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SmedleyDButler

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Everything posted by SmedleyDButler

  1. 18 min video... pass. Anyone got the tl;dr version? My earlier post. It's basically the Tamrielic version of the Farnsworth Parabox. The Farnsworth Parabox is an item, and the name of an episode in Futurama where said item appeared. The Farnsworth Parabox is a box that contains the universe. Originally the box in Universe 1 contained the box for Universe A and vice versa. Through shenanigans, the gangs ended up with Universe 1 containing the box with itself inside. So Universe 1 is located in a box that itself is located in Universe 1 (same thing for Universe A). Ah. Thanks.
  2. Medusa armour (without the helmet): https://www.nexusmods.com/skyrim/mods/31229 The screenshot is a bit washed out, but that might be the ENB or the weather.
  3. No idea (sorry), but you did remind me of this:
  4. I don't know if there's one on Nexus, but I suspect a certain other site, referred to as 'LL', might.
  5. Hehe, hey CPU :wink: Part of the problem is that tehre's so many things which spawn around there. I think you have to add each wild animal faction individually by ID#, as there's no "WildAnimalFaction" - for example the Wolf faction is 0003E691, which is quite a few factions to add (don't think that causes a problem... it'd just be tedious). But there's a couple factions which I'm not sure of the consequences of adding. Will it be problematic to add them to the bandit faction? How would adding them to both Civil War factions work out (due to there being occasional battles in the area) or is there a neutral faction recognized by both sides? And is adding any of these factions (including other animal factions) to the farm animals an issue?
  6. I think this was the one which was suggested, but neither I nor the person suggesting it had the exact name, so that helps. Protected flags might make a good fallback for any battles added to the area (Open Civil War, Immersive Patrols, etc.) I'm beginning to suspect that this might be why the farm was removed in the first place.
  7. I love Cuting Room Floor, but it has a slight problem. Barleydark Farm is near a frequent spawn point, as well as a fort which often sees combat nearby. As a result the inhabitants are inevitably massacred, down to the last chicken. What I want to do is ensure that Mithorpa Nasyal (I forget if CRF adds a second NPC) and the relevant farm animals are not just safe, but ignored, so that the frequent fighting near there isn't always going to be drawn to the farm. If I just wanted to make them invulnerable, I could edit the .esp to flag them as protected. But is there a better flag for the intended purpose? Someone suggested adding the "captive" flag as this supposedly causes the NPC to generally be ignored, but I don't know if this will work in this situation, or cause unintended problems. I'm also not sure I can add the tag to the farm animals. Yes? No? Ideas? Suggestions?
  8. Seems like porting the minigame while changing the interface to not be a lock and pick is the obvious and most simple method, but I know dick-all about how you'd do that.
  9. I don't know about scripting, but isn't ragdolling on death when falling from a great height a reactive trigger? Maybe look at the code for that? I doubt the ground's been coded to "hit" the player (but then again, Bethesda...).
  10. You could also have him do things which don't strictly devalue his playability but just make him more irritating. For example if he's in a city, he might wander over to a building to piss on it once in a while. Or maybe he says ignorant or plain stupid things to random NPCs. Of course you don't want to overdo that. There's a follower out there (forget the name... Ben Doon?) who farts constantly and after a while it's not even irritating so much as it is just stupid.
  11. Couple of ideas: - Basically Erik the Slayer (farmer turned adventurer), but actually useless in a fight and has no gear, like a real farmer-turned adventurer. - "Stupid dog!" - Bad skooma problem combines being unreliable and a chronic thief (and maybe other issues, like being twitchy, bad in combat). Replace skooma with a different, harder to obtain drug (and possibly similar), for extra comedy. - The Skyrim equivalent of a redneck, who insists on doing crazy nonsense all the time (I have no idea what the Skyrim equivalent of putting rockets on your riding mower or anvil blasting would be though).
  12. You can't normally bring followers into the Soul Cairn, so it was probably a feature of UFO.
  13. The easiest way is actually Outfit Studio. The basic 3D manipulation tools are more than sufficient for many armours. Grab it and look up some tutorials.
  14. Oh, ha, never mind! Discovered the latest build of OS has new features which allow you to restrict masking to connected surfaces only - a godsend for this purpose!
