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Everything posted by SinderionsBones
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I put up a similar thread not a few days back :D I'm sort of 'looking for work'. It's mainly the same thing as looking to collaborate because that's what I'm looking for, but I'd rather work on someone elses project right now than any of my own. I can't tell if you're looking more for help or work yourself, but either way I'm around lol. http://forums.nexusmods.com/index.php?/topic/873278-modder-looking-for-directed-work-quests-interiors-exteriors-etc/
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Cool, I think I'll take a look at it when appropriate. I can't say I know much about the Witcher stuff though lol. Not that that's terribly important. I'm also looking at a thing on the official forums regarding being able to turn some vanilla locations into player homes/bases upon completion with a focus on the sheer quantity of locations that support being claimed :D Though it's more of a new mod.
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Pretty serious modder looking for serious mod developer that could use some help with the Creation Kit parts of their mod development. I'm thinking of coming back to Skyrim modding after quite a while away. I have a LOT of free time these days. If possible, I'd like to help on something already going on before bothering to get into doing something myself. I tend to go nuts, build big, involved stuff, get well on my way to finishing, then burn out and not do anymore. For this reason, I'd like to just do some little things for other people so I don't go so nuts lol. I've never released any Skyrim mods since I honestly enjoy making them as much as playing them, and much more than uploading them. I think I look forward to the construction/creation kits of elder scrolls game a little more than the game itself lol. I'd like to lend my skills to an existing mod in development rather than screw around for a few weeks and just leave something rotting on my hard drive, as fun as that may be. Quest development My passion, more or less, is for story driven mods with any number of different styles of quests. I've done a lot of quests made to be indistinguishable from bethesdas own in terms of using all the tons of tools the creation kit gives us this time around for managing stories. I also like the idea of quickly deployable minimalist quests mostly using items/triggers/scripts and the like. This includes scripting scenes and all the juggling that needs to go along with that. Scripting I'm pretty good at a lot of different sorts of scripting solutions. Also, especially after I get warmed up a bit more, I can help a lot with figuring out what is even possible and what alternatives you may have to get similar effects in game. I have no experience with SKSE right now, since it was really bad and not kept up when I last stopped hanging out around here. Now it seems to be in a much better state so more advanced solutions may be easier to implement. Interior/Exterior This is the fun easy part as far as I'm concerned. I can help out with this if you need some more done than you're wanting or able to do yourself. I generally try to do it more or less according to the official tutorials to add an extra layer of seamless integration. Adding voice to quests I'm no voice actor(shame really, I have awesome recording equipment at my disposal >.<), but adding voice to quests is a complicated thing in and of itself. I've worked a lot doing this, particularly since there was a huge lack of info on how to do it when I was last working with mods. It was so bad that I even found it worthwhile to put up: http://www.creationkit.com/Adding_Voice_Intermediate_Tutorial It's pretty basic, especially now I'd think, but at the time it provided answers for things people were just completely confused about. Especially since, then, if not now, the built in recorder wasn't a good solution, and could even bug a lot. Here's what I'm particularly good at - Putting pre designed quests into the game, including voice. - Designing quests in game terms based on putting a part of a story into the game. - Working with interiors/exteriors. - Designing/Creating/Troubleshooting scripting solutions. I'd also love to do some more work on designing more complex boss/monster encounters. That was the turn my own work was taking when I ... got burned out and took a break from modding. I've helped a bunch of different people with scripting on the forums, here and the official ones, but one of my favorites was helping some guys script an encounter were wolves were let out of pens in turn and scripted to attack the player opening a door when the encounter was complete. It was pretty simple but the sort of framework I worked on for it had so many possibilities it was fun. The wolves scripts spoke with encounter phase object marker scripts which in turn reported to encounter marker object scripts and all was orchestrated in a nicely understandable and scalable way. Good times. Lastly I'll add that I love coming up with engaging lore friendly stories myself, but that's generally one of the fun/easy parts I'd assume any serious mod author would reserve for themselves :D Really...? a modding resume? Yeah, this kinda seems like a resume... a horrid looking one since it's just for modding, but kinda like a resume That's sort of on purpose at least. I have some modding skills, at least in terms of the Creation Kit, and I'd like to use them on a mod that's being seriously worked on. Small or large is not important, I just don't want to be in charge of said mod. I'd like to mainly get the attention of those serious about their mods. I've helped other projects before, but towards the end of my time helping, it felt more like the project was being turned over to me more than anything. That's not what I'm looking for at all. I'm looking for a small part of a small mod, or a small or medium part of a large mod, if that makes sense. If you have a more or less defined bit of work you need done on a mod including anything I've mentioned above, I may be your man. I have a LOT of free time, so I'm open to bigger things, as long as ... shall we say... I have limits so I don't feel too tempted to go nuts, grind away at too large a project, and burn myself out again >.< Don't hesitate to speak up if you think I may be able to help your mod. TL;DR: I wants 2 halp someone wurk on a mod.
