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kittybrod

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  1. I have searched everywhere and haven't managed to find anything like I want. I know there are some excellent modders out there who are modding the horse coats to have more variety, but I would love to be able to do my own, instead of adding onto their already full plates with requests. So, does anyone know how to change the horse coats, I assume through the YMT files, and could explain it to me? I would prefer no youtube tutorials. (I work best with plain text tutorials)
  2. :smile: I suppose, you could consider every individuals game a "cathedral" as it is made up of the efforts of many others. :D Everyone builds their own personal cathedral with their personalized game. Yeah, not really what Wrye was talking about, but hey, I liked the idea. :D If you think about it, Most games today ARE part of the cathedral idea, because they will often build upon ideas and resources done by previous games. IE, the first game to go first person showed that it could be done, then there were others popping up all over, and so on. To me, I think the biggest 'barrier' to cathedral, is that once you put your mod out there with 'free to use' you never know where that mod will show up. Like someone earlier said they didn't want their mod used for a brothel type mod. Or at least their name associated with it. People tend to remember basically the last thing they see. So, if your mod is taken and used by a lot of 'bad' modders, and people see your name associated with them, it doesn't matter if your mod is by far better than those, they just remember 'well their name was associated with THOSE mods, they can't be that great'. Even if your mod is then taken up and used by much better modders, your name could then be 'hidden' among a lot of other modder's names, thus again, leaving the last mod the people have seen your name associated with being the 'bad' ones. I know years ago I did some modders resources for MOrrowind, and was approached by one of the big mods of the time to use some of my work. My name is still associated with that work (and I am proud of it, if only I could remember what it was called... *rolls eyes*), but so are a lot of others, many who did/contributed a LOT more than I did, which means my name is hidden. Most people probably never even see my name on that mod, but if my stuff had been utilized by mods I don't agree with, or aren't the best, that is what people would tend to remember of my efforts. This can hamper further efforts by that person, because they don't get the feed back since everyone is dismissing them as 'mediocre' because that is the type of mods their name got associated with (and yeah, it could 'make' their modding career by becoming associated with a 'grand and wonderful' mod, but the likely hood of that happening is much less than it being utilized by mediocre or just outright 'bad' mods)
  3. I'm aware, though I'm not sure why you feel the need to be snotty. People who play a modded game without ever having played the vanilla aren't likely to even recognize, let alone appreciate, the differences added by the mods. And when they're all added at once, they won't know which individual mod is responsible for what content in their game. If you mean the "Bethesda game" part, that was directed at someone else who complains about my focus on Bethesda games. Sorry if it came off as snotty. For the rest: Does it matter? If there game is improved, why do they need to know the specifics of how it was improved. If that interests them, they will seek out the information. If they don't know how something was improved, they really aren't qualified to judge whether it was improved. They might have preferred the vanilla experience - or some other mod or configuration that changes the experience in a different way. If they're relying on modpacks instead of perusing individual mods, they'll never see a lot of what's available. And they'll probably never see/acknowledge the work of the MAs who made any of it possible. That's a disservice to the MAs. In an earlier post, you said this: "And, if we're lucky, some of the new people will get the bug and become the next generation of modders." I find it highly unlikely that someone who relies on curated mod packs would go that route. As someone who started out modding Morrowind, and has played Bethesda games, I often do start out looking for good mods to enhance my experience, because I know where the games usually lack (variety) and what I tend to like (variety). I also will often read reviews to see what other players feel the game lacks, and look at screenshots of that game to see if there might be areas that I feel could be improved. Basically I do research on games before I start playing them, because I Know what I like. Way back when, when I was modding morrowind, there were all sorts of 'this is an essential mod play list' aimed at people who wanted specific things, and wanted the mods to play that way. They had to download each one individually yeah, but there were many people who wanted to know what mods were compatible, what mods just hated each other, and what mods just ignored each other but still could exist in the same playthrough. Did all those people play Morrowind first? maybe, maybe not. At that time, they probably did, because modding games was relatively 'new' and so the first thought of potential players wasn't to immediately hit up a mod list. But, that has changed. Modding is much more the 'norm' and so even newer players are quite aware that mods exist, and probably often go looking for mods that make the game more 'their style', based upon what they heard, what they have seen, and sometimes even what they have played. As for mod users turning