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JanusForbeare

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Posts posted by JanusForbeare

  1. It's do-able, but you'll want to consider factors beyond your skill set. For example:

     

    -Have you played through the game before?

    -If so, what questlines do you plan on focusing on? Or do you plan on taking this character up to level 80+ amd playing through all of them?

    -Do you plan on RPing as a priest of certain religion? Khajiit have a rather... unique perspective on divinity (see here)

    -How many companions do you plan on using?

    -What mods will you be running?

     

    Based on what you've stated about your skill set, I'd say it's an admirable goal, but that you'd better bring some backup. The civil war questline would be a good way to level up your skills at the beginning, since you'll have plenty of cannon fodder to heal. Also. one-handed works well if you dual-wield, but if you plan on going one-handed + restoration, you're definitely going to want a tough companion or two, as well as Healing Hands near the beginning of your game. And be prepared to run. A lot.

  2. I'm pretty drunk (my birthday was this week, and I went out to celebrate tonight), so forgive me if this post is a little frakked up. I've done my best to keep it legible.

     

    @demidekidasu: I hadn't even considered victims of bugs/user error when I made this thread, but it's a very real problem that can be hard to avoid. As a proud native Pole, I am all for supporting the work of the fine folks at CD Projekt Red (even if I wasn't, the quality of their work is worth supporting - ps. did anyone notice the subtle references to Polish history in their games? For instance, the phrase "For our freedom and yours", or Geralt's statement in TW2 about the sheep filled with sulphur?). I remember seeing your post on the "Mod Talk" forum about this project, and I'm sorry to hear that you've run into technical problems. I hope that you'll continue to pursue it... I've often found that taking a break from a project that I've sunk a lot of hours into can be very beneficial. Glad to hear that you still have some of your scripts available - gotta love that, as .txt files, they're saved separately from the .esp.

     

    @Natterforme: That sounds like a great way to add to the appeal of your mods. By the way, congrats on getting your ordinator armour into the "hot file" category... you definitely deserve it! I get the feeling that a lot of my users will consider downloading it for Atvir; I may even make it into a recommended file. On a personal note, I hope to include loading screens as well to add to the cosmetic appeal of my mod.

     

    @littleork: I'm a big fan of your work. A newspaper would be a huge addition to the immersion of the game, and is a great example of your ambition (and I know that word can be a double-edged sword, but unlike a lot of users, you live up to the connotation). I've been very impressed with what you've done so far, and can't wait to see what you'll release next!

  3. As I was doing my daily rounds through the latest bans (I do this for fun - and am generally chuckling the whole time) a thought occurred to me. I assume that it must have occurred to the site admins at one point or another, and there's probably a good reason that it hasn't happened yet. However, I thought I'd ask:

     

    Given that (to the best of my understanding) the Nexus is manually coded, and not built on any sort of pre-fabricated "sitebuilder" software, isn't it possible to prevent previously banned IP addresses from creating new profiles until the ban has expired? It seems that a huge percentage of the moderators' work involves hunting down ban evaders and giving them the boot. Similarly, couldn't some sort of protocol be developed to compare a new applicants IP address against the list of existing users and prevent multiple accounts from being created from the same location?

     

    Granted, there may be some occasions when such a feature could obstruct potentially legitimate accounts (such as when two individuals share an IP address), but I'd think that those situations would be the exception, rather than the rule.

     

    Feel free to shoot down the idea, I'm just curious if it's a feasible way to reduce the admins' workload.

  4. They're also brown... at least they were in Morrowind. I seriously doubt we'll be seeing them again, Beth is well aware of what a pain in the butt they were in TES III.

     

    They were kinda like forum trolls. You'd just be walking along, minding your own business, and then out of the blue (literally) you'd have three of them trying to tear your head off. No warning, no provocation, just pure malice and aggression. And then once you killed those three and thought you were in the clear, five more of them would show up and do it all over again.

     

    Just like forum trolls.

  5. Atvir doesn't really like anyone who's not a Dunmer, but you're right, most of his ire is reserved for Nords and Argonians. In the first case, it's because of the treatment the Dunmer receive in Windhelm, and in the second, it's because of his family's history and the events of the Red Year.

     

    As for the other elven races, he is a little more flexible in his beliefs. If you talk to him enough, he will mention that he didn't expect the Bosmer to join the Dominion, and that he "would have thought better of them", indicating some small amount of respect for his tree-hugging cousins. Most of his experiences with the Altmer have come through second-hand information, with the exception of Niranye, whom he dislikes for personal reasons (he has a line of dialogue about this... namely, it's about her hypocrisy in criticizing the Dunmer of Windhelm, despite frequenting the Cornerclub).

     

    The next update doesn't introduce any new dialogue regarding the other elven races, I'm afraid, and they play a relatively minor role in the mod as a whole (as it stands). However, as the author, I can safely tell you that he's not overly fond of the Dominion, though he holds out a faint hope that they might somehow restore Morrowind to the Dunmer. However, he knows that this is unlikely... the philisophical gulf between the Dunmer and the Altmer has grown far too wide to ever be truly bridged.

