Jump to content

Serithi

Premium Member
  • Posts

    229
  • Joined

  • Last visited

Everything posted by Serithi

  1. You should learn to manually install before you get NMM, because not all mods support it. Go to the Steam directory, wherever you installed it, then steamapps/common/Skyrim/data, and in there is where the "Textures", "Meshes" "Scripts" etc. folders go. Make sure you learn the layout of the place so when you gotta manually install something, you know exactly which folder goes where. When you install a mod that has folders, just quickly check inside the folders beforehand to make sure the structure's right and it's not something like a Textures folder inside another Textures folder. Trust me, a bit of fastidiousness will save you trouble later on.
  2. I'll also throw my hat in for voice acting. My portfolio's in my profile.
  3. It's not the exact same engine, it's gone through major revisions each time. In Morrowind it was NetImmerse, Oblivion it was Gamebryo, and Skyrim use an in-house revision called Creation. But either way, yeah, it'll take Bethesda rewriting the engine to get 64bit. What with growing game specification demands and the latest gen of consoles having a lot more horsepower so multi-port titles have more to work with, here's to hoping TES6 is 64bit.
  4. Agreed, this was getting kinda heated from both of us.
  5. So now we're down to personal insults?* You're acting like changing the .ini's wrong is the end of the world, that even poking around will make stuff explode. No mistake will permanently break the game, anything done can be easily fixed. Yeah, 2/3's of the touted tweaks are s***, that's the internet for you. I know enough to recognize the remaining 1/3 that would actually work, and failing that i have a look at what's said by the people who *gasp* dared to actually make the change to see what happens. If no-one ever poked around the .ini's, we wouldn't know a damn thing about what they do anyway. At no point did i say you should just change s*** with wild abandon, like you seem to be implying i did. Learn what the values are known to do so you know the limits, and take it from there. Obviously we have different interpretations of "doing it lightly", because you seem to see this matter as "treat it like it's dangerous beast in the wilderness", i see it as "get some edumacation on the matter so you know what you're doing and can make changes easily". Stop coddling people over such a harmless matter. *EDIT: I saw your original post before you edited it. This still stands.
  6. Well that's a shitty thing to tell someone. Swearing something off over a simple, easily-fixed mistake? Are you kidding me? It's easy enough to learn what the stuff in the .ini files do, it's not like they're some archaic tomes written in a language that can only be spoken sideways, and any mistakes can be fixed simply by always having a vanilla backup to refer to. You don't have to intimately know the intricacies of the .ini files, a lot of it's just recognizing key words. Editing the .ini's is indeed something you can do lightly with just a bit of knowledge.
  7. Don't let this put you off modifying the .ini's, you're gonna want (and probably need) to modify them at some point to optimize things. What you did wrong is make the change in the skyrim_default.ini file, which you should never do. What skyrim_default.ini's used for is, if you were to revert the game's settings to default, it'd use the settings in that .ini. It shouldn't be doing anything else on its own, so whatever grace period you had after making the change was probably just luck or a placebo effect. The correct .ini's you change are in Users/<Username>/Documents/My Games/Skyrim, those are the ones Skyrim uses when playing.
  8. Yes. Talk is cheap, showing some actual progress is what gets things going.
  9. The mod makes use of stuff in the other mod, but doesn't actually contain said stuff itself.
  10. Well hey, imma throw my hat in for when you start needing voiceactors. My portfolio's in my profile on here.
  11. Do you have any scripts for voiceacting auditions? They generally give you a better idea of whether the voice fits, since you're hearing lines that fit the mod instead of just going by unrelated stuff.
  12. When he said Morrowind was smaller, i think he meant it as in TES3: Morrowind, not the actual province. In other words, Vvardenfell is smaller (though i don't know if it is actually smaller), but the whole province is bigger.
  13. As far as i'm aware, permission is not needed if the mod only requires the other mod. If it actually has stuff from the other mod, that's when you gotta ask.
  14. Ever so slight bump here. Bethesda may be the game's creators, but if it was impossible to do then even they couldn'tve done it. The fact they did do it does kinda imply it is in fact possible. They still have to work within the boundaries of the engine they created. As for animations, all you gotta do is have a look at the "Animations" catagory on the Skyrim Nexus proper, and you'll see it's quite possible to make completely new animations. None of what you're trying to achieve is impossible, not at all. The only thing that matters is whether you're willing to put the effort into making all this stuff.
  15. I don't see why that would be the case. After all, they added whole new creatures with the DLC's, so it's entirely possible to do it without breaking the engine. What do you mean by adding completely new animations?
  16. Strictly speaking the engines aren't as similar as you might think, but something like this should be doable. If not, then it'll just have to be made from scratch. Now, who will take the time to do it, that's the real question :P.
  17. Bear in mind, magic is a thing in TES. It could very well be that at least some jewelers use magic to cut their stones, and new septims could be minted via magic, cutting way down on production costs. Or hell, maybe there's some repurposed Dwemer machines that mint new coins. TES as it is now may looks medieval at a glance, but there's magic and technology used behind the scenes that you probably don't even know about. As for coins being worth less than their actual gold content, it's basically the same reasons as it is IRL. A $2 gold coin might technically be worth several tens if not hundred of dollars as gold, but as a coin its face value is only $2. A septim might be worth 50 in gold content, but it's decreed to be worth one septim, so it's worth one septim. It could also be they mix other materials into the coins, so it's not pure gold anymore. That way it's either a helluva lot harder to just melt coins down and sell the raw gold since you gotta remove the other stuff, or it's actually only got enough gold in it to be worth its face value anyway.
  18. Adding on to #2, you could also perhaps take the armor to a smith and get it tempered (or do it yourself if you have the skill) depending on what kind of armor it is, getting a somewhat better fit though not as good as if you'd forged it yourself. For the more complex armors (Glass, Ebony, etc.) you'd definitely have to forge one yourself to get proper protection.
  19. To be fair, some of the Nords have the general american accent as well (Farkas, etc.), not all of them are slavic. But i agree that doing a friggin british accent for a Nord is way wrong. If you're gonna put any kind of voice in without making sure it actually fits the game, that just goes to show a distinct lack of attention to detail on your part, and people who actually know what voices fit are going to steer clear. If you can't take the effort to use a fitting voice, i'm not gonna take the effort to download the mod, simple as that.
  20. Of course. Here are a few lines of the Death-Jarl Dialogue: 1. If you don't worship Doben, you will die! 2. The mighty lord is rising! 3. Take over the city! Kill all human beings! Alrighty, i'll get these done as soon as a can, should only be a day or two before i can get to them.
  21. Unless i'm mistaken, you're not gonna find much voiceacting work here in the F3 section. Try the F:NV section, got a bit more going on there.
  22. I might be able to help you there. Here's a role i've done, but bear in mind i can go deeper than that if the voice in that sample's too high for your needs.
  23. Sure. Have you got any sample lines for me to do?
  24. The Death-Jarl voice has to be something like the Uruk-Hai Voices from Lord of The Rings. Deep and Growling. Well, that i can do! Just PM me the details :smile:.
×
×
  • Create New...