into mod authors? It definitely does happen. Even with a curated list (which I don't use because I am very picky over the mods I use, and most 'lists' include mods I don't want to use), as the person plays they will start to realize that there are areas that are 'lacking' and thus will most likely go looking for mods that fill those areas, and if they can't find them? they very well could start looking into figuring out how to mod the game themselves to fill that niche. I am doing that right now. I have some mods that are wonderful, but I feel that they just lack some things, so I am trying to figure out how to mod Fallout 4 so that I can include those things. I personally have no use for the 'collections' feature (and don't use vortex anyway) but I can see how some players would love it, especially as it can be daunting with some games to try to get into modding, to know 'does this mod conflict with that mod, do I need that mod for this other mod, this mod says it needs this, but then down here says no, it doesn't so what do I do', so being able to go find 'top 10 mods that add buildable structures to Fallout 4' and know that those mods will all work together is what some people want. (not me, I prefer having control over things rather than rely on someone else to pick everything I want :P)
  4. Except that not all mods are 'unique'. It would depend on the exact mod. Take Fallout mods: There are multiple mods that add new building pieces to the workshop that use textures found in game already. Are these mods the exact same? No, there are some that are better, some that are worse, but they pretty much do the exact same thing. If I were to run into a mod that is on Nexus that says 'hah, go to this random website' I would absolutely look for a different mod that does the same thing. It might not be as good as another mod, but it also isn't asking me, a user who has nothing to do with collections, doesn't pay for premium, has adblock, and just wants pretty shiny mods to jump through hoops because the mod author is upset at changes made, whether they have a reason to be upset. Maybe in some of the smaller modded games, they are more unique, but in many of the games I have played, that have mods, generally there are two or three mods that will do the same general thing, albeit in a different way. If I couldn't find a mod that is similar and that I want? I would do without the mod.
  5. Are there any good *non-youtube* tutorials that tell how to create workshop items? For instance, I would like to retexure the barn walls to have a wide variety of colors, and be able to build them in workshop mode, while leaving the red barn walls alone. I know how to retexture, and should have the tools to do so, but getting them into game, and having them show up in the workshop mode is just eluding me (I do have the SMM how to create custom workshop menus tutorial, but that assumes you have basic knowledge of the CK, which is just above what I have). I am a textual learner, and cannot learn by watching youtube videos (I really need to be able to read the steps, then try them out myself, then, if problems arise, go back and reread that section. Listening to someone else tell me how to do it just confuses me, and seeing someone else do it, just doesn't help).
  6. Hopefully this is the place to ask. I have looked online and haven't managed to find anything to answer my question(s) and Following the readme in AV also doesn't help. My issue is this. I have decided to try to create automatic variants using AlienSlof's asymetrical horse mesh and textures I have created using various horse textures I have found. I don't really want to have to put each and every one of those in game (and I don't really want them all free either, so I would need to create a stable etc..). However, I am a bit confused on what the texture names should look like and what the file structure looks like. I have looked at Bellyache's horses from the AV package, and it just confused me more. I would ideally like to be able to pick certain variants to spawn in certain areas. IE, all horses that use the Whiterun horse texture color will spawn in paint patterning, while all of Riften horses (and any that use those texures) will now spawn as appaloosas. So, do I need to create a variant for each skin I create? So, bay blanket appy 1, bay appy blanket 2 and so on? Would they all need to be named horse_01.dds if I wanted them to spawn in place of the original horse_01.dds? would I name them all horse_02.dds if I wanted them to spawn in place of that texture? Hopefully someone can help me, as I would dearly love to be able to get randomized horses, so it is always a surprise what I can buy. (I would also love to be able to purchase more than one horse at a time from the same stable, but that is a different problem). I would also like to not keep seeing the same 5 horses all over skyrim, but at this moment I am not quite sure how to do that.
  7. Thank you, I am not so worried about compatibility since this is going to be a personal mod and not one I publish online, so I can always edit the other mods or decide which one I want best (or try to make my own patch for them). If I can't figure out where the spawn time is noted, I may just do dump the horses in various spots, as that is really the important bit, I am going to use AFT and I want my followers to have their own pretty horses. I did find an 'is dead' in the dialogue for the horse selling, but unless I was just spacing out, all of them, including where you could actualy buy a horse, had 0 as the check. Now that I know what to play around with, I will see what I can do. If I can get them to spawn random horses, I may just place multiple references so that the seller has multiple horses, but it is random which horses the seller has.
