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duude98

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  1. Hello all! I, along with other members of the modding community, are working on a large-scale Zelda mod, which will include a full recreation of Hyrule complete with new quests, items, and all the familiar faces from the games. We've been working hard on the project for over five years and are in search of level designers, writers, 3d modelers, and any other talented people who may be interested in joining the team and helping us complete the mod. If you're interested in finding out more, or volunteering, feel free to join our Discord server here: https://discord.gg/sMcd5DQ Thanks, and have a great day! ~the Hyrule development team
  2. Myself and a few other modders have been working on a new lands mod for original skyrim for some time, and lately I felt that the time had come to port our work over to special edition. I followed every tutorial I could find to the letter; made my mod an esp, cleaned it so tes5edit gave no errors, saved it with ck64 and made it an esm, and ran my nifs through the nif optimizer. Yet, no matter what I do, special edition ctds whenever I try to load into the game with my esm active. The papyrus log doesn't even mention anything that my mod adds. I should mention that all the files are loose, so its not a bsa issue. I'm beginning to worry that the file is corrupt, because I'm getting nowhere by googling my issues. Yet it works flawlessly in LE, and neither version of xEdit gives any errors. Here is a link to the file. If anyone has any insight as to why this might not be working, please let me know. EDIT: I decided to play around with it some more, and I figured out that its some resource that isn't transferring over correctly. I moved my meshes, scripts, and textures folders to a sub-folder, and now the esm loads fine. Still not ideal, but at least now I have an idea of where I need to attack the issue from. As always, never doubt the power of asking for help to make your problem solve itself within the hour.
  3. Ok so this is the wildest thing and I have no idea what I'm doing to cause it. As the mouthful of a title said I'm working on rigging some new full-body armor for Fallout New Vegas. I had gotten about an hour into it when the exported nif went from looking fine if not a little rough in the geck to looking like this. (The screencap doesn't really do it justice, it like deforms towards the camera based on how you look at it. Its hard to even get it in frame.) Originally I wanted to post a picture of what it looked like when it worked, as I had saved a working copy, but now it too does this, which makes me think its the geck?I haven't been able to find anyone mention this issue anywhere and I can't find anything about the model that would cause this to happen. It animates perfectly fine (for an unfinished rig) in 3ds max, so I don't think its the rig. While working on the rig, I found this tutorial covering the topic of exporting armor from 3ds max to fallout new vegas. It says to copy the nitrishapes from the exported nif to one that already works. This seems like an odd step to me, but it didn't seem to break anything, so I just did it. At the same time the exported armor got screwed up, that step in the process also stopped working. Nifskope now gives the error "failed to map parent link NiNodeËBip01 L Finger2". That bone is rigged so IDK. Here is the armor in nifskope and here it is animating as intended in 3ds max. I've done some skinwrapping for skyrim in the past and this was mainly an exercise to rig something a little more complex. I've never run into anything like this before. EDIT: My bad I just noticed the thread from literally just a couple days ago talking about this exact problem :facepalm: so sorry for the double post. I'm glad to know I'm not the only one with this problem, at least
  4. I have updated the mod file page with a pre-alpha for those interested in such a thing. Please don't load it in a normal playthrough, it should only be used for curiosity purposes at this time. Hey cire, I've been using your fallout 3 stuff since forever :D Anyway though, character progressions is not actually something I had put much thought into. All enemy types in the mod are leveled enemies from vanilla Skyrim with a fresh model, and should be balanced as a result, at least in theory. Rather, the reward at the end of dungeons is either a story macguffin, the item that's supposed to be in said dungeon, or some sort of sidequest. Currently the dungeons serve the main story or to deepen the world. I don't always have a use for an area before I build it, nor do I have a plan for how the player is going to get through it. Therefore I have designed the dungeons mostly as a "find the next key to continue" experience, with enemies to fight along the way. You bring up that you didn't know what type of character would be going through your dungeon; I account for this by having the story take all the player's items away before entering Hyrule, thus giving me control over what the player has access to at any given time. Also, I have gone back and forth on using them, but there are in fact script functions to control the camera. I have also met some very talented 3d modelers along my way, and they have helped implement any creature without touching behavior files by getting creative with the skeletons. Gorons? Werewolf skeleton. Bokoblin? Falmer