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Lots of ways to do this, do you have it so they player nears the object and the quest advances? or the player clicks the object (in which case it can't be a static and needs to be an activator or something. Anything but a static pretty much) It sounds like you're using preexisting scripts for it? good call, so many people overlook those and do their own stuff when beth has done it for you :D and usually in a better way. if the player has to activate it, first off it has to be able to be activated... statics can't really be activated, make an activator out of it or use another thing that can be. You can then set the activated item as the 'activate parent' of a trigger box with the 'defaultsetstageonactivate' script (i forget the exact name, but it's close to that). Alternatively, you can just have a defaultsetstageonenter trigger set the stage when the player nears the item. This could be done even if it's a static. Remember to set the intended quest and stage in the properties on the trigger itself. Yes, this is all the basic method of doing this. Just helping make sure you covered everything :D Look forward to seeing what you come up with!
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I was kinda assuming it's a little dead lol.
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Pretty much anyone will tell you go to the bethesda quest tutorials on creationkit.com You can't do anything with quests till you understand what's taught there, so you might as well start there :D After you can do that sort of thing, and ask more specific questions on how to do stuff you may get some more responses.
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This whole thing makes me think a lot of one of the cantons in Vivec City in Southern Vvardenfell, Morrowind. This certainly has a lot of potential as an all in one small city type place. I don't know if you played Morrowind, but it was basically like several city blocks of a big city. The idea they were putting across seemed to be that an average citizen could live their entire life barely leaving one of the cantons. They were a little smaller, I think for gameplay purposes in the actual game, but references in books and dialog and I think the idea of Vivec city, had the real things much much larger and full of thousands more people. What you've got going seems to fit a castle of some government or faction that, at least in the past, was extremely powerful. Perhaps there are a couple political groups inside still vying for power to this day. This dynamic helps bring several other cities of Skyrim to life, a sprawling castle seems another perfect place to spark such tension. I definitely like the number of shops *inside* the halls of the castle. Regarding the main center place. You might be tempted to make it pretty as can be. Do, however, consider if the castle is in perfect working order or there is some sort of internal tension going on. Are there street vendor types taking advantage and selling wares there? Possibly even despite it being prohibited. Maybe paying off the guards that look after that area. I hope you do get through it :D making quests and dialog is much tougher than it sounds. If nothing else, take a break from the building before you do the clutter, and work on the quests, so there's still plenty of the relatively fun building to do afterwards. As I'm sure you're understanding, a giant awesome house/castle/city is only as interesting to the player as the modder makes it. This is a mod I'd like to see work out. Make the player work a little on relatively fun stuff to get any entrance at all, more to get access above a certain point, much more still to get farther, and go above and beyond to earn any central role in the castle. Re: Moss on stairs, try using some markarth stairs? The moss is on some layer of the texture I don't even have a clue about lol. At least it seems like it if it doesn't show in the editor but does in game. Black behind doors, I remember someone asking about that a few days back? was that you? lol if not just switch your type of door to the type that... has black behind it, they're in there.
