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Everything posted by Korodic
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Steam and Bethesda remove paid modding from Skyrim Workshop
Korodic replied to Dark0ne's topic in Site Updates
In response to post #24738304. #24738404, #24738464, #24738479, #24738524, #24738604, #24738659, #24738679, #24738694, #24738739, #24738779, #24738799, #24738804, #24738919, #24738944 are all replies on the same post. How did mod authors not lose an option? Before we had a paid system, now we have none. That is definitely an option out the window. -
Steam and Bethesda remove paid modding from Skyrim Workshop
Korodic replied to Dark0ne's topic in Site Updates
In response to post #24738304. #24738404, #24738464, #24738479, #24738524, #24738604, #24738659, #24738679, #24738694, #24738739, #24738779, #24738799, #24738804 are all replies on the same post. sunshinenbrick, it's nice that you donated to someone. Me personally, I've only ever received 1 donation despite 1000+ endorsements. By no means did I get into modding for the $, but I am just proving the point that donations systems earnings don't equal the time you put in. I have 2,000 hours logged on the creation kit. The option to host paid mods could have really made a difference to someone like me. By no means would every mod cost $ either, but the larger ones could. We could have tried to renegotiate the price split, but now the system is gone forever. -
Steam and Bethesda remove paid modding from Skyrim Workshop
Korodic replied to Dark0ne's topic in Site Updates
In response to post #24738304. #24738404, #24738464, #24738479, #24738524, #24738604, #24738659, #24738679, #24738694 are all replies on the same post. I 100% agree the price split was not fair, but that could have been worked on. The arguement to remove paid mods wasn't the price split so much as it was people crying "but the spirit of modding" or "it's always been free why change now" as if the sky was falling and all mods would cost $. -
Steam and Bethesda remove paid modding from Skyrim Workshop
Korodic replied to Dark0ne's topic in Site Updates
In response to post #24738304. #24738404, #24738464, #24738479, #24738524, #24738604 are all replies on the same post. To be honest I've never felt more betrayed by the community. Reading all of these comments... people who shouted "MODS SHOULD BE FREE" to the point where I lost an *option* as a mod creator in what I can and can't do with my work - MY TIME. The entitlement users have was literally so obvious I could vomit. It's really disappointing. -
Steam and Bethesda remove paid modding from Skyrim Workshop
Korodic replied to Dark0ne's topic in Site Updates
In response to post #24738304. #24738404, #24738464 are all replies on the same post. You can be passionate & compensated... why can't it be both? Maybe I don't want a job at a game company. Maybe I'm content doing what I like... modding. -
Pay for mods? Can someone please tell me what's going on?!
Korodic replied to morogoth35's topic in Skyrim's Skyrim LE
Lachdonin hitting all the points I have and then some. I'll just post my summary of feelings here... I've been fighting this on facebook and it's really starting to get me worked up. People are all over this place confused hating on modders more than Steam or Beth calling us greedy. 1) Not every mod will cost $, this entire system/idea is optional. 2) The current price split is not fair (75% to Beth/Valve). 3) Pirating mods would really only hurt mod authors, their only audience is PC users. Modders deserve to make something for their efforts. 4) People rarely donate, so don't say every author should just settle for that. 5) "The modding community has been fine without $ for decades" except that doesn't mean mod authors didn't want it or need it -- It was this way due to copyright restrictions that are now being lifted. Being paid could encourage people to make better mods and continue supporting them longer. 6) If someone is charging an unfair amount or makes a pile of crap, then don't download it. To say everything should be free just because (or mention that it is the way it has always been) is false entitlement. To claim modders have been fine before getting paid to do so is also ignorant. My mindset is simple... If I could make mods that were good enough to make money, I could use that to pay off my stupidly insane American college loans while being able to make mods (which I like to do). Donations are nice, but I've only ever gotten 1 despite thousands of endorsements. I'm also a user of mods... That's why I realize mods also have to be priced reasonably. $1 to $5 at most unless absolutely necessary. So long as you download what you need you'll be fine. Again not every mod will cost money. There is also the possibility that someone will recreate a paid mod for free because they could. So simplistic mods likely won't be behind a paywall anyways. -
Quest objective: take NPC to "any inn" - Is it possiible?
Korodic replied to Shenzai's topic in Skyrim's Skyrim LE
Create quests aliases for every tavern door. Add a script to the alias for each door that triggers the next stage in the quest. -
I'd like to start making mods for DL, how should I start?
Korodic replied to Sotanaki's topic in Dying Light's Dying Light
The devs stated a mod tool may be on the horizon. If you can wait for it, it'd make modding the game a lot easier. -
So Dying light was updated today. They have officially shown support for modding the game and the ability to use multiplayer with your modded game -- under one condition: " Modded games will work with other identically modded games " So! Either you and a friend need to have the exact same tastes or you'll be playing by yourself from now on. This gave me an idea. We should assemble commonly used modpacks with specific goals in mind so like-minded people can play together. If we were to attempt this, now would be the time. I realize this may enforce limitations on the user to use a mod grouping, but this was already one by the devs. This is just a way to ensure users get to use some mods and still have a decent online population. Of course you can d/l whatever you want, but having a commonly accepted group of modpacks makes the chances higher you'll run into others in the multiplayer. Your thoughts?
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I want to start modding! Any tips or suggestions?
