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TechAngel85

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Everything posted by TechAngel85

  1. Arizona Green Tea...it's just what was sitting next to me. ¯\_^.^_/¯
  2. In response to post #50032012. #50032057, #50032732, #50052427, #50054092, #50054512, #50055082, #50076857, #50077437, #50077572 are all replies on the same post. Proper mod versioning? OMG yes! I've always been a fan of Major.Minor.Hotfix. Major = introduce new functionality or assets, etc. (rarely changes) Minor - smaller changes such as expanding mod coverage, updating current assets, etc. Hotfix - fixes bugs or issues but changes nothing else. A standardized versioning scheme for mods on Nexus is severely needed! Though it would need to be well enough defined (with enough examples given) so anyone could understand it.
  3. In response to post #49977347. #49977612, #49977627, #49977747, #49977772, #49978322, #49978412, #49978502, #49978607, #49978752, #49978832, #49978967, #49979042, #49980232, #49980267, #50066187 are all replies on the same post. What is being forced? Either use it or don't. That's your choice. If you like NMM and don't like Vortex once it's released, then there is nothing saying you can't still use NMM. Tannin even mentioned above they could be used together. If you don't like virtualization, I would say that WB is better than NMM. No offense to the Nexus staff, but NMM has never been a great manager for managing a heavily modded setup. There's several reasons why STEP was never able to use it to easily manage the Guide. WB worked, though. MO worked even better. I'm personally excited to get my hands on Vortex to test its' abilities. I refrain from passing judgement until I've actually used the software, because I have nothing to pass judgement on except words...which, when you get down to it, don't really tell us much toward usability. It's just assumption/hype/PR until the software is in hand and users get a chance to break it...*err*...I mean use it. ^_^
  4. In response to post #50032012. #50032057, #50032732, #50052427, #50054092, #50054512 are all replies on the same post. Here's the news article discussing it: http://www.nexusmods.com/skyrim/news/12569/? As I mentioned, it just sort of died, so I don't know if they ever figured it out.
  5. In response to post #50032012. #50032057, #50032732, #50052427 are all replies on the same post. "Profile sharing" has been planned for some time with Nexus. I'm not sure if it'll be implemented with Vortex, but that would be logical. The way I understood it is users would be able to save their setups and upload it to Nexus. Then users could download the setup and the manager would do most of the work of setting it up for the user. This is suppose to give an identical setup as the author. For example, if you wanted you have the exact same setup as Gopher, all you would have to do is download his shared setup. If this was ever worked out completely, I'm not sure. I haven't heard anything on it in a long time. To be honest, this sounded like a dream because I can't see how they would be able to work out all the small details that come with modding (FOMOD installers, hidden/deleted assets, load orders, patches, etc, etc). I could see it being possible on more simple setups, but not on advanced ones.
  6. In response to post #50031637. #50032802, #50039597, #50040132, #50040682 are all replies on the same post. I know it's not proper coding and is why I mentioned it not being such. I was simply stating it nice that MO was able to bypass it if you missed a ">" in the 2000 lines of code somewhere. ^_^ I always validate my code when I remember to do so. Ganda wrote a nice program for this that is convenient ( http://www.nexusmods.com/skyrim/mods/75140/? ). Vortex should follow the schema for the installer to the letter. Current schema: http://qconsulting.ca/gemm/ModConfig5.0.xsd (open with a text editor like Notepad++)
  7. In response to post #50031637. #50032802, #50039597 are all replies on the same post. MO has some heuristics involved so if you left something out or forgot to close a tag it didn't really care. This wasn't proper, but it was nice for those creating my hand. Also NMM behaves differently with some of the options vs MO. I know in the last version of MO, flags were somewhat broken though and that never got fixed. ThosRTanner put in quite a bit of time working on improving MO's handling of FOMODs, as far as I am aware.
  8. In response to post #50031637. I'd be interested to know this as well. MO's handling of FOMODs was far superior to NMM, imo. Having written dozens of FOMODs it was always NMM that was the pain in my backside. Not to mention that MO used the code more fully and accurately than NMM due to the work of ThosRTanner.
  9. In response to post #50017357. #50023137, #50023837, #50026827 are all replies on the same post. 2) Will this solution be similar to that of MO's sort feature? The reason I ask is because you couldn't create any sort of meta rules with the sort feature alone, thus you were still required to have LOOT for any medium to heavily modded game unless you locked the plugins into place which wasn't the best solution for ease of management.
  10. In response to post #50002592. Having vast experience with both MO and WB.... I advocate WB for Skyrim SE, atm, but admit it's not the best solution for a heavy modder/mod author. I'm often having to install and uninstall mods for testing while I'm working on building mods. The uninstallation is painful even on a SSD because of the things Tannin explained in the interview of extracting the mods, counting files, replacing files, etc. When mods like SMIM and texture overhauls are involved, I tend to walk away from the computer because it can take quite a while, whereas MO is instant; ultimately allowing me to get more work done because I'm not waiting around on the program to do its thing. WB is also forcing me to keep an additional 9GBs of mod archives on my drive (and I have a small mod list compared to others). So WB has it's negatives, but currently it's the most stable for modding Skyrim SE. For mod authoring, MO is far superior, imo, because its features allow me to work far easier and faster.