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a housemod recently released does that. it's an airship with a little floating house. The author claims it unstable at the moment, but we're talking floating navmesh at least a few 100,000 units above the lake south of solitude. So I would expect the instability part would have litte effect on your stuff. I have a partial mod, an inn, where the fourth floor can only be reached by leaving the cell, going up some stairs on the outside, and coming back in. I've never had the slightest hiccup with the navmesh for that. I've never tried to have followers follow me, but the npc's that are doing their package thing up there seem fine.
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Gasp! You mean there are dragonborn trees in that place too? Nooooo!
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watch the official bethesda video tutorials for the construction kit, that's my first recommendation. It's about making a dungeon, but it's all fundamental stuff, you'll want to know it whatever you do.
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[WIP] Tales & Tallows: Deathbell
SinderionsBones replied to IncriminatingEvidenceInc's topic in Skyrim's Skyrim LE
Sounds great. New faction, quite a few new places, looks like either new armor, or newly wearable armor. Even quite a few quests. It could really be popular. What stage of development are you in? Parts of the description made it seemed ready for release, others just past planning stages. I hope you're putting this in a bunch of forums because this is the one you'll get the least feedback in. Maybe up there in quality, but the least in quantity :D I like playing through darker quest lines for the story. I can't (I try) suffer truly evil reckless hatred cold blooded murder sociopathic role play very well lol But I still like to go through the quests usually. I keep wanting to do even the dark brotherhood but can't get myself to kill people... even video game people... that are just hangin out... I killed the old lady fine, but yeah... Dark in my mind, when it comes to video games especially, is the callous disregard for anyone else. This is both in action, thought, and feelings. The stereotypical evil scientist guy that's always abusive to his subordinates, calculating his acceptable loss percentages on live subjects really high. Even delving into oblivion and searching for new sources of power, when done with good intentions could be, from a roleplaying/gameplaying standpoint, good, it's got to have that repulsive malicious borderline disgusting feel about it to approach true evil. Much below this and the part can be done easily enough by someone more in the middle. -
Pretty sure all the action is just in how the relevant objects are linked to an xmarker in the house that is their 'activate parent'. The quest, in a tiny script fragment(1 line pretty much), tells that thing to enable and all the stuff appears. That should help you refine your search even more. Look forward to whatever you end up making :D
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Whiterun currently under attack by sleestaks!
SinderionsBones replied to neurojame's topic in Skyrim's Skyrim LE
yeah but the beth forum isn't about steam workshop, it's just the beth forum. Steam is just the -happens to be built in workshop- I post over there plenty and I don't think anyone considers the workshop having any special connection to the beth forums. This place is all about the nexus and the mods more openly stored here. You're right of course, who cares? but you're first sentence has no meaning >.< -
I don't think that was these guys, it was the dragonfalls manor guy. But I don't think the new one either moved, or did the teleport thing either. Waaay to much stuff on the outside to want to move it around lol. Still looking forward to seeing this mod :D It will be a bit wierd when you put something on the deck... 'teleport' the ship, and it's gone, but hey, still an awesome idea :D
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ICS: Industrial Crafting System - Mining Script Overhaul
SinderionsBones replied to NovaCameron's topic in Skyrim's Skyrim LE
is 'steelsmithing' the real editor name of the perk? do you have it in a property? The obvious, why is it commented out? -
I would start now with looking at quests. Honestly. While you're still doing the good looking stuff, just so you can get an idea for how to do it. It's not just 'oh tell this guy to do this, and tell that guy to do that'. There is a level of understanding you need to have regarding the structure of quests and the limited scripting you'll need to do. Your mod would be best served if you started building on this understanding, even if just a little at a time, as early as you can. The big thing I think was addressed earlier, if you wait till the pretty stuff is all done, the motivation will quickly dry up to learn some new slightly complex stuff just to get your npc's to be interesting, believe me(and the tons of other modders who've put pretty stuff aside since they don't want to make quests for it). If you learn, and start putting in little by little, while you're still world building, it shouldn't be so rough a transition.
