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Nophatus

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  1. Ah, ok. Thank you Ryagard. Is there somebody who could replicate them instead then?
  2. I thought as much, but I hope a port is possible, or at least a similar make of it. As far as I know, Skyrim and Fallout 4's skeletons are practically the same. Hence why I thought it could be a relatively simple mod for an experienced animator to create.
  3. Hi there, modders. I have been wondering if it would be possible to port Fallout 4's character movement animations to Skyrim, such as walking, running and changing movement direction. To me, Skyrim's vanilla movement animations aren't very... fluent. They don't create a sense of weight for a character. However, when playing a game like Fallout 4, Witcher 3 or Assassin's Creed, the player's movement has a feeling of weight and realism, unlike the clunky robotic movement of Skyrim's characters. The animations contain realistic gestures, and I think that putting them in Skyrim would make it feel like a whole new game. Also, in Fallout 4 the player does not immediately start moving at full speed once they sprint. It starts slow and develops a swift motion, so I think that would be a cool feature to add as well. I apologise if this request is ridiculous, or if I am posting in the wrong place, but it is an idea that I think could make a massive difference. If you think it can be done, let me know! I have no experience with animations myself.
  4. I have Adblock, and I will admit that I even used it for this page while ignoring the site when it told me that I should turn them back on. However, after reading this and taking a good luck at my own respect for the work put into this site, I decided to disable it. Thank you Nexus for everything you do, every game you host, every dream you make come true and every issue you solved for me. I am truly grateful and I support you completely. If you have AdBlock and don't care about the preservation of this site, you should be ashamed. The modders and staff work so hard to give you this great service completely free of charge, and yet you decide to destroy their only source of income simply due to a minor annoyance that barely affects you in any way.
  5. Never heard of anything like that before. There is a mod that is similar and adds RPG elements into Skyrim, but I don't recall the name of it. I'm sure that if you put through a mod request, somebody would make it. Hell, I might do it if I get time
  6. Update- Trailer Releases set for 13th April 2016, Beta in early June The Bane of Bleakrock is already very large, and we still have much to do with it. When we deem the world space and levels presentable, we will start showing it off to the public. For now however, we have no plans of an early release unless our team expands. As a very small group that has little experience with Papyrus, it takes us time to figure things out. It is a very buggy game engine, very difficult to organise when scripting and has very limiting factors. However, this is simply how Python is coded and we just have to find ways to work around it. We certainly had many ambitious ideas for this mod, but a few of them went out the window when we found out just how stubborn Papyrus is. This engine is old, but it will do. Due to the world being largely empty at the moment, in terms of clutter, we do not deem it suitable for presentation. If we gave you a trailer now, we would just be showing you a few plain mountains and empty shells of dungeons. These spaces are very well done by our level designers, as we time the time to replicate them directly from The Elder Scrolls Online. When I say this, I mean that we literally had two screens. One playing ESO, and one with the Creation Kit. We walked through Bleakrock, and built the space as we went. It has certainly been a challenge, but there are obstacles that we must still overcome. We do plan to show you both trailers at the end of this month, on the 13th of April when the world will be nearly completed. Another thing we are excited to announce is the Beta in June. We will be needing 9 experienced modders to test our mod. This involves exploring the world space, playing early quests and checking for bugs by attempting to screw everything up. That's right, we want people to try to screw the entire thing up in order to check for bugs. If you are a modder, and would be interested in participating in our test Beta, be sure to throw me a message. Thanks for reading, if you have any questions or debates, be sure to ask on this forum!
  7. The Anchors Fall on November 7th this year! Thank you to all who have sent Emails to us! We have so many, it is quite difficult to reply to all of them. We have replied to all of them now, and we look forward to hearing back from those who have shown interest in helping us out. Remember to contact me at [email protected] if you are interested in lending your talent. Any are welcome. Apologies for the quality of our first post. It was copied and pasted from the original page that we kept the description. Progress is quickly moving forward, and when every world space is deemed viewable, our video trailers shall be released. Thank you for your patience everyone! Your support is appreciated.
  8. Thank you, we will be posting on this forum daily and generating a community around it. We can't wait to show you our work!