  6. I think that Stan Marsh explains it best (a portion of the script from South Park, season 6, episode 15 follows):

     

     

     

    Announcer: At a vary young age one young boy learned he had a special gift. This is "The Other Side." [the curtain rises to reveal Stan on set with the studio audience clapping. He steps forward and the curtain falls down behind him]

     

    Stan: Okay, listen to me. Listen very carefully. [the applause dies down] This is a trick that I am doing. Okay? Watch. All I'm gonna do is say a name that I'm gonna pick at random. Okay? [puts his hand to his temple] They want me to acknowledge Pete, or Peter.

     

    Woman 5: [jumps up] Yes! Yes, my Peter! [begins to sob]

     

    Audience: Wow!! [begins to clap]

     

    Stan: No! Stop clapping! All I did was pick a random name and wait for somebody in the audience to give a response. Now that I see that there's a lone woman crying, my instinct tells me Peter was her husband. So I say, "Peter was your husband?"

     

    Woman 5: [sobbing] Yes, yes! Yes, my husband Peter!

     

    Audience: Wow!! [begins to clap]

     

    Woman 6: Oh wow!

     

    Stan: [getting annoyed] Stop it! I didn't do anything!

     

    Man 9: [rises and accuses] You knew Peter was dead!

     

    Stan: [reminding] I didn't start by saying Peter is dead! I started by saying, "They want me to acknowledge Peter." That could have meant Peter was in the audience or that Peter was somebody's friend, or Peter had died. I couldn't be wrong, see? Now, I can look at this woman and see that she's fairly young, so odds are her husband was fairly young when he died. So I can say something like, "I'm getting that Peter's death was very untimely"

     

    Woman 6: [sobbing] Yes, it was.

     

    Audience: Wow!! [begins to clap]

     

    Man 10: Amazing!

     

    Woman 7: Ask Peter if he knows my little Billy.

     

    Stan: [frustrated, with right hand over his clenched eyelids] Okay. Let's back up. [each audience row backs up to the one behind it] Not literally!

     

  7. Is that the property in Falkreath? There's supposedly a conflict between older versions of Scenic Carriages and Hearthfire in Falkreath. However, I've read that downloading the Unofficial Hearthfire Patch can fix this, and UESP states that the newer versions of SC have been patched to correct the conflict. So make sure that you're running the most recent version of SC (assuming you have it installed) and download the UHP, and you'll probably be okay.
  8. Atvir's compatible with pretty much everything, including DLC content (Dawnguard, Hearthfire, and in all likelihood, Dragonborn). Since you can set his home and daily schedule when he's not with you, you can even set him up in one of your spare HF rooms and have him travel to town during the day.
  9. IIt is just violation of privacy and unwarranted humiliation for the account holder and gossip for the public. :armscrossed:

     

    I respect your opinion, and you are certainly entitled to it, but I fail to see how calling attention to someone's actions in a public space (and the sense of disconnection sometimes makes us forget that the internet - particularly forums and file-sharing sites - are public spaces) is a violation of privacy. If someone earns themselves a strike or a ban, it's because they've said or done something that affects other users in a detrimental way. It seems to me that they forfeit any right to "privacy" when they cross that line.

  10. noone was born a modder. Give it a try, you can do it, it's not that hard!

     

    This. This. A thousand times, this.

     

    It drives me up the frakking wall when I see someone make a request, and end it with, "I'd do it myself, but I'm bad at modding/scared of the CK/don't have the skills/don't have the time/a member of a religion that believes modding is a sin." I mean, come on! LEARN! I have no sympathy for lazy people who choose to be ignorant. We all started at the bottom and worked our way up; they can, too.

     

    *takes a deep breath*

     

    But I digress. I'd tell new modders:

     

    A) Mazeltov! Today, you are a man. Good on you for producing new content.

     

    B) Preparation is key. I have 100+ pages of (dialogue) scripts, to-do lists, update strategies, upcoming changelogs, quest synopses, etc. and they have been a huge help in staying focused and making efficient use of my resources.

     

    C) Set the CK to autosave as often as possible, and make a point of doing a manual save whenever you complete a significant step, regardless of whether or not your modding session is over. You never know when a crash may occur.

     

    D) Play to your strengths. If you're a good writer, make a mod that makes extensive use of dialogue and books. If you're a 3DSMax (or Blender, or Maya, or whatever) whiz, focus on creating new objects. If you're a programmer in real-life, start mucking around with Papyrus (it's not hard - I have no programming background, and picked it up in a couple of weeks). That's not to say that you can't stretch your wings, but none of us are masters of every aspect of modding. Start with what you find easiest, and you'll gradually pick up the other skills as your mod expands.

     

    E) If you're going to ask for people to join your project - and there's nothing wrong with that - you'd be well advised to either have released other mods in the past, or to have a certain amount of work done already. People aren't going to dedicate their time and effort to what may well turn out to be pipe-dreams. And even if you do find experienced, talented partners, expect that you'll still have to do 90% of the work yourself.

