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Everything posted by KodiSky
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AI is going to force copyrights for things such as "I decided to play G F D chords and I have a lot of lawyers so now I own all songs that go G F D" to drown out in it's own stupidity. And the same is going to happen to AI voice impersonations. The Tom Waits case was from the 90s. It's a very different world now. I doubt it would stand in the modern internet era. That might have seemed logical to some pompous idiot before everyone had access to a mic. But now, suddenly Tom Waits and James Earl dont actually sound "THAT" unique in the grand scheme of things and other people sound just like them. Because humans aren't as diverse as we like to think we are. If we copyright our face, our voice etc. Then what's to stop someone from copyrighting the CO2 they breathe out? The entire concept falls apart if you apply it consistently, which law has to be. The effects of the internet and the fact millions of people have exactly the same idea as you at the same time you have that idea, has already eroded a lot of copy right protections. So whilst right now it might still perhaps be a point of contention and controversy I think ultimately the only logical answer would be to NOT be able to patent or copyright a natural given thing including genetic make up of an individual because if you patent your voice, you are effectively patenting your genetic make up that gave you your voice. Actually I think the genetic argument completely crushed an agri company who were trying to sue some farmers cuz basicly the company tried to patent the genes of their pigs, the pigs originated from Germany. And then suddenly they were like, oi you german farmers, your pigs have our genetic data. But they didn't win. Actually that terrible company I shan't name due to the political history of it tanked and got bought out by another large company. All in all, the copyright market hasn't been very successful of late. And copyright strikes look more and more like the cries of denial as an ageing star becomes more and more irrelevant. The competition strategy of successful companies in the modern era is to buy their competition, not cry to the courts over patents. Copyright cases in the past decade carried out by large companies like Blizzard and Disney have been nothing but a PR nightmare for said companies. Just how a lot of people frown on the exodus of authors over if they are allowed to delete a file or not on this site. It is petty. People only care about the quality of the product they consume and have little care for people that prevent them from consuming the product they desire. As such buying and "imitating" (aka copying) competition is the preferred way of doing things. You can look at Overwatch and Paladins. Both games are always influencing the other. When one game makes something that works the other one takes it.
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I asked this question on Skyrimmods reddit but some toxic kids just instantly downvoted it into oblivion. (Dunno why that keeps happening to me on that site) Anyway. Is there a way to boost the render window's ram usage? I have a lot of unused VRAM/RAM when using CK it would be nice to have it load mountain rocks faster etc. I cant find anything in SkyrimEditorPrefs.ini relating to "Memory" or "MB" or "RAM" I do a lot of work on exterior cells to make compatibility patches for mods, so it would be nice if I could find a way to boost the memory it uses for the render window because it throttles it at 137mb (even if it goes above that but then it starts to stop loading mountain rocks and stuff.)
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LE New Modder looking to help make compatibility patches.
KodiSky posted a topic in Skyrim's Mod Ideas
Hey I'm a new modder but very old mod user, currently looking to learn a lot about making and fixing mods asap and I guess I learn best by doing. I have learnt some basics on CK already, enough to patch together incompatibilities in world space. I'd be happy to take on more world space incompatibilities and nav mesh incompatibilities. Just tell me which mods you want smashed together and I will try and find a way to incorporate both so it works. But I want to learn more of course, so if you suggest other types of incompatibilities I will definitely take them on to learn more but it might take me more time. I'm currently only playing LE (I just wanna finish my LE and then make an SE yknow) but I don't mind installing SE to make request patches. I'm one of those weirdos who gets more motivated by helping others than them selves, so I figure the best way to stay motivated to learn is by patching incompatibilities. So then when I make my own things I know what I am doing and don't get demotivated by the learning? xD-
- compatibility
- mod request
