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Everything posted by IsharaMeradin
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There are no 'simple' tutorials for Papyrus. It's a new scripting system for everyone and as such everyone has had to start from scratch. Which means that any tutorials out there need to first explain what things mean and why they need to be included. If there is something specific you are trying to do that you need help with. Ask on the forums and hopefully you'll get someone who is willing and able to assist. I know a lot of my questions went unanswered but that's because I didn't sit around waiting for an answer. I kept working at it and trying different things and tended to answer my own questions.
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SkyTEST might be part of it, but I doubt it is the culprit solely on its own. I never encountered anything near as bad as the description when I used SkyTEST. Haven't upgraded to the recent 1.27 build as I've been keeping a reduced # of mods for testing the few mods that I'm working on. If there was a mod that increased spawns as well then I could see the two together causing such issues.
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Meshes: All the races join up in the Armor entry SkinNaked. They have some joint & some unique ArmorAddon entries starting with NakedTorso, NakedHands, NakedFeet. Textures: There are texture sets under TextureSets which are assigned to the mesh in question on the ArmorAddon form. Some texture sets are linked to form lists which are also applied to the ArmorAddon form. Tip: you can enter up to 11 texture sets on the form list and have a different texture per weight setting. hope that helps. been typing this during commercial breaks so haven't gone into really deep detail.
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Only way to achieve what you want is to copy the original race, assign the single npc in question to the copy. then you can redirect the mesh & texture to a unique location. however that single npc may not function properly in any scenarios that check against its race. that's the solution in a nutshell. the specifics of which I'm not 100% clear on. It all depends on how uniquely separate you want the npc to be.
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Secondary Locations Map Markers http://skyrim.nexusmods.com/mods/14976 It includes dragon burial sites as well as lots of other locations
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Do you have any mods that affect the skill growth? For example having Uncapper and setting the individual skill growth to less than 1 will give the appearance that they don't work but in fact they do still add to the growth of the skill just not like they do in the normal game.
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I beg to differ. GIMP has the option to make normal maps too.Filters menu - Map - Normalmap What the settings to use, I'm not sure. But it is there as an option.
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Along with the above Wyre Bash (WB) -- to flip the toggle between esp and esm status of any plugin to make compatibility patches between mods or just use a standard plugin as a parent. -- to copy a finished esp into a esm for release if it will be necessary to be required by other mods (makes life for other modders easier) -- also useful for other things not related to making mods: bashed patch for merging leveled lists between mods; checking your save games to see what mods each of them are associated with BSAopt -- extract the contents of bsa files: useful when you need stock content or to have access to content from other mods This page will guide you thru getting things setup with Blender, NifSkope and all the associated other things needed to get the two working with Skyrim stuff. Plus they have several tutorials available http://wiki.tesnexus.com/index.php/Installation_of_Blender I know you didn't want to have the Creation Kit mentioned but some very important ini edits (step 5 of the following linked tutorial subsection) which will make life so much easier along with instructions that better explain the use of WB to create parent plugins http://isharameradin.zxq.net/MakingAPlayerBasedMannequin.html#ESPparents <-- shameless plug :P
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You can have an unlimited number of loose file mods which replace textures, scripts, animations, etc. But you are limited on the number of plugins that the game can process. That limit is 255, whether it includes the original Skyrim.esm or not I do not know. However, DLC esm or esp files do get counted in the 255 limit. On the flip side, not all computers can handle 'the max'. Many players are unwillingly limited in how many plugins and/or textures, animations, etc that they can use before their game becomes unstable.
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Why do the Stormcloaks attack Whiterun?
IsharaMeradin replied to Stemro's topic in Skyrim's Skyrim LE
*shakes head in shame* If you can't see that I quoted both of you and asked to not go over that discussion again... I don't know why I bother to read these threads they all end up the same. People nitpicking and getting worked up over little things rather than just enjoying the game for what it is, a game. I guess its like the Titanic movie, I know its going to sink but I watch anyway hoping that this time it might not... -
Why do the Stormcloaks attack Whiterun?
IsharaMeradin replied to Stemro's topic in Skyrim's Skyrim LE
oh are we back to whether or not the books in Skyrim are to be taken at face value or considered falsified information? Please I've read enough of that debate... EDIT: seems I caught the post before it was edited.... oh well -
I never did fully play BG2. As I recall tho the relationship aspect wasn't ever mandatory. You could easily brush them off or with mods turn off all interaction if your really wanted, tho most people wanted more relationship options rather than less. As far as Skyrim it would be nice if there was a combat bonus by having your follower spouse with you, but there isn't. Just the well rested & that meal thing neither of which to be honest is that helpful.
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I vote for the dungeon.... and have the nagging spouse as the end boss :P
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Oh... well since the second come out long after this thread started I would hazard to guess that most of the posts refer to using the original. the version 2 isn't a new version of DIMONIZED UNP but rather a new version of UNP Curvy As for me, I've got 9 of 10 races using Dimonized UNP and 1 race using the old UNP Curvy. Until the preferred underwear body replacer gets adapted to the new UNP Curvy I'll keep using the old version of it.