skeleton. Fi? Flame atronach skeleton, etc. I can't even figure out why my tri files won't work, behavior files are much above my level lol. To answer your tl;dr, I'm more concerned with creating Hyrule as a world rather than Zelda as a design, if that makes sense. I want the player to see this world that is familiar and gain insight into the people living there and how it functions as a kingdom and a greater society. The world of Hyrule, but as an Elder Scrolls game. Eventually I want to include every dungeon, but as of right now all but one from Ocarina of Time is done(spirit temple), and one from Twilight Princess has been roughly mapped out(arbiter's grounds). I will add more dungeons (like lakebed temple and snowpeak mansion) after the towns and quests are a bit more polished. Your talk of the progression system gives me the idea for a Piece of Heart item that permanently increases the player's maximum hp by 10 points or something when used, but beyond that its not a design pillar I had put thought into. tl;dr: Worldbuilding and story first, mechanics when needed/appropriate Thanks! And to everyone who has followed thus far, thanks to you as well. Everyone's words of encouragement I am very grateful for, I hope everyone likes it. :)
  5. I have updated the original post to better reflect the state of the mod currently. No release date, just some screenshots and updating the kind of help I need.
  6. Thanks, that's just the answer I was hoping for! The guide you linked is extremely helpful, I did not know about the merge plugins utility. That said, it won't merge because it says that my working esp is lower in the load order than the esm, despite that not being the case in nmm, my appdata plugin files, or even the merge plugins program itself. Luckily TES5Edit seems to work fine for now while I figure this out. Just seems to be slightly more tedious.
  7. I have been working on a large scale mod for quite some time now. Apparently enough time for it to bloat to the point where the creation kit starts to break under its weight when loading it as the active file. Whenever I open any options window, there is about an 8 in 10 chance that this will happen and I need to restart the whole thing. Any window that isn't the object/render/cell window is vulnerable. If I open the preferences menu and this happens, it forgets every key binding and render window control, so I keep backups of my ini files that I swap out when that happens. Very frustrating, and near progress halting. Finally I decided I had enough of it and researched a way to use the mod file as a master file and merge changes to it with a separate "working" esp file and TES5Edit. I first tried setting up the version control feature, but that made my creation kit even slower. I was ultimately unable to get version control to actually work due to an error I couldn't find anything about, so TES5Edit is where I landed. I am using the method detailed here. As far as I can tell, this seems to work just fine, but I have some concerns. The use case demonstrated here is for compatibility patches, and not for repeated use for active mod development. Do I need to be worried about data corruption if I rely on this to save my work? If that is going to cause me trouble down the line, is there any other method aside from version control that can do this? Thanks~ EDIT: In reading a little further in that thread I linked it seems people had problems with script properties unfilling. As far as I can tell, after doing this once this has not happened to me. Was this eventually fixed?
  8. Could you include a screenshot of your dialogue tree? That would certainly help figure out where the problem lies.
  9. As of last night, when I try and generate LOD for my worldspace in Oscape, upon hitting “extract” I get an error that reads: "There is no data about this worldspace in the active plugin-list." My mod was selected in the load order or else I would not be able to select it from the drop down. Furthermore, TES5Edit shows the entry for my worldspace intact. The loadorder.txt file in appdata was in order as well. Googling the error message yielded a few mentions in passing with no solution present. It was suggested in these passings that the reason for the message might have to do with the worldspace being corrupted, but I think that does not make sense in this case. I keep a thorough backup history of my mod, and going back in that archive, suddenly NO version of my mod past or present will extract in Oscape. Versions that I have generated lod with in the past, months ago, suddenly they have no data for the worldspace apparently (despite being able to load into it and walk around no problem. Same goes for Creation Kit) This pattern suggests to me a problem with Oscape, although that seems odd to me as well. The only worldspace it does this with is the one in question. Any other worldspace, including others within the same esp as the one in question, all work just fine. Its like Oscape has it out for this worldspace in particular. Is this something that someone here has some experience with? Man, just when you think that you have this lod process down, BAM! Something like this happens. EDIT: !!!! The little F*** was waiting for me to make this post to start working again UGH. For future reference, it looks like the problem was having multiple revisions of the esp active in my load order...why that only effected one of several worldspaces in my esp is beyond me.