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So I have a massive mod load, and sometimes I anticipate things to be bugs when they are not. Anyway I picked up a horse on the road next to a ravaged caravan, and went about my way to try and get an Imperial Order to release that Graymane. On my way I spotted some travelling NPCs so I tried to talk to the noble lady. The only dialogue option I had was whistle, whistle or whistle.. and I was a little confused. My character tried to whistle and the noble woman seemed really disturbed by it. Then tried again and she said, DONT DO THAT! So anyway I was thinking, this must be a joke from Interesting NPCs or something.. anyway I tried to speak to her guard. Same thing, could only whistle. My character tried again, and this time after failing I had a dialogue option saying, "Can you please help?" The guard woman was like "It can't be helped.." and then told me not to whistle again. I ride on towards Solitude.. thinking what the hell was that about? I arrive in Solitude and try and speak to a beggar so I can get gift of charity for my persuasion buff. But I can only whistle?! I was now getting worried that something was bugging, but still tried whistling at him as I was finding it funny anyway. I then tried/failed on a bunch of different people, every time asking them for help on the second dialogue.. one guard was like "Money solves most things doesn't it?" So I paid him 185 gold. He then gave me a note basicly trolling me for paying him and walked off... A little girl wants to play tag so I try whistling, the second dialogue this time was "I only failed because of the way you stared at me!" And the little girl seemed worried and said "Okay what ever you say!" Eventually I reached the market stalls, the spiced wine lady was happy to see me. And didnt seem too offended when I failed at whistling. I finally tried on Jala and it worked, giving her a typical cartoon "You're pretty" style whistle. I apologised and she said, "No you did great" type thing and my character was like YAY I CAN WHISTLE and I got the whistle spell. I then decide to see if Jala has any garlic/salt and buy it off her, but when I leave she says "Come back when you've learnt how to spend money!" LOL (more like Talk smack when you've learnt to stock goods, amirite) Anyway, I was really impressed with how seamless the voicelines of vanilla NPCs felt with the situation. 10/10 Kinda regret not practicing on General Tulius.
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Okay so I am almost certain that the reason entering the Dawnstar cell = CTD is a navigation mesh error because I have Interesting NPCs, Cutting Room Floor, Inconsequential NPCs, Sanctuary Reborn, Legacy of the Dragonborn and Expanded Towns and Cities, but I want to be sure I get all the mods that affect the area (and there could be some in adjacent cells as I know some of Mihails awesome monster mods could affect it too) Everything is fine until I step into dawnstar (or in this case climb over a wall because I am freezing to death and I need an Inn) and then it instantly crashes. I've never done this before so I wanna check if this would be a valid way. Anyway I am thinking, opening my entire load order in TesEdit, checking the dawnstar cells for conflicts in the Update/skyrim ESM? Make a new profile, load those mods in. Make them ESM flagged. Make a smashed patch and rename it (this will mean that say two buildings are near each other, well they will both be there, even if they intersect) open this all in CK, make the smashed patch the active mod, check for overlapping buildings, rearrange if needed. Delete overlapping nav meshes, rebuild nav meshes in the area by hand, finalize. Save into this smashed patch and rename it Dawnstar compatibility.esp (so its not resmashed when I do smash all?) or something and test? Maybe load the "compatibility" below the actual Smash All smashed patch? Rather than Deleting what I will find in CK, should I "drag it beneath the ground" as suggested in this post? https://forums.nexusmods.com/index.php?/topic/8162628-how-to-fix-entire-navmesh-deletion/?hl=%2Bnavmesh
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- navmesh
- navigation mesh
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[LE] Scrub In the Deep End. MO2 and Creation Kit.
KodiSky replied to KodiSky's topic in Skyrim's Creation Kit and Modders
Yeah I can save outside of MO2. I just double checked I can and made a TestMyPlug.esp, no error message and checked it was in Data folder and it was. You mentioned potential mess up with 32/64bit difference. I started in MO1 and went to 2 because wrye bash kept installing as 64bit. Anyway because I knew maybe one day I will want to reuse MO1 I made MO2 just use MO1's profile and Mods folder. So I ran MO1 and I still had the same profile as I had in MO2 (even the overwrite files from a tes5clean back up were there) and ran CK tried to save and boom. So thanks for making me try MO1 and CK. I checked in my Overwrite folder and there is the TestMyPlugs2.esp Best thing is I dont have to move any thing around, as MO1 and 2 share the same mods and profile folder. I wish navmesh conflicts just worked too. Incase anyone with the same issue finds them selves here, all you need to do is install Mod Organizer 1 and set its directory in the settings menu of Mod Organizer to use Mod directory of MO2 and profile directory of MO2 and you should have a backwards version of what I have and you can make changes to your load order that will save across MO1 and 2. Make sure to make actual profiles and not just Default though.- 2 replies
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- creation kit
- mod organizer 2
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Do you have SKSE and Crash Fixes? When bug hunting for inevitable CTDs in my game, I found Crash Fixes really helped iron out some things I would have thought was unfixable. It could be something as easy as putting some files through NIFHealer. Another thing could be broken NavMeshes, overlapping or just like, two edits to the same area and only one edit making it. OR you have two navmeshes layered over each other (can happen if you smash all in Mator Smash). Check in TES5Edit. Open your load order in TESedit and then do apply filter for conflicts and then find those mods that mods exterior cells and you can find all the conflicts it has with other mods, and find out what kind of conflict it is, and depending on that info the next steps would change. Crash fixes will tell you if you have a corrupted NIF file, which wont show up in conflicts.