  15. The problem is this: I have some meshes I'm working on in Outfit Studio. I am deleting elements or sometimes splitting the mesh into multiple components. However the masking feature of OS is... well, kind of idiosyncratic. If you've used OS's masking tools, then you might know what I mean: occasionally, masked verts still show as green with no mask shadow, or unmasked verts show as red (but at least with no mask shadow, so those are easier to detect) - even if you've pressed Q to ensure verts and their masking are visible (I wouldn't even TRY this without that enabled). So I can check and double-check and still end up with some verts masked which weren't supposed to be. Also (unavoidably), you can only select verts from the front face, even if your brush is set to go through all layers. So selecting verts hidden behind other mesh layers often requires you to twist and turn the model until you can select it. That means it's harder to see if you selected anything else in the process, and, combined with the previous problem, can mean you have masked random areas you don't want to be masked without noticing, even if you flick over to the wireframe to try and look. A couple verts may be selcted but not showing as such, OR they do show as such, but you still miss them anyway in a complex, multilayered mesh. So I look, and look, and look again, and hit delete/separate verts. But when move the two parts apart to check everything, there's a random hole or floating fragment. What can I do? Is there any way to save a mask so I can just save and reload instead of remasking everything from scratch every time there's an error? Other options? 0 Links
  16. For the first one try Immersive First Person View
  17. You may not be aware of this, but a mod already exists for climbing. It's called "Simply Climb". https://www.nexusmods.com/skyrim/mods/88289 Funny enough, animations are what it DOESN'T have. Some modding I can do, but animations is something I have zero experience with. If you actually have experience with animations, Simply Climb is in desperate need of a climbing animation.
  18. Looking for an old mage armour mod. Basically, it looked like this: This picture is of a similar SSE version, but there was an Oldrim armour which was pretty much the same thing: Vanilla male mage robes, plus parts of the Nordplate armour (Including full pauldrons). I seem to recall the centre vertical stripe texture had been replaced by a chainmail texture, to give the impression of a mail coat underneath.  Can't seem to find it for the life of me.
  19. There are several excellent tutorials on making custom-voiced followers. It's not so hard as all that. And there's lots of preexisting code and modders who're happy to help with reuse of their architecture. Standard-voice followers ARE boring as Anyway, the question is relevant for both standalone custom-voiced followers, and those who might be part of a larger mod package.
  20. Thanks. I don't mind recording a lot more myself, but it's nice to have a sense of what the slimmest framework is. Minimum viable product and all that!
  21. You often see follower mods promoted with bylines like "Over 500 lines of unique dialogue!", but I was wondering what's the actual perspective on that? For vanilla-style generic followers, where you only have all the standard functional dialogue - trade, greeting/parting, combat, yes/no, etc. as well as a couple variations on these (seems to usually be around two-three depending on the line?), how many dialogue clips does this amount to, roughly?
  22. Sort of, if you want to sacrifice one of the other wings. I mean, you could build the storage or trophy wing structure, for example, but avoid building any of its contents (other than maybe lights). Then fill it with armory or library furniture from a mod. As for the furniture to fill it, you may want to look into Jaxonz Furnishings, Woodcutter, Atronach Crossing, and Campfire. All of them deal with building furniture (well, not Jaxonz - it just lets you buy rather than build). I recommend looking at all of them to decide what you want, because each has some things the others don't. There are a couple of separate add-on mods for Campfire that may also be of use, for crafting trophies and planters. For positioning and removing furniture, look at Jaxonz Positioner and/or Cobb Positioner. There's also a mod that lets you build duplicate wings of the house in the cellar, but I don't recall the name of it off hand. That's another way you could get both library and armory. You're quite the mod scholar :smile: Thank you for the suggestions. Campfire didn't offer construction of items like mannequins and bookshelves. I'm not interested in just buying stuff; I want to craft it, so Atronach Crossing and Furnishings are out. That leaves Woodcutter. I started trying to make an item I wanted. It said that to create a 1.25x10 log, I needed a 1.25x20 log. I then looked through the items at the sawhorse, both available and unavailable, and 1.25x20 wasn't there, so... Not investing time in that mod ^^ If there are any other mods where I can craft mannequins and bookshelves I'd love to know about it! Just FYI, bookshelves are items which include scripting, which is why there exist no mods to construct them in-game and also why moving them using a positioner mod will break the item. Which is basically to let you know that what you're looking for does not, and cannot exist. Mannequins and weapon racks have similar issues and moving them can be troublesome and is not advised.
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