  8. I have that tutorial, but from what I saw, it was basically creating a *new* stable for one horse, which I would prefer not to do. I want to modify the old stables to be able to spawn a random horse color as well as make it so I can immediately purchase a new horse without having to wait for the old one to die or a period of time. I also looked at Swift Stables, but they seem to have placed the horses all around the stables, and just spawn them that way. I will look at that quest, though. What I am trying to do is go for a minimal impact, but large reward type thing: If I can do this without having to have the horses already spawned, and without needing a completely new stable and stable master, I would prefer that. So, randomly spawning the horse (could I use a leveled creature list, if they even have them, for this?), is best, but then I still have the issue of the time period between being able to buy a new horse. *heads off to look at stables quest and see what it says*
  9. That would be great if it could be done. I am frankly intimidated by the Skyrim CK, and would have absolutely no clue how to go about it, but at least I know it might be able to be done :D
  10. I have been working on expanding the variety of horses, mainly by using various other horse mods I can find, but I don't want to have to run dozens of different places to find the horses. Ideally, what I would love to do is make it so that I could have the vanilla stables spawn the custom horses randomly and remove the 'cooldown' before I could buy a new horse. I don't want to have to wait until my old horse dies or several days before I can buy another horse from the same stable (it has been a while since I last played skyrim, so I can't remember). Is this possible? I would set up my own stable, but that seems relatively complicated, and it seems like it requires me adding each horse to the stable first, which would mean a LOT of horses milling about, even if I broke it up into smaller chunks. If it is possible, could someone walk me through it? thanks in advance. If it is not possible, what would be the best way to get all my textures into the game, without making the horses freely wandering (though that might just happen) and free to just hop on and go?
  11. I don't know why, but sorters and the conveyor belts HATE the artillery smoke grenades and others that use those meshes. (same with mole rat meat and sawed off shotguns it seems). Has anyone ever tried creating a new mesh, using the same textures, to see if that fixes the problem? If someone is up to creating a mesh, even just making the original grenades square, I would be up to testing and seeing if they now go through the sorters instead of just piling up underneath them. I have just picked up too many grenades... I just want them to be sorted out of the way... And it REALLY stinks because if you want to hook up to a workshop that automatically adds more in...
  12. I never said I wanted the game to recognize "all my accomplishments" But when I can pass by a city guard and they respond with dialog based on what I am currently doing, I think it's safe to say there are already systems in place within the game that can accomplish what I would be looking for. I think the biggest problem isn't so much that the game CAN'T acknowledge everything, but that doing so would require them to write several storylines for each storyline. IE for the thieves guild: One where you are right off the cart and you ran away to riften; you are Dragonborn; Archmage of the Mages Guild; Companions; Fighter's Guild (or is that companions, I can't recall a fighter's guild in the game, am I just blanking on it or was there not one?) etc.. Not to mention the storylines if you are two or more of those in order for it to truly acknowledge. Making the guards recognize accomplishments and saying a line is fairly easy: Just have a toggle (I do not know whether this is how Bethesda does it or not) to say where a person is in a questline (I know they have those) and in the dialogue window have it check for that toggle, if the quest is at the highest level simply have the guard use one of those lines, if not, the guard uses something else. The most it takes is having several different lines of dialogue. The game just picks the appropriate one. As I said, for the game quests to acknowledge your progress and react accordingly, it is much more difficult because that means that not only does the game have to check for those toggles, but also have quest lines written up, and the mechanics for the quests already in place, which means, as I said, in essence doing several different quests for one side quest. For instance: Brynjolf's opening quest: It would have to check first to see whether you have completed any of the other quests and which ones. Then it would have to pick the appropriate quest line to begin. If you are part of two or more factions and become head of them, then it would have to take that into account otherwise it might not make sense that it would see you are part of the companions and you have quests accordingly, but no one makes mention that you are also Archmage. The mechanics to do that are probably pretty easy, but it is the back end that is difficult: For every quest they have to have NPCs, a location, the story to go with it, plan the ability (for instance where Brynjolf creates a diversion) and execute it. That can get complicated fast and then there comes the problem where you skip the lower 'plebe' quests and suddenly you have to break into a house and sneak around and steal something, without being caught. Yet you didn't use any of those skills to get to the head of the other factions. That is typically one of the main reasons most of the guilds/factions have you start off with easy quests and then go up from there. And at the other end of the quest, the 'end game' they would need as many different endings as they had beginnings. Also, since you can stop any quest line and do another one, they would probably have to do the entire thieves guild quest line like that instead of just the beginning and ending as you might stop the thieves guild quest and go off to become Harbinger of the Companions, then a few TG quests later, you start eyeballing the archmage's slot. The game would have to be ready at any point in the quest lines to be able to account for other factions etc.. Yes, it is doable and it would be a FANTASTIC game if it was done, but it would be very complicated and time consuming. It might even be TOO complicated to account for all the possible permutations (archmage but not harbinger, Listener and Harbinger but not ARchmage, Dragonborn but not killed Alduin etc...) in order to properly do it.