  11. @Robin and Tannin, Thanks for the information! I've been wondering about this development. I don't know how the alpha candidates will be chosen, but keep the STEP Staff in mind. Being an admin of the project now, I'd love to get my hands on Vortex early to install the STEP Guide with it. We've been curious if we'll be able to replace MO with Vortex. I can provide my time to see how things run and suggest fixes/improvements. I'm sure a few of our moderators would be interested as well. Great to hear from you both!
  12. This is the most rational thing I've read in this entire thread.
  13. Just to place the information so you can all make up your own minds... US: https://www.copyright.gov/fair-use/ / https://www.copyright.gov/fair-use/more-info.html UK: https://www.copyrightservice.co.uk/copyright/p09_fair_use Special attention should be given to the final paragraph of one of those links: "In addition to the above, other factors may also be considered by a court in weighing a fair use question, depending upon the circumstances. Courts evaluate fair use claims on a case-by-case basis, and the outcome of any given case depends on a fact-specific inquiry. This means that there is no formula to ensure that a predetermined percentage or amount of a work—or specific number of words, lines, pages, copies—may be used without permission." There. That's all I'll post on this subject.
  14. I'll am looking for a voice actor to get an NPC in my mod, Jaggarsfeld, voiced. Van is a Nordic/Werebear NPC and when I imagine his voice I think of it as a medium to deep voice, but mostly with a friendly tone. This will likely need to be a male voice, unless there are so females here that can pull off a deeper male voice. If you would like to try out for his voice, then I have a development document which includes all the lines and guidance for the expression of the lines (about midway down the page). I will only be needing the "player is not a werewolf" lines. Actors may record a few lines for audition or all the lines and PM me a link to the files where I will download them (Google Drive, Mega, Dropbox, One Drive, etc). Please don't attach the files directly to the PM because I will not open them (security reasons). I'm requesting a download link. As with everything in our community, this will strictly be volunteer work with full credits given to the actor who is chosen for the role. I'm looking forward to hearing your submissions and thank you for your time! PS: If you reply to this post, please quote it or I may not see your replay.
  15. Okay, I worked out the ForceGreet issue. Turns out there's a few sentences on this page about it: I broke my ForceGreet into different branches and like magic, no more "double-greeting". That took some digging to find. They really don't make learning this stuff easy. I would still like to figure out the second topic I posted about: If anyone has any ideas or could point me to the right source of information about it that would be great! Thanks!
  16. Okay have 98% of this quest working now. There are a few loose ends that I could use some help tying up. First, I am using a force greet for Van (NPC) to greet the player whenever they are detected. This works okay, however there seems to be a lag between the scripts updating the stage causing the force greet to run again. So the player is currently presented with two greets when they shouldn't be. I have yet to figure out how to prevent this. Also, just ticking the "Say Once" box doesn't entirely work. He'll still attempt to greet for a bit. Second, I would like to add some options in the dialogue that say, "Lets talk about something else..." which will return the player to the "Top Branch" choices. Can't seem to figure this one out either. Thanks for any help in advanced. I've updated the OP with the latest dev file so you can see the force greet in action. COC to HuntersFieldExterior. The location will be discovered and the quest started. Wait or speed up time to 10am so that Van will come out of the cabin. As soon as you're within distance and detected he'll run up to you. This section of dialogue will only run once so if you need to experience it again without exiting the game use "setstage hcjaggarsfeld 5" in the console.
  17. Okay, I have the trigger box working. I'll clean up the file and update the dev link tomorrow before moving on the the next area. Thank you everyone! See you guys soon!
  18. Thank you for this! It does indeed work. The other conditions actually ensures the quest will only start if 1) it's not currently running and 2) the quest isn't complete. I left them in and the quest still starts fine. The junk in the file is from me playing around and testing stuff. I'll clean it completely before I upload it. After testing this a while, I believe this method poses a problem now. Players will be receiving the quest before the map marker is found due to the location of the entrance. I could move the marker down closer to the road, but that doesn't make sense with how far away the entrance is. A trigger would be the better solution so players discover the marker first and they as they get closer to the cave and pass through the trigger they receive the quest. Now to read up on triggers. I do want to thank you, agerweb! Knowing this will help with with my other mod I have planned. :happy:
  19. That's the thing. The aliases are a bit of a mystery for me. I'm not sure if I have them done correctly or if they're all that I need (or if I have extra). I don't quite understand aliases. What alias to use for objective 5 (the start of the quest) has been tripping me up as well. It's currently set to the cave entrance reference. Basically this objective is to just "explore the cave". Once in the valley, Van will run up to the player to start the dialogue. After the initial dialogue the either the middle stage (which is to speak to Van some more) or the ending stage (fighting Van) is set. It's just getting this dump thing started what has been holding me up.
  20. I've also tried the trigger box approach and it's not working either. Something else must be arwy...what is the question. OP is updated with the latest dev file for the trigger box as well. This is frustrating...
  21. I've updated the OP with the latest Dev version with the changes. I've moved the node up to a branch node>quest node>quest format and it still hasn't worked. A user on Bethsoft suggested just using a trigger box to start the quest when the player walks through it. This sounds like a far less complicated way to trigger the quest. Though I'm still curious as to way this method isn't working.
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