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Everything posted by SillyKristy
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Donation Points Stats and No Ads for Mod Authors
SillyKristy replied to BigBizkit's topic in Site Updates
In response to post #73980503. I paid for Supporter to get rid of ads. Later, I paid for Premium to increase download speed. I don't see this as interfering with Premium. -
Morrowind May Modathon 2019: Release a mod and win prizes
SillyKristy replied to BigBizkit's topic in Site Updates
I made some mods for Morrowind back in the day. No idea what happened to them, and I made a LOT of mistakes - some of them fatal to the character. My favorite was some cheat armor or clothing with massive amounts of levitate on it. -
Porting content from other games
SillyKristy replied to Dark0ne's topic in Formal Warnings, Bans and Takedowns
You actually don't know that. You don't know if they used 3rd party contractors or what are their conditions. You're assuming that they don't do it because they can't (among assuming other things that fact implies), I'm assuming they're just jerks (at least ZeniMax that is). Thing is, the best thing is to not assume. We don't know if they're not willing or they can't. So in the end I bash them for not letting us know the whys behind such thing, which is something we should all demand instead of picking the "They can't!" or the "They're jerks!" side. You're right. I, personally, haven't seen the contracts. I only have Robin's word for what he was told by BethsSoft representatives when he raised this very issue. And we all know how unreliable he is. :tongue: I don't think Robin's reliability is in question here, but rather, BethSoft's honesty. I'm not saying it's one way or the other. He's got a point that you don't know, just because that's what Robin was told; and you've got a point that it's really a moot point because their rules are essentially law when it comes to this matter. Personally I have no reason to doubt what Robin was told. -
I like pies.
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All Newbies Read This Before Posting
SillyKristy replied to Switch's topic in Formal Warnings, Bans and Takedowns
You can't create new topics in the mods forum because those topics are auto-created when a mod is created with commenting enabled. There are many other forums that anyone can create a topic in, and your question should either go there or in the comment topic for the mod. If it's about a specific mod, use the comment thread; it's my understanding that the "necromancy" rule doesn't apply to mod comment threads at all. -
I recently created a Vrykul Race mod, and the comment function wasn't working. I reported that, and it got fixed (thanks, btw, for the very fast response). However, there's another problem that probably stems from the first. When I go to the Skyrim Nexus - Comments page, my mod isn't listed with my other mods. Specifically, I have 4 mods, 3 mods are listed but Vrykul Race is not. Can this be fixed? Thanks.
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Bethesda sues Notch over the use of the word "Scrolls"
SillyKristy replied to yoba333's topic in Site Updates
I'm sure this has already been said, but if not, let me explain why it made sense for Zenimax/Bethesda to sue. 1) Bethesda has a tremendously popular series of games called The Elder Scrolls, with a new title that was scheduled for release when this whole thing started. 2) Notch attempts to register the word "Scrolls" as a trademark with a broad enough market coverage that, if it were approved, Notch would own the term "Scrolls" in the video game market. 3) Bethesda sees this and says "hey wait a minute. We use the term 'Scrolls' in our 'Elder Scrolls' series. What happens to that if they now own 'Scrolls?'" 4) They sue to prevent Notch from being able to use that term - a heavy-handed approach, but warranted given the apparent - if unintended - attempt to cause legal problems for Bethesda with their Elder Scrolls series. Also, the fact that it could create confusion in the marketplace is demonstrably true, so that's another reason to sue. Yeah, ok, I know. I'm done. -
Heh a corrupt table means that part of the database went from looking like: 1 2 3 4 5 6 7 8 9 0 to looking like: @ f 6 7 potato )(*&&^ (blank) (500kb of image data) (a pony) 0 Or something like that.
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I just saw where someone had made a cool retexture of the Steel Plate Armor with an eagle on the chest, and got to thinking that this armor set would work well retextured as the Lightforge armor set from World of Warcraft - with the original winged helm. Lightforge armor set http://www.blogcdn.com/wow.joystiq.com/media/2010/09/armorlightforge.jpg Original winged helm: http://img221.imageshack.us/img221/990/rules.jpg Anyone game?
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I wonder if the names of deleted accounts can be added to a "reserved words" list which would prevent future account from being created with that name.
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Modding Skyrim with TESSnip and Nifskope
SillyKristy replied to jaysus's topic in Skyrim's Skyrim LE
A little more info on this, someone wrote a killable/playable children mod, and when using it to play as a child, armors don't show up. However, using the console to add a child-specific clothing item does work and the clothing does display on the character. I've tested with head, body, hands, feet and shield, but not jewelry; clothing and armor designed for an adult will not show up on a child. Weapons will show up properly (tested 1h and 2h, not bows or arrows). I haven't been able to successfully run TESsnip to try my hand at modding, but I'm gonna give it another go. I tried the Oblivion version and it crashed (unhandled exception) and I tried the FOMM version and it hung on opening Skyrim.esm. -
LE Khajiit remodding - human cat style (anime like)
SillyKristy replied to dalira's topic in Skyrim's Mod Ideas
It was done in Oblivion like six different ways (or more). Once Skyrim modding gets going full-steam, it'll happen. Off the top of my head, Oblivion had: Ainmhi (human face, cat ears & tail, no fur) Tabaxi (human face, cat ears & tail, fur) also called Ohmes-Raht when it was picked up by the Cobl team and included in Common Oblivion (Cobl) & Cobl Races. Kawa Khajiit (feline-human face, otherwise the same as regular Khajiit) Ohmes Khajiit (human or elven face, elven ears, tail) I made a version based on Ainmhi, but with elven ears insead of feline; the modder who made Elsweyr Deserts of Anequina had at least two versions of Ohmes Khajiit based on the Bosmer race, with a tail added. One had facial tattoos, one didn't. This list doesn't include Khajiit variants that are just as feline as regular Khajiit. -
Skyrim is Very Disappointing, A Major Let-Down.