Korodic replied to morogoth35's topic in Skyrim's Skyrim LE
Besides actual knowledge, know this from many of us with experience. Don't do something too big. Large projects for someone without experience can leave them feeling burnt out and frustrated. Pick something totally doable to start. I usually recommend building a house you'd actually want to live in as a first mod objective. Once you have that down, scripting & questing would be your next step. -
This post serves 2 purposes. I intend to get feedback and suggestions from all of you while building a list that fits my particular style I can reference later on when my shiny new Samsung SSD arrives today. I realize things like STEP exist, but I've basically got most of them covered regardless. I figure this may also serve as a good list for others to possibly find buried treasure as well as other things too. How will I pick mods? I try to pick lore-friendly items with little compromise. I don't care for skimpy armors or Master Chief helping me kill Alduin. It's just not what I'm after... I also intend to aim for mods that give quality graphics but minimal conflict. Mods that change too many things are very risky to use. I also will give a brief description of each choice because why not. I'll be sure to comment on my mod choices accordingly, but only if I've used them or have another explanation as to why I chose it for this build attempt. Call me biased, but I'll be using some of my own mods because I still love them... What will I use to manage my mods? The Nexus Mod Manager is still my favorite. I don't really understand how to fully take advantage of the other tools and the integration NMM provides makes it very easy to add and manage mods I download for the game. I intend to install these mods in the order by which they are listed below. They will be listed in this order to avoid conflicts and allow intended over-writes. Note some of my reasoning may not be perfect, (nice) criticism welcomed. Bare Essentials: Graphics Related Choices: Combat: Gameplay: Quest: Sound: MISC: Armor/Weapons: Mods I’m highly anticipating:
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IMO I'd do it by hand to be thorough. Generation is the only other option I know. Perhaps a mixture between generation and by hand would be best? I'd also like to know of a better solution as I'll be in this situation possibly in the near future.
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How to deal with a user uninstalling a mod improperly?
Korodic replied to Hacktank's topic in Skyrim's Skyrim LE
If you're using a quest to run all of your scripts some say you can have them stop the quest, move to a location like the testing hall, save/quit skyrim, start a new game, exit skyrim again, then load their save. However, I dunno if the science is proven. Users shouldn't go around the "I'll uninstall it when I'm done with it" mentality. -
I'm actually compiling a list now if you don't mind waiting. I was planning on creating a new build soon to place on my SSD. :) I'll post a link once it's finished.
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Change a town name mid-game with script
Korodic replied to NovaPolaris's topic in Skyrim's Skyrim LE
Simply disable one map marker while enabling another map marker with the newer name. -
Found this mod by pure luck with google. I'm glad to see progress is still ongoing as I've been trying to find something like this since release. I never understood why nords/imperials/bretons were the only one's w/ children. Kind of seemed like the dev's were either being lazy or simply out of time. Amazing work, please keep it going! :D My only request is: Please let the invincibility be optional! (protected if nothing else). Children should also be able to be pick-pocketed as anyone else.
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This is a general request for those looking for something inspiring. Skyrim's dungeons are pretty dull after you clear them. Do you really going through the same exact layout again? Most people don't. It also can kill immersion to see a whole area looted before with the same type of enemies around the same # of corners. Why not try to randomize some aspects? Why not even sometimes randomize different copies of the same interiors? I feel this can give the game some depth it lacks while providing extra playtime to the dungeons many people have already experienced in a lore-friendly, welcomed way. I understand what it takes to make this happen, I'd do it myself if I had more time... It will take a while and some testing to get things worth having, but I hope someone with enough skill can take up the challenge. Figured it's worth a shot for when I eventually return to modding/playing. So, what say you forum-goers? Is this an idea you'd also like to see?
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And this is why you're such a boss. Thanks for looking into this. :D
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Dark0ne to the rescue!
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I can confirm this issue. I don't suppose, given the possibility that this could happen again, that we could have a link that allows us to download it regardless?
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[HELP!] I KEEP ON FREEZING OR CRASHING! (´・ω・`)
Korodic replied to Spike6Pixel's topic in Skyrim's Skyrim LE
Yeahhhh your load order is not organized in any efficient manner. BTW, I came here to help specifically because that piggy face in the title. Good move OP, good move. -
After a full reinstall of the Ultimate Edition and around 12 gb of mods And that's your problem. This behaviour is highly indicative of a mod conflict. Did it crash when you play vanilla? Consider disabling esp's until you get your game to boot up normally.
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Heyyyyy budddyyyyy. I'm going to break down your statement so I can give you the complete down-low. You said: if ObjectReference.GetItemCount(OLDHelm1L)==1 First of all, you listed and if statement. The condition needs to be true for the code beneth the IF to execute. The condition itself as you stated is: ObjectReference.GetItemCount(OLDHelm1L)==1 GetItemCount() is a function as seen here: http://www.creationkit.com/GetItemCount_-_ObjectReference You are currently using the function to get the item count of "OLDHelm1L". Since you used ==1, the player can ONLY HAVE ONE of the OLDHelm1L item in their inventory for the code beneath of the IF statement to work. >=1 might be more safe, even if the player should only have 1. The issue you are having is with "ObjectReference" an object reference can be any variable that is of the ObjectReference type. Such as a specific instance in the game, like the Player. For your specific situation you could even use a function that directly calls (and returns) the player reference. GetPlayer() will grab the player for you. So instead of creating a variable and assigning the PlayerRef value to it you can call the player through this function. Here is the final code: IF (game.GetPlayer()).GetItemCount(OLDHelm1L)>=1 ; CODE GOES HERE! ENDIF
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Staff account compromise. What's happened and an apology.
Korodic replied to Dark0ne's topic in Site Updates
Handled like a pro, explained like a pro. All companies should follow your example! :)