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jiffyadvent

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  1. Such a great interview. Much appreciation for the passion and effort put into your content and the contributions they've made to the modding community. :) As someone who's taken a break from modding but has always had the interest to create informational content, more so in the manner of modding course tutorials (ie. creating custom assets, mod tools/devkit [Creation Kit] workflows & scripting) and all the porting and paradigms that come along with getting it functioning in the game; some of which resources are quite scant in general I feel. Reading some of the stuff mentioned here gives me some inspiration and motivation as well to give something back to the community and get more individuals looking to get into creating mods more stepping stones.
  2. this is part of my compilation for Revamped Assets for Skyrim. then open parts of the mesh was just something I tried to see if it would work with the look, most likely won't be part of the release aside from just the new texture and base mesh assets. http://imgur.com/a/pO8yQ
  3. This helps a lot in deciding the next steps, appreciate it. Thanks for the resource links as well!
  4. Greetings all, I've been working on my first follower mod for Skyrim. Just recently started about a few days ago. Since I am still in very very premature drafting of the character type and personality, planned content I can only give vague info on what I initially had in mind; Follower mod will be a young male follower (stealth/magic) nightblade class character sort of a dark type of character with morality values of being of lawful evil affinities. Hardest part at this stage (I guess to anyone new to creating and breathing life into a follower) would probably be creating character background, story, questing framework, base world integration, and most importantly voice acting. Which is sort of my dilemma as of the moment, I don't know if it's just that I am new to this or just over-thinking too much of what comes first and what can come last. Thing is find benefits to getting the potential voice actor/acting done first and content creation done for the character done later since the end content creator can somewhat always mold the character into the sort of essence of the person irl playing the voice/role of the character. There might be advantages as well for reversing the process or doing them both at the same time but I know all has its disadvantages. Also for one I need to spend time writing content (Most important part) for the character; currently as of the moment around 6 quests and 270 lines of dialogues have been drafted down. I am looking to open a voice acting audition, which I think would be the best option to start looking for voice over work early on. I tried doing some voice over stuff as well (but sucked badly): https://soundcloud.com/jiffyoomm/2a-1 ^(never done anything of the sort just a heads up, I just tried to give it a go :unsure:, English also isn't really my first language ) I also honestly hate the sound of my own voice. :mellow: ^Thankfully that's not the main part of the prognosis I need advice on but more on whether I should go invest my time looking for the VA part first or finish the content/draft creation of the character first, or do them both at the same time. :blush:
  5. A feature I've always wanted for NMM was that of it's already built in feature to recognize and categorize mods from a given directory, however it's always been a sort of "read" feature of NMM. Maybe and only maybe if it could do some organizing by letting it read a directory full of mods just scattered in un-organized and cluttered sub directories it would be swell. Especially for us who do manage/install mods manually and don't have heavy reliance on 3rd party tools. Also anyone else having issues with the site not loading images? Esp. on mod their own mod pages header or body page that images can be linked to or displayed.
  6. A question about the Supporter and Premium membership types: Do both of them grant access to viewing the full complete list (to the beginning of the creation of an account) the users *download history*?
  7. In response to post #9026880. #9028080, #9029312, #9029848, #9030173, #9030185 are all replies on the same post. I don't think having them on or off helps much, the only thing that is taken into account are the ones who are really interested in the ads.
  8. Was just wondering as if the M&B Nexus is being moved to a subdomain or something? As it appears there are two: http://mbwarband.nexusmods.com & the old one: (which I found out that there was a new one because the mods I visited were showing up as "file not found in our databases" http://mountandblade.nexusmods.com
  9. What GrimyBunyip said. Also at least finish the vanilla game once, once you start it's hard to go back playing vanilla. My recommendation is to immerse yourself in the every aspect of the vanilla gameplay and take down notes and let your creativity flow on what you think you can mod/manipulate in the game, get intimate with the creation kit. One example is when I first played Morrowind in 2006 not knowing about the thousands of user created mods at that time, also Morrowind based on my experience assement was had the # of mods game back in 2004-2008 game for pc. Then eventually I got Oblivion when it came out and decided I was really going to delve into modding, I played the vanilla extensively (with a few mods - purist approach) and had an analytical view on aspects of the game that would be great to mod and expand upon. I have a really long list for the hundreds of mod ideas I have for Oblivion, sadly I have never gotten to put a single one into action as I was busy procastinating on learning the CS for Oblivion so I guess the best thing to transition or progression to beocome by my personal standard an "elite knowledgeable modder" is to 1.) play the vanilla game extensively 2.) replay the game vanilla style, make a journal take down every nitty gritty and aspect than can be improved/modded upon. 3.) Learn modding tools extensively and intimately, includes the devkits and other 3rd party tools 4.) Play heavily modded play troughs, this gives you more depth and experience on seeing what's already been done, how it's done, learning from errors of other mods, troubleshooting, getting to know your favorite mods intimately. and lastly 5.) Mod, mod, mod mod mod till you drop. :)
  10. I doubt it's the number of scripted mods running or clashing, it maybe either of the two - vram peak overload (which I think may in turn relate to lagging, game responsiveness, stuttering when turning), or a save file with significant papyrus debris due to mod removals. What's your overview system specs? Another hunch of mine is you have vsyc off. CoT doesn't use scripts from what I know of.
  11. Greetings, I've spent the last two hours searching for info and a mod for the .ini entry lines that affect the 3rd person zooming in and out in-game. Can anyone provide mods/info on what to add to my SK config files?
  12. Try setting your texture quality to high. I dug through my older posts on the Beth forums, might help you: http://forums.bethsoft.com/topic/1448298-issues-with-bsas-not-properly-loading-textures-graphical-glitches/
  13. I think I left out a few pointers from my personal experience, on what I said about (*no accurate way of determining if the texture you loaded in PS using the Nvidia DDS plugin has alpha) well not really as when you save it in a format that doesn't support alpha ie. DXT1 compression the plugin will give you a warning message. I guess that was the main reason why I was suggesting converting DDS with transparency channels to other image formats then working with that on PS, that way the alpha channels will load and you will see the checkered-type default transparency of PS in the loaded image, then from there it's just a matter of resaving into a DDS file with formats that support alpha. Also the somewhat wise way to choose what format to save the textures to is generally between DXT1 & DXT5, for optimization, and efficiency purposes. Happy to help :smile:, no need for any sort of credit.
  14. Retexture the skin again and save it in either DXT5; ARGB DDS format, or 8.8.8.8 ARGB. Whenever you see the "A" prefix for the different number of formats you can save to it means that it supports alpha channels. What I mean by the neutral grey thing was that PS fills in the transparency layer of a DDS with grey on load, so there is no way accurate way of telling if the texture you loaded has transparencies.
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