SillyKristy replied to David Brasher's topic in Oblivion's Discussion
They stopped making new CPUs in the socket my computer uses, back in 2006 (when it was superseded by AM2). I have 3GB RAM, an nVidia GeForce 9600 GSO video card with 768MB VRAM. My computer does not meet the recommended requirements for this game. And it looks and runs better than Oblivion does with my current settings. -
Ok, so I know about bypassing the Skyrim launcher by running TESV.exe directly, but this also seems to bypass Steam - at least, it bypasses the ingame overlay and probably disables achievements, etc. Sometimes I like to look things up without exiting the game, so the Steam browser comes in handy for that. Is there a way to bypass the launcher while keeping the Steam overlay? If it matters, I bought the retail box version (though I don't suppose it does matter since once installed, it's all Steam anyway).
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I beg to differ. I bought the retail box version. With the download version I couldn't just glance up above my monitor and look at my Skyrim map any time I want. :D
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Yeah it's illegal until you get the game. My advice? Save up for the new PSU first, and you'll just have to wait until you get the game to start modding it.
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I got Fallout: New Vegas on Steam directly. This time, I'm going for the box version. I can look at my Fallout 3 lunch box, and my WoW boxes (original and each expansion), but I have nothing like that for FNV. Also I lost the packaging for Oblivion so all I have left of that is the DVD and the SI box/disc, but I really wish I still had the packaging so I could look at it lined up with SI next to FO3 and WoW.
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Really small character issue
SillyKristy replied to SillyKristy's topic in Oblivion's Mod troubleshooting
I know everyone's hyped about Skyrim, but does anyone know the answer? -
I heard the other day that there's a fix for characters who are extra small, for the issue with first person where part of the hand or weapon get visibly cut off as if passing through a barrier of some sort. Like for example, a character's thumbs disappearing when using hand-to-hand, or the bowstring ending in the middle of the screen instead of going offscreen. Does anyone know what that fix is? I'd like to at least use it, if not integrate it into my Gnomes of Azeroth mod.
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Go ingame, open the console, click on the door that's bugged for you, write down the refID, exit the game, fire up TES4Edit, and search for that refID you wrote down. See which mods modify it, and make a note of them. Then, find its base object (the refID's info will say something like "places xxxxxxxx" which the xxxxxxxx is the form ID of the base object - just shift-click (I think) that and it'll take you to that object. Find which mods modify the base object. Then, look at the two objects, and which mods do what to them, to find the culprit.
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I joined the Steam group and liked the Facebook page...but if I win it would be difficult for me to accept the prize as a digital download. See, I'm on a Verizon Wireless internet connection, waiting for a company called IBEC to get Broadband over Power Lines (BPL) installed in my area. This VZW connection has a monthly cap of 5gb. I'm pretty sure Skyrim will take at least all of that, if not more. But even if it takes like 4.7gb, that's most of it right there. But I never win these things so it's probably not a big worry lol I have the game on preorder with GameStop right now.
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The Vault(wikipedia page for Fallout) FAIL
SillyKristy replied to ModelV's topic in Fallout New Vegas's Discussion
What's the fail? And why wouldn't you fix the issue on The Vault yourself? -
PushActorAway
SillyKristy replied to SillyKristy's topic in Oblivion's Oblivion Construction Set and Modders
I haven't tried that, I'll give it a shot. EDIT: Yep, that was the problem. I even tested it ingame and it worked as expected...mostly. I may need to tweak the magnitude a little but the basic function is correct. -
So I had the idea to make a small mod for myself that incorporated a few circles of elements scattered around Cyrodiil, which, when used for the first time, will teach the player the various Witcher Signs. To that end I started with creating the spells themselves. I started with the Aard but quickly hit a snag - I couldn't figure out how to make PushActorAway compile properly. It keeps hanging up on the target reference and I can't figure out what to put there. I closed the CS without saving but my script looked something like: scn AardSpellScript short self begin ScriptEffectStart set self to getSelf player.pushactoraway self 27 end I'm sure it's obvious why that didn't work (I think it's trying to reference the spell instead of the target thereof, as the target of pushactoraway? idk). Can anyone help me out? I did make sure to set the script type to Magic Effect and I'm using OBSE if that helps.
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Mainly nipple coverage.