  9. This mod is set to be released on the 7th November 2016 -Introduction- The island of Bleakrock has been seized. A mysterious force wiped the remaining people of its central village into the Sea of Ghosts, and now the Dragonborn shall forge a tale of heroism against the forces of Lucius Black, Molag Bal's most loyal servant. Can the last remaining survivor of the massacre aid our hero and end the plot of the king of schemes, or will they perish into Coldharbour and be destined for naught but the eternal torment the lord of death will bring? All may be lost in this tale, but it is certain that there is naught to be gained. Embark on a quest to Bleakrock, the northern island of Nords that has now been abandoned and tainted with death. Will you aid Sheila in her quest to avenge her people? Will you take the fight to those who caused it and stop Black from claiming the Blade of Souls? Will you raise your shields and defend your homes against a force you have no chance of besting? All will be answered this November, when you embark on a fully voice acted questline that relies on the strength of your arm and the power of your mind to overcome. The island is yours to explore for up to 10 hours of epic gameplay. If you enjoyed The Elder Scrolls Online, prepare to familiarize yourself with tomes, NPCs, locations and music tracks from the game as well as many references and clues that only the true ESO player can unravel. -Why is your mod taking so long?- We are a very small team, and we want to make sure this mod comes out perfect. We go over every inch of content, test every second of gameplay and evaluate every line of script with careful detail. Additionally, we must complete trailers and finish up with voice acting. This is very time consuming as all our voice actors come from around the world. You are sure to find different nationalities in our voices throughout the mod, or your money back! Which is nothing. -Can I help?- Why, yes you can! We could use new Voice Actors, World Builders, 3D designers and anyone skilled in scripting to help us with this mod. If you are interested in any of these roles or have a different skill that you think will come in handy, be sure to message me. Anyone of any skill level is welcome. -Members of the Team- Voice Actors- -Neil Sandison -Snowy Aftermath (User Alias) -Jason Myers -Tomas Richfield -Emily Grant -Carina Duarte 3D designers- -Tomas Richfield World Builders- -Me -Hannah Balding Script Writers- -Me -Hannah Balding -Jamie Saunders -Any questions?- Please leave any questions in the comments, and keep them clean. I will make an FAQ as they go, and answer them here. If you need me specifically, please message me. I will answer as fast as I can. -FAQ- Q: Is your mod lore friendly? A: Techically, no. No mod is lore friendly, as they are not created by Bethesda or Zenimax. Our mod does, however, support its story with lore from the series. Q: Can I join the team? A: Yes, anyone can. However, there is a difference between making a permanent contribution throughout and putting a cottage on the edge of the map. To be an official member of the team, you must be consistent and provide a role that is helpful to us during the entire period of the mod's creation. Otherwise, you will just be given a special thanks on the mod description page. -Promotional Media- As we are very early in the development of this mod, we have used the lines of our talented voice actors to create these Audio Trailers. They are only templates for us, however video will be added to them soon. Enjoy, and be sure to keep an eye on this forum for updates and news for the mod. Audio Trailer 1- https://www.youtube.com/watch?v=OkVwwsqG6K8 Audio Trailer 2- https://www.youtube.com/watch?v=ER5GLi7GkMc
  10. Try changing the model of the object through the Creation kit to a different trap door, and see what happens. Doors work similar to activators, in which the activation area is based off the mesh of the 3D model of the referred world object. If even this does not work, you could always edit the Trap Door's model yourself and see what is wrong with it. If neither of these things have anything to do with your issue, maybe the problem is merely the location of the object. Is your dungeon or cell built properly, are there any issues with the scripts within the dungeon that refer to activators? Are you running a separate script on the door? Is there an invisible object clipping with the door, causing the activation area to appear smaller? I hope that helped
  11. You need ENBoost, or SSME to increase potential memory allocation. It's likely not your mods or PC causing the crashes, just the amount of memory that the game can generate at once. If there are many NPCs in one area, for example, then they will take up memory. Your Skyrim memory 'folder' can only hold 256mb of data at once, and a heavy area will generally exceed this amount, causing CDT. This is because the game is very bad at making a new memory storage, so it just jumps off a bridge. There are many guides on YouTube to help you install ENBoost and ENB series like mods manually, as they are not compatible with any mod manager. It takes a little work, but watch a video so that they can hold your hand through the process. Remember to create backup data files in case you screw up and need to start over. If you need more help with it, or need me to guide you through it personally, then feel free to throw me a message. This is a common problem for users with many mods installed. People think that it's their computers causing the problem, when it's not. Just Skyrim being Skyrim. Using these mods, you will increase the amount of data skyrim can allocate, preventing CDT
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