.e.; prisoner's clothes, nude, etc. to accommodate a larger range of preferences. Beyond that, all I can say is 'maybe' at the moment.
  8. Hi, all! I posted this in Mod Talk a couple of days ago but didn't get any responses, so I thought I'd try my luck over here. Anyway, I'm working on a hunting mod that I want to plugin to Campfire and use the skill system so I'm trying to work my way through Chesko's tutorials, but I seem to have hit a snag... I'm on the "Hello, Chair" tutorial and got almost to the end without any issues but one of the last things to do is to add a script from the Campfires DevKit to a chair in the CK, and when I try to do that I get an error warning saying the script isn't found. I have both Campfire and the DevKit installed and activated in MO, and I made a video working through the tutorial. If you have 5 minutes to watch it great, if not, then if you have at least 30 seconds to watch the end to see the error message I'm getting I'd appreciate the help to diagnose this. I already tried restarting the CK, rebooting my computer, still nothing. I've been searching the internet to see if I can find a solution, but I haven't turned up much, probably due to how specific this problem is, and I even contacted Chesko for help, still nothing. So I'm hoping that there is a more experienced MO/CK user out there who can at least point me in the right direction here or offer some suggestions on how I might resolve the issue. Thanks for anyone who at least took the time to read this! Have a good Christmas, Haunika, Festivus, Solstice, or whatever you celebrate and a great new year everyone! :)
  9. Hello all, I'm trying to follow Chesko's campfire tutorial series but I seem to have hit a snag, and I think the problem might be MO, but I'm not sure what I'm doing wrong. If you think you might be able to help, I'd appreciate your time! Read more about the specifics below, and thanks! So a couple of days ago I started the 'Hello, Chair' tutorial, and towards the end, I need to attach a script from the DevKit to an object, but when I try to do so, I get a bunch of warnings saying the script isn't found. I made a short video showing the issue so if you have a couple of minutes to check it out it'd help, and I'd be happy to answer any questions too, of course. But you can clearly see in the video that the DevKit is indeed installed (it's the last one on the list) and I also tried restarting the CK, rebooting my computer, reinstalling the mod and the DevKit, nothing seems to be working. Any thoughts, anyone?
  10. Thanks for the input, and sorry for the late response, I've been a little busy as of late. Anyway, some of what you're talking about is already planned, check out the reputation system in my signature... it's a lengthy read, and it has been developing as an idea for a while now, so some of the features might not be covered.
  11. Thanks for the info, I'll check it out. I checked the 'Automatic Archive Invalidation' box in MO and it didn't seem to give me the desired result, I'll keep messing with it though, and thanks for the link to the wiki, it will be helpful!
  12. Fallout 4? I was asking about New Vegas. Is it the same? And I didn't see anything about MO
  13. Hello all, I've been modding Skyrim a really long time but I'm just getting started with Fallout NV and I was hoping someone could clear up the archive invalidation for me. I'm using Mod Organizer and some people have said MO has a built in archive invalidation while others have said it doesn't work like that. Do I need to worry about archive invalidation, and if so what is it I need to do? Thanks in advance to anyone willing to help me with this! :)
  14. Hello all, I've been modding Skyrim a long time, but I haven't modded NV at all. One of the things I dislike about all of the Fallout games is that everywhere you go is such a s*** hole! I understand the whole world was nuked and so on, but I just can't see people not living in slightly better houses/established settlements after over 200 years. So, in short, is there a mod the improves the condition of lived in houses/buildings, and settlements while still leaving the rest of the buildings alone? Thanks in advance to anyone who responds! :)
  15. Sorry about the delayed response again... all the same stuff as last time, but this time my internet was also down for a couple of day and I didn't even get a chance to read these comments until now. Anyways... Drew is fine Madrias, And your idea about the guards not caring about you being the ideal inmate the last time you were in sounds particularly interesting to me. From the beginning I have wanted each subsequent stay in prison to be different from the last; if you play the quests your first visit, the characters will all have different quests when you go back the second, third, and maybe even fourth times. Anyway, having the guard reputation reset each time you go back while the inmate reputation stays the same can help keep things interesting. Slade37, I like your skooma ideas about skooma addiction but I'll probably be dealing with that aspect of the mod later, in fact skooma addiction might not even be part of the core mod. I'm planning this as a series of mods where there will be a core file that will basically be the reputation system, new punishments for crimes, prison quests/reputation, new NPC behavior (criminal behavior) etc. then I'll make separate mods that focus on specific types of crime, and they plugin to the main file; for example, a mod that allows you to join a group of bandits and eventually take over and become their leader, a mod that allows you to build a slave trade, and a mod that allows you to build a skooma dealing empire in Skyrim. The last one (o at least the very beginnings of it) is linked in my signature. I started working on it, but then stopped temporarily after I moved things around a bit.
