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About djjohnjarvis
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United Kingdom
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Skyrim, Fallout 4, Dark Souls 3
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Dark Souls 3
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djjohnjarvis's Achievements
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Ok mod restored with everything as it was so problem solved. To be fair this time was a quick response but they really do need to communicate better with the mod community. Here is the response from one of the moderators although it seems like another moderator had responded to the situation first. So apparently things have been busier than usual although I'm not sure why that would be the case. The fact that the accumulation of reports is mentioned by the moderator would suggest it is indeed an automatic bot of some kind.
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Just thought I would let you know that Bethesda aren't content with upsetting people with this Creation Club BS, now they are removing mods with no warning and not even telling you that they actually removed it and why. It's like they are trying to become the most hated company. Sofia, one of the most popular Skyrim followers was deleted recently from the Xbox One mods on Bethesda.net for no reason. There is nothing in there that violates any terms. No nudity or swearing and any additional assets (the skin texture and hair) are free to use for non-commercial use. Now I've got to think whether it's even worth the huge amount of hassle to sort it out especially if I have to start from scratch since she was one of the top mods on there.
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Is it wrong to base your mod after another?
djjohnjarvis replied to Derps4Days's topic in Skyrim's Skyrim LE
Well I am the creator of Sofia and I would say that yes you should look at what a mod author has done to make their mods do something but don't directly copy and paste without making changes, and remember that there may be better ways of doing something. For example a lot of my code for Sofia was written years ago and since then I've learned much more and I know that a lot of that early code is a bit messy through using trial and error. In fact Sofia is probably a very un-user friendly mod when it comes to looking at the inner workings so starting off looking at existing game content might be a better start. Don't just look at followers though, looking at NPC behaviour during quests can be just as helpful. For example how does that quest script add that item to that NPC? Why is it using that package?- 10 replies
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Oh no, I didn't take it that way. I was just agreeing that there is a lot of work and rambling about other stuff so don't worry about offending me haha.
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Yeah that's a nice idea and could be done. Whilst the official exporter works well enough so far I still had to use the unofficial importer to get the models into max since there doesn't appear to be official support for that so it still has its uses. Yeah well the fence doesn't appear to have a destroyed version from what I could tell so I would have certainly needed to edit the mesh for that one. It is a relatively slow process though I will admit so I I will have to think about what objects to prioritise. Still a hell of a lot quicker than editing values in Nifskope for Skyrim to get custom collisions fixed up though.
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I was just trying out the new custom collision support for Fallout 4 and made a few objects destructible. I might turn it into a mod but I thought it would be fun to share. As you can see objects will break apart with physics so you can smash your way through fences and whatever else happens to be in your way.
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Why are mods getting so few Endorsements?
djjohnjarvis replied to TheGrimblade's topic in Fallout 4's Discussion
Says the guy who has used the mod extensively and uploaded a ton of pictures of Sofia to my page haha. That age thing as well as gender is nonsense since most of the users I actually talk to are not teen boys and many are even girls, I myself am 26 and I made the mod. Sofia just has a broad appeal coupled with quality content attracting several large demographics. -
Bringing in someone new to try and recreate Sofia would be a terrible idea and would totally lose the feel from the original. Luckily no need since me and Christine (the voice of Sofia) aka the actual mod authors are working on a Fallout 4 successor. It's a new but very similar character and she won't be exactly the same because it's not Skyrim but it's the closest you'll get. If you go into the mod comments section for Sofia (under the posts tab) and look at one of the top sticky comments you will see a video and backstory for the new follower.
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Way ahead of you. For a long time there has been demand for a Sofia styled follower for Fallout 4 so me and Christine (Sofia's voice actress) are already preparing for when the Creation Kit arrives. Obviously it won't be a direct Sofia port/remake because there can only be one Sofia and this is a Fallout game but expect something similar. The full details including backstory and a voice demo can be found in the Sofia mod comments under the posts tab.
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What mods are you currently working on?
djjohnjarvis replied to Junnari's topic in Fallout 4's Discussion
I will be going down the route of splicing audio clips from the player character. I'll let my follower do the talking and keep the player's lines short and simple. Anything in depth I'll either let her intervene or do a fade to black transition to show the passing of time. I think it's probably the only way to do it seamlessly without using a mod to make the player entirely silent. -
What mods are you currently working on?
djjohnjarvis replied to Junnari's topic in Fallout 4's Discussion
An advanced fully voiced follower for Fallout 4 along the lines of Sofia (my Skyrim follower mod) complete with a vault quest line. She will be quest aware, scripted and all that. I've already started on the lines and they are being recorded in advance of the CK by the same voice actress. As usual the character will be something a little different, with an emphasis on silly but lore friendly humour although different from my other follower mod. -
I'm guessing you are referring to this: http://www.nexusmods.com/skyrim/mods/61348/?
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Well I can tell you how I did it for Sofia. Basically her second storage is actually a chest and when you select the dialogue option for it a script triggers which activates the chest. So you will want to create a chest and add it anywhere you like in the game world but preferably where the player won't see it. Then add a quest alias that references that chest and in the line of dialogue you have set up for the storage add a script that simply calls the activate function on the chest alias like this so the player activates the chest: StorageChestAlias.GetReference().Activate(Game.GetPlayer())
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The Voice Actors of Skyrim (Nexus)
djjohnjarvis replied to Hotemochick1992's topic in Skyrim's Skyrim LE
German speaking voice actress needed for top follower mod Sofia - The Funny Fully Voiced Follower Anyone who uses custom Skyrim follower mods will probably be aware of who Sofia is but you can check the mod page for more details and to see videos of her in action. I will not be directly handling the German translation since I don't speak German but the translation is in good hands. A good quality mic is required. Anyway I'll direct you to the topic specifically created for the auditions where you can find out more since this is for the people who may have not seen it: http://forums.nexusmods.com/index.php?/topic/3078509-sofia-the-funny-fully-voiced-follower-german-voice/