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Ooh that alter on the mountain was awesome in Oblivion. It was so special to have a black soul gem, and then go horde it in your secret lair in the basement of your spooky house in Anvil >:D I second this idea. I don't think I'd do it myself, but it would be cool to have a dungeon tailor made as above, that is, in an unmistakable chain of events, turned over to the player for their own nefarious activity. Have you looked at the dragonborns Antre (search for the word antre... nobody else uses that word...) It has a load of good stuff, including an attached mine that is even more amazing than anything bethesda put in I think. It's worth downloading the mod just to walk around and explore the mine. (no, the video, though kinda long, doesn't even cover the whole place believe it or not) Toss in a few things of your own and you couldn't ask for a better place to be evil. Even better, ask the author for an evil shaded version with your own (small) list of changes if you can't do it yourself (it's reeeeealy not hard to add most of these things)
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I think this is pretty dead. But I have to ask... Why are you even posting here if you think the whole idea is horrible? lol Just post a different idea separately. This is a pretty cool idea, if for no other purpose than a vast selection of custom personal strongholds. Best part for the modder, the floorplan and everything is pre-made for you all you *really* have to do aside from give the appearance of being cleaned up(using some methods I mentioned earlier in the thread, and others) is add the usual things required for a house. Crafting stuff, an owned bed, non respawning containers etc... Getting them up to bethesda house standards ... isn't much at all considering the houses we can buy in the vanilla game. I think the original idea may have been more like rebuilding old forts and some other specific locations that would be fun to inhabit. Labrynthian and Winterhold were mentioned, though these would be really cool mods in and of themselves :D BTW, the lore is that winterhold was built by a single spell by a powerful wizard. *hint hint* how do you think it should be fixed?
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Also doesn't hjerim from windhelm have one(the house you buy there)? a pretty good one too. You have to do a quest for it but you can do it even if you finished the civil war for the imperials. Hint, not spoiler:After you ... get the first info about the quest, it waits till the fourth time you fast travel to windhelm from another capital city(it says this on relevant wiki pages, I assume they have good source) to progress the quest. If your the kind of person that needs a hidden space, you may like the quest anyways :D
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It looks nice indeed. Look forward to it, especially since you've got so much focus on the gameplay content versus just the pretty town. Please pay no attention to how much attention you get before it's made... I'm tired of seeing people abort mods because they didn't get responses on either unfinished projects or forum threads asking about interest... these things are irrelevant and not related to how much attention your mod will get on a finished release. I know it won't stop happening but people willing to beta test and those who frequent modding threads are a tiny tiny (well under 1%) bit of those who download mods. Oh and what if they're dragonborn trees that dont give a flying flip about acidic soil? It's all fun and games till you kill the rogue dragon and a tree steals your dragon soul. I AM DOVAKIIN!!!
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you can see if something has a particular type of item, but to keep complete track you have to make your own separate list somehow by hooking the events. Those who do keep track this way have to remove everything, then replace it and track each event as it's replaced.
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do fish... have to have... navemesh? just a thought. Is this in like, a house pond? or in an outdoor thing?
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Handling MovableStatics in Papyrus
SinderionsBones replied to verteiron's topic in Skyrim's Skyrim LE
A static, and a movable static, when in the world *are* object references :D that's why this works. It's not that you're treating them as this, it's that this is what they are. the 'getbaseobject' is returning a base object type form. Placeatme() creates a new object based on the form you pass the function. You are already making new ones :D the original 'mymoveablestatic' is not being moved, just duplicated based on its type (you got it's type, it's 'formbase' from the 'getbaseobject()', this is also optional) If you want to move the existing object, you use moveto(), or translateto() depending on if you want to see it move. -
There are some mods that let you transform into virtually everything in the game. several of them.
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If you're more into video tutorials: The official bethesda tutorials, there are 10 of them. At least watch the first few to get a handle on the CK in general. The tutorial is about making a dungeon, but that's a step above making a house, so if you get some of the techniques in there down, you're set. Post here with any concerns or questions you still end up with.