  16. Here is a random thought... what if doing jobs in prison was optional, something you could do to lessen your sentence... And a second idea, what if it was something that the guards had to trust you enough to let you do in the first place, in other words you have to build up your reputation as a 'good inmate' trying to reform themselves...
  17. Whew, OK, sorry about the delayed response but there was a lot to read and I'm spread kind thin right now; working on video projects for two YouTube channels, drawing concept art for my own purposes and concept (exibit A, exibit B, with more on the way) art for the Beyond Skyrim (Cyrodiil) team, learning how to script, learning more about 3D modeling, and about a half dozen other things... anyway... Madrias, If you haven't already, and you're willing to do so, I'd like for you to check out my post about the reputation system (also in my signature). I've never designed anything like this before, so I'd like as much input as I can get. I think a lot of your ideas you talked about are already going to be a part of the system I outlined. As far as your concerns about the trials by combat not having the desired effect, I agree completely. In addition, I planed on having each hold have its own champion, and if the player managed to kill the champion once, who would be there for to represent the hold in all future trials by combat? I would have to create lots of 'champion' NPCs and all things considered I think it would be best to have just one for each hold. Also, lots of people seem to think Ulfric was wrong for challenging King Torreg, but some insist it is 'the old way' and 'tradition', etc. So in a sense it might not make sense to have trials by combat that are actually to the death... having said that it might be interesting to have that change based on who controls the hold; the Stormcloaks, or the Imperials... though if I do that then I am back to the same problem of having to create a lot of 'champion NPCs', and I also want to make Ulfric himself the champion of Windhelm... having that TBC go to the death is problematic for a number of reasons. Anyway, on the whole, still thinking about this one. What I'll probably do is have this be a togleable option in the MCM menu o something. I'll add that for this (and for public executions) I may use Slade37's Sovengard idea... I also agree that Skyrim jails do suck, and would like to redesign all of them to varying extents; fairly minor tweaks and adjustments to some, with total overhauls to others. I also love a lot of your ideas, i.e.; the more severe form of public punishment, a temporary banishment from holds in extreme cases, notoriety having an impact on prison life as well, and having a torture chamber added to jails... and being tortured when captured by enemy soldiers! I will definitely use those, and don't worry, there will absolutely be other NPCs committing crimes/going through the system besides just the player... in fact... *spoiler start* When the player enters Whiterun for the first time, I want them to immedietly see NPCs in a stockade (probably outside the guard barracks) being pelted by produce and being able to join in. *spoiler end* I like the idea of work in prison, more specifically having different jobs in prison, which allows you to do different favors for different people— however it may be immersion breaking in the sense that when you go to jail in Markarth you are told ‘some prisons may allow you to sit around, but here you work’. -love the ‘foul brew alcohol’ idea, will definitely use it. Some crimes (like murder, or attempting to assassinate the Emperor) probably won’t have an option to simply pay a fine at all, unless you are a thane or something, having said that though I do like your numbers that you came up with for the fines. Yes.. there will certainly be more NPCs who will be executed, and I think I will have this as an MCM option for the player. If you choose not to be subject to public executions yourself, there will be a built in reason for why that is so as to not break immersion... for example; because you are Dragonborn and saving the world a hold will not execute you when they otherwise would if it were anyone else, which is one area where I think Madrias's idea of having a banishment period comes in nicely. As I said earlier, I really like this idea, not sure if I'll use it or not but I will definitely think about it.