     

    F) Unless you're very patient and/or experienced in the field, avoid animations (modifying them, that is) like the plague. Beth didn't make this aspect of modding easy on us this time around, and even veteran modders have a hell of time dealing with them (I don't claim to be one, but I've read enough posts from people like Fore to know this for a fact).

  11. Also I think the person who gots the formal warning or strike should be told via message or some other way that they now have 1 strike or formal warning so they know

     

    The new system will make it impossible for the individual in question not to know... Dark has stated that they'll be redirected to a "You have been given a warning" page until they agree not to violate the TOS anymore - a system far more efficient than a simple PM.

  12. I voted to keep everything public and transparent.

     

    Yes, being "outed" on the forums might be embarrassing to the user in question, but they're hardly the victims here. If they've been issued a warning or a ban, it's because they've been behaving in a way that's detrimental to the community. Hiding that fact reduces the severity of the punishment, and increases the likelihood that they'll become repeat offenders.

     

    Besides, I enjoy reading through the recent bans and laughing at the reference posts... and the admins' occasionally sarcastic responses. :)

  13. Well, I hope you see what I mean. xD Oh, do you have any plans for the Dragonborn DLC assets?

     

    I see what you mean, and I'd like to increase the armount House-specific dialogue in the future. In answer to your other question, I'm going to quote myself from another thread (though it pains me to double-post like this :yucky: )...

     

    Will you be making some extra content for Atvir when this is out? :blush:

     

    I'm still not quite sure how to react to all this, from a modding perspective. I'll need to play through the DLC first and see if Beth has decided to write the Dunmer lore much differently than I've interpreted it. If they have, I may need to change some of the existing content of the mod.

     

    I'd like to work with some aspects of the DLC, but if I do, it will be through an optional plugin (and won't be released anytime soon). It's all really up in the air, right now; I really wasn't expecting that we'd be going back to Solstheim. This is the first time in the history of TES that Beth has re-created an area we've already visited (Arena notwithstanding).

     

    My intention with AD has always been to make it a fully-contained mod (ie. no masters); I don't want to force players to buy Dragonborn to enjoy Atvir. However, there is a chance I'll release a plugin that makes use of the Dragonborn assets in the future.

  14. Will you be making some extra content for Atvir when this is out? :blush:

     

    I'm still not quite sure how to react to all this, from a modding perspective. I'll need to play through the DLC first and see if Beth has decided to write the Dunmer lore much differently than I've interpreted it. If they have, I may need to change some of the existing content of the mod.

     

    I'd like to work with some aspects of the DLC, but if I do, it will be through an optional plugin (and won't be released anytime soon). It's all really up in the air, right now; I really wasn't expecting that we'd be going back to Solstheim. This is the first time in the history of TES that Beth has re-created an area we've already visited (Arena notwithstanding).

  15. It's not unethical. I don't need it here but I do need it on other sites, specifically if they have very invasive and/or loud ads. Loud auto-playing videos are so not my thing.

     

    oh god i hate them, i hate them SO. MUCH.

     

    they just give me a vision of the future where you cant get rid of them too and you constantly have to filter out irritating adverts on the computer every site you go on :P

     

    And then of course when you go to close them, you get a million pop-ups saying, "What? Don't you want to MAKE $200 BAJILLION EVERY NIGHT? How dumb are you? Click 'OK' to continue watching this great video!!!!1!!!".

     

    Really makes me wish there was a way to track these advertisers back to whatever hole they hide out in. :wallbash:

  16. That's right. Ulfrik definitely has a unique voicetype, and I'm pretty sure that Hadvar does as well. The others that you're having trouble with are likely having similar issues. I'd take a look at the vanilla followers, if I were you, and use voicetypes that they use.
  17. The trailer hit the nostalgia button, hard :)

     

    I'm pretty sure that's what they were going for. Someone at Beth clued in that, "Hey, we're alienating our traditional fan base with all this lowest common denominator ****.", and so, bam, they decided to do a throwback to their best game.

     

    Odds are it'll still be hampered by Skyrim's shortcomings, and it's a shame that they didn't decide to try a new direction in alien landscapes (finishing the Thalmor plotline in Summerset, for instance), but as a lover of the Dunmer, I can appreciate the blast from the past. I still have higher hopes for this DLC than I did for DG or HF.

  18. At least some of the duplicated NPCs you've named - and possibly all of them, I don't have the CK open at the moment - have unique voicetypes. Not all the voices used by NPCs have follower dialogue recorded, and since there is a voicetype condition on follower dialogue, you won't get the "Follow me, I need your help." option for certain NPCs.
  19. Oh thank you :), and thank you omnimuffin ^^, and i'm a huge fan of your mod Janus, Atvir Dres, great voice acting and great personnality in it.

     

    Thank you! I have to say that I'm really impressed by the new architecture you've created, and am very intrigued by your "new world" project. I particularly like two things about your work:

     

    1) The textures. Man, are they ever beautiful.

     

    2) The way you've brought back curves. Until I saw your work, I hadn't noticed how all the architecture in Skyrim is so "boxy" and full of straight lines. Your buildings are full of sloping edges that really draw the eye across their surfaces.

     

    Great work! I'm looking forwards to visiting these locations in-game!

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