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The first & original DIMONIZED UNP by dimon99 The second link is based on and does require the first, it's a change in mesh but needs at least the original textures from dimon99
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Wrye Bash does indeed allow you to merge leveled lists with the bashed patch. It will also allow you, if you are in to making mods, toggle the esp/esm switch on any plugin so you could use it as a parent mod (just like any real esm) while you are in the Creation Kit as a way to solve some compatibility issues. It is supported but the main developers due to whatever reasons (probably RL issues) haven't been able to fully update it. The remaining crew have done the best they can to keep it going when BOSS updates. That said, what it can do for Skyrim it does well. Which at this point are: the bashed patch for leveled lists; toggling the esp/esm switch; copying an esp into an esm; installing BAIN friendly mods; seeing what mods are attached to a particular save game; possibly others but that's all I know about.
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I give up. I just don't see it. I have access to this forum but clearly am not "technically proficient" to understand what you are talking about. <-- this is my problem I'm all for something that will make compatibility between mods easier but when I can't understand how to implement it or even what you are getting at, I have no recourse but to say screw it and go on doing mods the way I know how. Which is the same thing you want to try to prevent with using mods... ********************* I understand a compatibility patch and I have made a few and honestly if people use them or not, I don't care. I made them cause I was using those mods at the time and I got the permission to release it. To me that's easier than trying to make the mod bigger than its scope. In one sense I miss the Baldur's Gate modding cause at first they had the last file installed gets to be used method, but then they developed an installation tool which could go in and change one or more values of the existing file and allow another mod to change other values so that both could work. But TES games weren't built that way.
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If you are subtly referring to me, then explain what I don't get. non-dawnguard arrows do not have the weapon material type keyword so when the recipe is made they automatically go to the misc category. In order to make them show in the proper category the appropriate keyword must be added to the base arrow item form. Its this little addition that can make the mod incompatible with any other mod which changes the base arrow item form. With what the OP explained as the workaround with his system, it would be much easier for the author of the crafting mod to say screw it and rebuild their mod without the weapon material type keyword and just leave the arrows to clutter in the misc category.
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Tutorials WITHOUT "youtoob"
IsharaMeradin replied to Allannaa's topic in Skyrim's Creation Kit and Modders
One, that's video and I don't like video tutorials. Two, I'm forced to use Blender as I'm not going to buy a program to do something I might dabble at. Student copy is free,. he has the links on his first tutorial but no problem thought you might be interested, if no no matter I know the student copy is free. But I'm far from being a student. There is no way I could legally obtain the free copy. -
Why do the Stormcloaks attack Whiterun?
IsharaMeradin replied to Stemro's topic in Skyrim's Skyrim LE
Maybe delivering the axe was his prefered method of just telling Ulfric "hey, I've made my decision, and it's not you, you jerk"? I don't see much of a difference. He didn't have to send any message, but the game required that the story keep the same path as the other side, so they gave Balgruuf the role that made more sense when it was Ulfric carrying it out. It's just another small example of a flaw in the story due to the fact that it's a game. It doesn't have to be a flaw. It's part of the Nord tradition and the meaning is not specifically stated. When asked you are simply told the other party will know what it means. The way I see it when Balgruff sends the axe he's telling Ulfric that he needs to decide what he is doing. A. Send the axe back and attack B. Keep the axe as a gift and leave Whiterun alone Since Ulfric & his confidant are talking about anyone who isn't with them are against them, then he has no choice but to attack and so sends the axe back. It might seem better from the stormcloak side, but there is nothing stated to rule out a dual meaning in a situation like this. -
I suggest you try the following: Give this a good read: http://wiki.step-project.com/Guide:Make_Skyrim_Vanilla_Again Just be careful if you've got Wrye Bash or SKSE installed some of their directories might get deleted if you blindly followed the steps like I did. SKSE not that big of a deal, but WB could be. If you cannot have Steam validate your game, then this is most likely your problem. You need a valid fully patched game.