  18. I've got some ideas I'm toying with... There will be stockades added to the game where the criminals there will be pelted with produce, I've thought about also having citizens pelt you with produce (using the same animations and whatnot) as you are dragged through town in chains (if you have a reputation as a notorious bandit/murderer/slaver something along those lines). But what do you mean by more realistic?
  19. Definitely sounds interesting! I'll be keeping an eye on this mod!
  20. Glad you like the idea for the mod! Will there be be a racism element/will your race have an impact on your reputation?; Well, ideally yes, but the main priority in terms of design is to prevent script bloat. I don't want people to have to choose between this mod and their other favorite realism mods, so basically I want to make this as in depth, feature rich, and immersive as possible without overladening the papyrus script engine. Also keep in mind that the first version of the mod will almost certainly not have all of the planned features... it will be a basic version of the main concepts, and I'll refine it more and more in later releases. Will speech checks have a role?; Short answer: 'Yes' although I don't have the specifics worked out just yet. The vanilla game does not have nearly enough speech checks for them to have a meaningful impact on the reputation system so I want to add more-- without them feeling like they were added just for the sake of being added. One idea I had was to add a speech check dialogue option to all NPCs to insult/intimidate them (unlocked as you begin to develop a reputation as a violent thug) and the NPC will respond by going into a brawl (throwing you in jail if it is a guard/Thane/Jarl/etc.) or becoming afraid and running away. The more you build that reputation the more likely NPCs will respond with the latter. I would also like to add an intimidate option to a lot of the quests too. With the race thing, I think races like Orcs for example should have an easier time intimidating someone than say a High Elf for instance... maybe even body weight can play a role... but I digress. I don't know what you mean by selling debuffs... Will some corrupt guards let you off the hook if you're in the Thieves Guild/Dark Brotherhood?; Yes, and there will be a chance that they might even let you out of jail if you're arrested by another guard.
  21. I don't know of any non-video tutorials, but you should check out Darkfox127's YouTube Channel, he has some video tutorials there on Hearthfires types of homes. Hope this helps!
  22. I thought I remembered reading it in the contract itself, and I know for sure Chesko had some issues with Bethesda not respecting his wishes for one of the mods, though I admit I don't know the specifics of that, and it is possible I assumed it had to do with copyrights-- but maybe it was some other aspect of the contract...
  23. Hello all, I want to make a video on my YouTube channel about the mod theft situation going on and as part of the video I wanted to address the claim that "Bethesda owns all the mods and can do whatever they want with them/mod authors have no rights", there are a number of ways to respond to that, one I would like to include would be a reference to the contract they were offering during the whole paid mods s#*! storm... one of the conditions of the contract was that mod authors had to sign ownership of their mods over to Bethesda. I tried to find a link for the contract (knowing full well it's undoubtedly long gone by now) and unsurprisingly I didn't find anything so I was wondering if anyone happened to keep a copy of the contract for their own records. I know that's a log shot too, but I thought I'd ask.
  24. I'm working on two mods right now, I will eventually need voice actors for them both, but that is a ways off. I have 1001 things to do before I even start writing lines of dialogue let alone finding voice actors to record them. However, if you're interested, the main mod I'll need voice actors for is the crime and punishment overhaul I'm working on. I'd like to implement trials by combat, and each town will have a 'champion' for that. Also, I'll be adding prisoners to the jails and there will be a fair amount of interaction with them, and even some quests (while in jail-- kinda like Markarth). There will also be criminal NPCs added to each city; thieves, fences, maybe even murderers, there will also be hireable thugs/mercenaries, and characters that can be recruited as part of gang. Basically, the reason I mention all of this is because (since I'm so early on in development) if any of what I described jumps out at you as something you really want to do/have a great idea for I'm open to collaboration on these characters, their personalities, etc. Just keep in mind I won't be ready to pull the voice actor trigger for a little while. If you want more info check out the links in my signature, or PM me with questions. You may want to check out this thread too.. It's a Dark Brotherhood expansion if that sounds interesting. Also, if you haven't already, you might want to check out Dark Creations, I'm sure they'll be happy to have the help.
  25. I can give it a shot, but to be honest I'm still learning and at a beginner level, I am willing to try and help though.
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