  10. One of the downsides of multi monitor setups I suppose, the window was coming up way off screen. Thanks, that was super helpful!
  11. All of a sudden my creation kit has lost seemingly all ability to open or edit scripts in the slightest. When I try to open a script(or, more importantly, the properties window, as I can at least write scripts outside of the ck), the quest/reference/whatever window I was in greys out as if the window I requested opened, like normal. However, the properties/script editor window never actually does open, it just leaves me with a reference/quest/whatever window that I cannot move or close. No error, nothing. Oddly, the creation kit doesn't actually crash; I can still use it fine, as long as I don't mind an unmovable window in the middle of my workspace and an inability to save. I tried reinstalling the creation kit, and even skyrim, which did not work. I googling around for this issue, the closest thing I found to it suggested the cause might be scripts that are in a .bsa I added to the archive list in skyrimeditorprefs.ini that aren't in my scripts folder in the data folder. I can't find the thread now, and I had not touched my archive list at all recently (all it has is the vanilla skyrim+dlc stuff anyway), but I still decided that extracting the scripts from those .bsas would be worth a shot anyway. No luck. In my time using this confounded program, it has adopted many strange behaviors that seem to come and go as they please. Once the main background window got too big for my monitor and became un-resizable for like a month, fixed itself on its own. For the past like year and a half, if not more even, it refused to be launched outside of steam at all, always gave me a weird error. Now it suddenly starts with shortcuts just fine, but I can't edit scripts! Its incredibly frustrating. I have a feeling if I were to just set it down for like a month and come back to it, it would probably work fine, but I would rather keep working... Idk what to do about this, I tried everything I could think of. Does anyone know what the cause to this might be?
  12. Idk about the moderators, but at least from an ethics standpoint it would be best to find out about what the artist's policy on using their work is, same as if you were to use resources from someone else's mod from the nexus. I don't know the specific mod you referenced, but I would be willing to bet that they got permission from Malukah or that she said somewhere that using the track(probably under specific circumstances) was ok as long as credit was provided. As long as the artist is ok with it, I doubt the mods would give you any trouble.
  13. I have banged my head against this for a very long time. I would love to find a way to prevent it from happening all together, but as far as I have found anyway, its just one of those """""charming""""" quirks that the creation kit has, like corrupting my world space every time I try to use the built in lod generator. For me at least, it only seems to happen after I have been working in the same session for an extended period of time, and a restart of the ck seems to fix it.
  14. So I wanted to create tree LOD for my mod, which uses Hoddminir Plants and Trees. The problem is, seemingly no billboard files for use with the xEdit lod generator tool as far as I can find. I wanted to use the Tree LOD Billboard Creator to make the process much easier, and that's when the trouble really began... I downloaded the file, extracted it, ran the executable and it closes instantly. After finding the readme, I assumed its because I don't have whatever Vampyre Imaging Library is. Shouldn't be a problem. How hard could setting that up be? Two downloads of compiler programs and much frustration later I am still no closer to getting this stupid program to launch. Using BuildLibraryFPC.bat, I was able to compile...something. I've no idea if that's actually what I need or where to put it, but its something I guess. I couldn't find anyone else getting confused by this so I assume I'm just an idiot and this must be something easy and straight-forward that I'm overlooking. In fact, the only tutorial I found in regards to this program completely omits the setup process. Could someone please explain to me how this program is supposed to be set up? Alternatively, if billboards DO exist for Hoddminir Plants and Trees (not the worldspace tree atlas, but the individual trees for textures\terrain\lodgen\[.esp name]), could someone point me towards them? I know I can do this manually with photoshop and a bit of patience, but two trees I tried with that method came out looking awful.
  15. When its done, and hopefully not a moment sooner. At this point I'm not going to speculate beyond that, seeing as how wonderfully that has worked out in the past. I will say though that I have recently adopted some new design philosophies that will hopefully expedite production. I will share more when I think that the project is at a point where that would be appropriate. Getting this out the door at all is my #1 priority.
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