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Okay so, like I am trying to make a "Stable" yet full as hell mod load order and you know its about 80% there. I can't help but come to the conclusion that a lot that remains to be fixed will be patches that I will undoubtebly make in CK, including NavMesh fixes. So I diligently started to try and work on CK but I cant get it to save a mod when I run it through Mod Organizer 2. I did the whole inifile set up, I dont get it cuz my MO and Skyrim is not saved in ProgamFiles but a "games" file I made on C drive. Do I need to set admin to MO2 and CK? I am running on Win10 64bit To make it clear, this is for Skyrim Legendary Edition, not Special Edition. And I don't want the topic to be about "play/Mod SE". I just want to finally "finish" my dream LE set up (and play teh hell out of it) before making a new, probably different SE setup. Or seeing if I can convert it all into SE and break SE I did this step too Start the Creation Kit through the Steam context menu. Once the Creation Kit is loaded, exit the program. Navigate to the Skyrim folder (where CreationKit.exe is located) and open SkyrimEditor.ini. At the bottom of the [General] section, add the line "bAllowMultipleMasterLoads=1". Locate the line starting with "SArchiveList=" and after Update.bsa add ", Dawnguard.bsa, Hearthfires.bsa, Dragonborn.bsa". Locate the line starting with "SResourceArchiveList2=" and after Update.bsa add ", Dawnguard.bsa, Hearthfires.bsa, Dragonborn.bsa". Save and close the file. but when I try to make a mod save it says File Error Invalid Directory Given the amount of Mods there are I am worried a second skyrim folder which I swap out for the clean one that has no mods so I can work on CK will just end up really messy, and I very much enjoy the bsa/loose file load order of MO. For now I will experiment and see if I can make some basic mod added cells have the same lighting styles as ELFX-hardcore.esp as well as see if I can add a light to the Live Another Life starting Cell so that when I run Mator Smash it to smash ELFX and and LAL together (which fixes the conflict but makes the bed so dark its hard to spot and you have no torches yet so yeah..) Ultimately my aim is to fix broken navmeshes in conflicting mod areas and cell edits that cause CTDs because of conflicts. And a couple of facegen bugs. If along the way I can learn to slice up mods and reshuffle them so they fit together (city expansion mods) that would be great too. But yeah, for now I have focused more on additional NPCs/Quests/Mobs/Dungeons and places to go and visit than expanding the towns. I would love to expand Solitude Windhelm and Whiterun but to make the collection of expansion mods I want to see together, work together I will need to be a bit less noob. Right now my game is in a state where I can play most of it but I find a couple of chronic CTD areas scattered through out the world. (definately not corrupted NIFs though fixing those really helped fixing a few areas). I will make other posts for the other things. I just cant work out this saving issue, and I wonder if I should even bother trying to make CK run nicely through MO which would avoid me having to copy mods around to a secondary skyrim folder etc. I am surprised skyrim works at all given all the error messages I get when opening just the base game ESMs in CK.
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- creation kit
- mod organizer 2
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Store all junk for common containers (Related to bug solution)
KodiSky replied to ooOmegAaa's topic in Fallout 4's Mod Ideas
I want this so bad. Settlers dont farm junk if you have over 100 items in work shop so I have to spend ages spamming enter in a trashcan next to my workshops just so they continue farming junk. No one seems to have addressed this with a mod, its infuriating