  13. The problem with your idea that "assign mundane simple errands to The DB's Listener is he" is that, yes he would. He probably wouldn't even KNOW you are the DB's listener, AND the thieves guild is a completely separate entity. In a way, that is realistic. The only way it isn't realistic is that typically a person in such a high post wouldn't even be interested in joining a different guild. Think of it this way: You wouldn't take a master painter and place him at the top of a computer game company would you? (this is assuming that of course the master painter had no knowledge or only layman's knowledge of computers). I know I certainly wouldn't. If a person approached me about that, if his background doesn't include computer programming knowledge, he starts at the bottom. It is the same with guilds. Just because you are guildmaster of the Fighter's guild doesn't mean you can start at the top, or higher than the bottom of the Mage's guild. They are two different guilds with two different skill sets (technically, though not really in game play) required. This is the same thing as the Thieves guild and all other choices the PC can make. First off, Brynjolf has to decide not only whether or not the PC has the ability to become a member, but also the trustworthyness of becoming a member (though I don't think you could actually go to the guards and tell that story), he isn't just going to go up to you and say, HEY, I heard you were X (and if it is the DB Listener, then he becomes a marked man as I thought no one except the next person in the hierarchy was supposed to know that), how would you like to become guildmaster? He is going to want to test you. Also, the lower level quests are meant to give the PC an idea of what is required (sneak, pickpocket, lockpicking etc...) instead of dumping the PC, who might not have been using those skills, right into the middle of it.
  14. I like that style of Armor. I would love to be able to have more armor (of any type really) in skyrim. As for there needing to be more Nordic Influences, I do agree, but one thing I keep in mind is that Skyrim has been part of the Empire for how long? Because of that, styles will change. While they would 'adapt' the style to fit the climate (which I find hilarious that you have men and women both running around in armor that barely covers them in a snow covered wasteland...), there would be a lot of outside influences in their 'present' day armor. However, I would think that even if they didn't wear it, they would have more traditional nordic armor. Perhaps an armorer is trying to bring back a revival of the ancient armors (which if you think about it, would make sense with the content of skyrim) As for the designs, it would depend on the wearer probably. For instance, I would like to see a 'cat' themed one (probably more stealth themed than anything) using sabrecat fur. Wolf themed (Loyalty?) using a wolf based . Stag, Troll, Perhaps even a dragon themed one. Think of the various animals we see running around Skyrim. That is probably what the ancients would have patterned their armors after and used in the construction (any fur) It would be interesting to see a glass armor with say a wolf's face done in glass on the breastplate of it with perhaps fur around the neck and shoulders and the rest metal. A stag based armor could be some what spiky with the glass looking someone like the Antlers of the stags (but sharpened to a razor sharp point so that the body can become a weapon ;) ) And since I think I am now rambling, I will let it go at that :)
  15. While I think a town guard would get a bit boring and limiting (as you would be basically doing the same thing day after day if you wanted to get promoted, you couldn't leave the town really), what might be nice is being able to join a 'mercenary' company (or start one) where the town might hire you to guard certain things (ie a new shipment of mead, or they have been having trouble in the 'Gray Quarter' so you have to patrol it, things like the murder quest in Windhelm?) You might need to stay a couple of days in one town, but then once the job is over you can move on to the next town. As you complete jobs your reputation as a mercenary grows and you get better/more lucrative jobs. It could all start out where a Jarl hires you to be a 'gopher' guard. All the jobs the other guards don't want to do, guess what? you get. As you move up , you then get to deal with hostage situations, then guarding shipments/areas etc.. Perhaps even start out with only being able to be hired as a town guard extra, but move to being hired as a guard for caravans etc... I think making it so you are hired for say a week at most would make it seem fresh and exciting other than needing to patrol every night for months before you can advance.
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