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You now assume that the mod author knows how to make quests. What if the mod author only knows how to edit the original form? What then? Will you provide step by step support to get this mod author to the state in which he or she must be in order to do your process? I doubt it, since you yourself disagree with there being any kind of written step by step guide because of language. With the requirements to delve into making quests for a simple arrow recipe, you've just alienated a large portion of would be mod authors, including me because I don't know how to do quests. The other problem is getting the other mod author(s) to agree to go along with the change. Not all mod authors want to redo their work. And if they gave permission to do the "keyword patch" (as I'll call your process) wouldn't it be better to just go ahead and make it one mod and be done? I suppose that depends on the mods in question... Also there is no keyword on the recipe form other than the station to craft at. You can't change the recipe mid game. It either makes the original arrow or it makes the copy. Or you have two entries at the forge, one for the original and one for the copy, which is going to be more confusion on the player. If it's set up to make the original arrow it will point to the original item base and not some reference. You can't make a reference you can only make a base item. The other mod and it's changes might work fine with the system, but crafting will not. Please prove me wrong. You would rather there be no instructions? None at all? Try to make a mod without any kind of tutorial, even the ones that are lacking in description. Try installing a body mod onto a custom race. You'd get frustrated in a heartbeat and give up. No I stand by my statement that if there were decent step by step instructions there would be no limiting of anything. Even if the instructions were in a foreign language, there is always Google Translate to give a rough idea. The reader can always ask for further clarification as well. This is what I feel is harsh (highlighted part). It's on at least two of the descriptions of other methods that you outlined. You will have to explain how it is limited in information being transferred. If you properly parent one mod, you have access to all of that mod should you choose to use it. Your "patch" method and, "compatibility" method are the same thing. They are created in the same way. Mod A is made the parent. Mod B applies its conflicting changes on top of Mod A's data. When saved it contains all of Mod A & part of Mod B. Its called a compatibility patch and plugin wise Mod A isn't needed, but it is needed for any other files loose or in BSA. As you described it, it's 'patch' from Mod B's viewpoint and 'compatibility' from Mod A's viewpoint. As far as 'parent' both 'patch' and 'compatibility' fall under the 'parent' method. If you'd prefer to distinguish then you can refer to it as the Pure Parent where Mod A exists and Mod B utilizes as much of Mod A as they want and thus requires Mod A to be installed, but Mod A doesn't care one iota about Mod B. An example is Temptress Race needing Apachii Hair. I also don't see how 'off putting' it is to install one mod first and another mod second. Seriously, there does need to be some reading on the part of the user. To just mash download and not bother to read is asking for trouble. There are incompatibilities to consider. Some mods weren't built with DLC content and may not work even if the mod author is still active and monitoring their mods for issues. The real problem is lack of education. No matter how much you 'dumb down' the process there will be people who for one reason or another screw it up. This is why there needs to be available instructions on how to do things. Just because language is a barrier doesn't mean that instructions can't be written. I'm sure that many people would rather have instructions in at least one language so that it could be translated even roughly by Google Translate than to not have anything at all. You claim that the people in this particular section of the forum are "all technically proficient by virtue of having earned our place on this private forum". I beg to differ. Anyone who releases a mod no matter what it does, gets access to this forum. My first mod was a script mod, but that doesn't mean I knew how to use Papyrus before hand. Doesn't mean I know how to use Papyrus now either. It just means that I stumbled around with trial and error till finally getting something that would chop wood till carrying capacity by weight was reached. What does that say? It says that there was something I wanted to accomplish and I stuck with it till I achieved it. Doesn't make me "technically proficient", but rather determined. I'm not saying that anything is wrong with your system and where it works I hope it will work better than having to use WB to merge lists etc... Its just that its a new way, it has no step by step instruction (only has some rough general statements to put forth the idea) to take someone thru using it and frankly it is a little "off putting". The amount of rework required coupled with having to learn a whole new aspect of the CK is what is daunting. I'm already frustrated with the lack of Skyrim specific Blender tutorials (none walk you thru the actual editing of a mesh) that having to learn something else is overwhelming. To be honest what you may find is already released mods not getting updated to this process, but rather replaced by new mods, whose authors have gained the permission of the old authors to use and modify their assets.
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I still don't know how to use Wrye Bash to its fullest. I don't consider myself technically proficient (I can't even figure out Blender), I'm just here cause I released at least one mod. And honestly there would be no limiting of anything if people would take the time to write out some decent step by step instructions. The only limitation then would be the user who chose not to read and that falls on them then... You need to prove that it will work in my cited situation. I just don't see it happening and still replace the stock arrow. You say there will always be a place for patches, that is not how your article came across. As I read it, it seemed to indicate that it's method would be preferable than any of the others. I can understand it's benefit in certain scenarios such as leveled lists for custom weapons/armor, random dialog, possibly even different quest outcomes based on what keywords are active. But not on mods that are meant to modify a stock object directly. Perhaps you should amend your article to not be so harsh toward other methods?
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I can foresee instances where this keyword system will not work. Example non-Dawnguard arrows Mod A makes arrows craftable and assigns the correct keywords to the arrow weapon forms to make them show up in the proper categories at the forge rather than the default Misc category. -- note, cannot assign keywords to the recipe only to the item. Mod B modifies the same arrows to give them greater damage, faster speed etc... With your keyword system still only the last one loaded will get it's changes to show up because they both need to edit the same form. This is where the parent mod/patch system currently steps in to solve. Have you thought of such scenarios? If so, how do you propose to use your system to work around it?
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LE Getting Vampiric Drain to level Destruction?
IsharaMeradin replied to Schattenu's topic in Skyrim's Mod Ideas
here is what I'd attempt to do, but I've not tried cause I don't play vampire either add to an existing script on the vampiric drain effect or add a whole new script either of which would have the following property & if statement Obviously not a full script... the reason to use a property rather than a hard set value is so you can adjust the value without having to modify the script every time, if you felt that it needs to level more or less. A second script might be the better route as the existing script is also shared by the non player vampires. However the if check should prevent them from leveling their destruction.