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ryanshowseason2

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  1. Quite honestly I don't see the point in any follower mod if it isn't going to do any better than Lydia. If it does better than Serana then I''ll probly start a new playthrough to experience it. But all these follower mods that just add someone to fight with you and say nothing? Why? I can already make everyone already in skyrim look like supermodels adding a specific new supermodel doesn't seem worth the load order space. Makes me think I am somehow wired differently than others, I love the skimpy stuff as much as the next perv but pretty follower mods don't seem to have a point? Throwing a skimpy outfit on cerwiden though, now we're talking! Form and function!
  2. Start hard and you'll become too frustrated to continue is more like it. Skyrim modding is a test of patience beyond olympic levels. I would suggest starting out creating mods with less difficulty than recreating cyrodil single handedly. The beyond skyrim: Cyrodil team has been working at it for nearly 2 years, and they are a team of already skilled modders. Suffice to say I have doubts a one man show will fare better. I program for a living. I would not even compare modding in skyrim to learning a new programming language, it is even more difficult than that. If you limited your scope to working within skyrims borders you might actually stand a chance at finishing something. Further releasing the mod one quest at a time would make it easier to have regular releases and get it tested by the nexus community. Waiting to release it in entirety will A. Take forever B. end with a larger amount of interconnected bugs. Releasing new software often even if it isn't finished is a practice many software companies are employing to get constant feedback about direction and iron out bugs earlier that may lead to larger coneptual problems down the line.
  3. Question, will you release the scripts in their source form? Or might there be an asy way to activate the effect from 3rd party mods that use this as a master? I'd love to utilize this as a feature some mods of my own. Will it be modder friendly enough that I would be able to do that? For instance before you are married I'd love to make this activate when you ask someone to be their partner and say yes. But the restrictions you've placed wouldn't allow that.
  4. Sex or race doesnt' matter I believe it can work even with animals (Rabbits, Cows, Dragons, lol :D), but I haven't test it. Will it stop the villagers from judging me and my chicken companion?
  5. So if a mod adds some dialog conversations with conditions, and I then make that mod a master, add new info's to the same topic and new conditions to existing topics what happens if the master changes? Will things go wonky if updates to the master? Will I be able to easily update my modification or is it back to square one? Do it all over again? I saw an option for exporting dialog is it very effective?
  6. So I've added a bunch of linked topics within the same branch to a topic info... My problem is only a few of them show up. Each of them has at least one response that has no conditions so it will show no matter what... I've checked my scripts, they all compile and have their properties set. I've used TES5Edit to generate an SEQ file for my mod. I went in game quick saved and then quick loaded to make sure dialog appears at all. (I think this is still a general bug right?) Still only 4 out of my 7 player responses show up. I've seen this issue before 3 out of 4 responses appearing and cut the size of responses to 65 characters max and then they all appeared... I'm at a loss for what is wrong... Does this ring any bells?
  7. The real question is what is calling the functions? Could two or more things be calling it at once? As in if it was a function being called by a spell any number of npcs could cast it at once, this could be a problem since they might be acting on the same data. I am also not well versed in papyrus though.
  8. It is absolutely not like that! The comments section is not only for praise and congradulations but also for.... CONSTRUCTIVE CRITICISM Authors cannot improve mods if they do not know what is lacking in them. Its is the exactly right place to voice opinions of quality over aspects of a mod. That's not to say its a place to say "This sucks" but to say "Hey you've got a big patch of empty flat space over here kinda looks artificial..." I reject the notion that comments sections are not a place for opinions sir. It is more akin to going to the star trek convention and saying the tribbles were not as great a concept as they could have been.
  9. The authors of interesting npcs. Whoever they are. It is really an excellent framework of quests. And script wizard EnaiSiaon. She's/He's overhauled a few different game systems and added flavor to them and also done his/her best to balance them. He/She shows some real dedication and isn't paid in anything but feature requests, claims of bugs and sometimes endorsements.
  10. I am giddy with anticipation, two areas that need more mods with unique effects are enchantments and poisons.
  11. This thread is two years old, anyone who started it has long since moved on.
  12. This opinion about sums it up. I make small mods for my own personal use sometimes. I'm a programmer by proffesion, let me make that clear I program for a living. The CK isn't easy. It isn't the worst piece of software I've dealt with but you cannot go from 0 experience to creating massive expansions within the space of a few weeks. This is coming from someone who programs every day in and out of work. I wouldn't give a second thought to devoting time to a project led by a person with no experience in the CK or knowledge of its limitations. I doubt modders *more* experienced than me would either. That said if you'd like to progress I have a recommendation: Make an intro project to this idea. From the title it sounds like through some manner of events the dragonborn must flee to Hammerfell. Perhaps you could make a smaller quest mod detailing those events within skyrim. Get it up to the point that the character has to leave and then create this idea as the continuation of the story. If you made the intro mod you could say "Hey look at this, I'm serious about this idea, and I know what can be done now. I have the experience" There would be no question as to your conviction or skill then, and you wouldn't be going from 0 to 60 which will be easier on your sanity as well. Because as I've said the CK is not to be trifled with.
  13. a spell that shoots a naked manequin at people and embeds in them like an arrow. It then causes the target to ragdoll and enacts random upward forces on them so it looks like they are getting it on with their new favorite wooden blow up doll. It should also strip the target. Call it: Estrus 2000 Manequin's Revengeance
  14. I think I read that before in its manual, but after looking at the heap of other changes to the game I shied away... Actually more like ran away. It looked like far too much difficulty for how I like to play. Getting disarmed and insta gibbed by arrows especially doesn't sound like leisure for me. I wonder if you're thinking of doing this in modules or a single mod workspace...
  15. I like what sky-re did in some arenas of blocking... Timed blocking was a great mechanic that kept you engaged and watching enemies intently. One thing I feel we haven't seen explored greatly in any overhaul is meaningful enemy resistance. Sky re touches on it by making some enemies 10-~30% resistant to some forms of damage, even then though it just feels as if a bow user is just mildly inconvenienced to beat down that dwemer centurion, he'll still get the job done in 3-4 more hits than the mace wielder. I for one would like to have to vary my tactics widely based upon the foe I'm up against. Non magical arrows should do nothing more than "chip away" at a frost atronach. Iron daggers should do next to nothing against a mammoth regardless of skill. But that cold enchanted mace should be reasonably effective against that steam powered automaton! Not pokemon level super effective damage but perhaps giving it "deblitations" like less melee damage or make it stagger. Being able to "main" something like daggers to kill even centurions has felt idiotic, and I'm surprised not to see any overhauls adressing it.
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