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acidzebra

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Everything posted by acidzebra

  1. They are pretty rare, I count just 22 beehives + 5 empty ones in all of vanilla skyrim, and only 13 actual spawn activators. For the briefest moment I wondered if it was related to resource use, then I noticed there are hundreds and hundreds of fish spawners. I submit the title of the mod be "OH GOD BEES".
  2. I'm sorry, I disagree with your notion that TES is somehow extra special in that it can't possibly support paid next to free mods because reasons. I've been modding for some time myself. And all you've proven is that some people don't like to share. That's a little different from the doomsday scenario you were painting which remains unprovable either way.
  3. The "community" people like to go on about consists of three basic groups: content creators, contributors (those who do not mod directly but help out in other ways or in general just interact with the rest of the community in a constructive way), and lastly, the content consumers. Some of the most vehement anti-pay posters don't care about the good fight, they don't care about community, they don't care about content creators, they don't care about profit cuts, they just care about a download site where they can quickly grab whatever they want for free and bolt. I've read their comments on this stuff and looked at their profiles; for the most part they could be carbon copies. Zero/very few posts (little interaction with other members), zero mods, a handful of endorsements at most. In many other communities these people are known as leeches. They are the bulk of the nexus visitors. These were the bulk of the people who were so incredibly up in arms. Note: bulk, not all. Not because "omg the creators get so little from Valve". Do you think people like that care about whether others get a deal that may or may not be unfair considering standard industry practices? It's a nice thought but it's BS, especially when I've read so many comments to mod authors "we won't miss you, for you ten others", "mods have always been free and should always be free". Coming from people who haven't contributed a damn thing, who in general are too lazy to even click a button to say they liked it or leave a comment. "Lereddit" is a perfect example. Just another leech.
  4. Free mods and paid mods already coexist with each other in other games. Free games and paid games coexist with each other. Free software and paid software coexist with each other. As for the rest of the statement, there are already so many tutorials, videos, wikis and other stuff on the internet, if you want to learn to mod you can, and that won't change. I don't even see your specter of refusal to share knowledge happening except maybe in very specialized cases (where, say, someone is trying to do EXACTLY what I am trying to do and even then I don't know). But I can't prove that either way, and neither can you. I just wanted to point out that free and paid in many different disciplines have managed to coexist.
  5. Then again, nobody aside from a few modders under NDA had much of a chance to build any kind of meaningful project before the whole thing was scuttled. The whole thing was botched in so many ways it's not even funny. http://steamcommunity.com/games/SteamWorkshop/announcements/detail/154581565731694927 Look at this link. Questions about quality aside, there's obviously a massive market out there. I doubt Valve/Beth will touch skyrim again, because of the poor way it was handled and because it weird to just randomly and out of nowhere switch models on a game that's been out for ages, but for FO4 or TES6? It'll be back.
  6. 1. open CK, load skyrim.esm and update.esm 2. in the object window open Magic > Potion 3. find resistfrost100 potion, right-click > duplicate 4. rename the resulting duplicate item to something memorable like "drewpotion" 5. open item for editing 6. on the right-hand side, under results, doubleclick the resist frost: resist frost effect. Adjust magnitude to your liking (you'll have to experiment) and duration (try setting it to something insane like 365 d, that should cover you for a good while). Click OK when done. 7. right-click in the empty space in results window > new. Effect = AlchWeaknessFire, again, magnitude and duration up to you. click OK. 8. click OK again, save your mod, and load it up for testing. Have not tried myself aside from loading up the CK to see what is where because I'm rusty, but it should do what you want. --- After I closed it out I thought about it some more, it occurred to me you might be able to do the same by modifying actorvalues directly and not mess with custom potions/mods, see http://elderscrolls.wikia.com/wiki/Console_Commands_(Skyrim)/ActorValues - you're looking for FireResist and FrostResist, but I haven't tinkered with them so you will have to read the current value and adjust to your liking.
  7. There are many well-known bugs in all the DLCs. That you haven't encountered them doesn't mean they don't exist. Look over the relevant USKP for the DLCs sometime. You'll be amazed at the stuff that slipped through QA. A mod maker's "responsibility" is to ensure the mod works well with the original product, it is not his job to ensure the mod plays nice with the entire ecosystem of mods. It's an impossibility; like I said there are too many possible combinations. There is such a thing as consumer responsibility. If something you bought doesn't work, ask for a refund. That's not unreasonable. Unreasonable is expecting all mods to work with all other mods, paid for or not.
  8. That is a guarantee nobody can give. There are simply too many mods in too many possible combinations. What Bethesda does is make sure the DLC works with the original product (well, more or less because have you ever seen a non-buggy Beth product?). I make sure my mods work with the Bethesda product. What you do beyond that is YOUR responsibility. If you load a million mods, remove as many, then load my mod and it further breaks your already broken game, who is at fault? Patches made by mod authors for inter-mod compatibility are a courtesy, not a god-given right, even if going by nexus comments some mod consumers think otherwise. Users who are capable of modding their game and maintaining a decent load order are capable of making their own patches.
  9. I don't know these mods by heart, you'd have to look at the records in tes5edit to see what gets modified. If it's just simply adding to leveled lists then yes, if there is some deeper script or other magic at work then no you will need the patch. I personally always build a bashed patch, because there are so many leveled lists that get added to by mods and I want it ALL. I like variety. The conflict you talk of can't really happen I think. I've encountered weirdness but that's more along the lines of "why is the courier naked" and is quite possibly related to other things. After I run a bashed patch I created a merged patch with tes5edit placed just below the bashed patch in the load order, and I gloss over the merged patch and alter records by hand where I feel it's something I want. It does more/different things than just the leveled lists. Thing is you can just examine all these records in tes5edit at your leisure. This is just my process, for all I know the tes5edit merged patch completely supercedes the bashed patch by now because the functionality is growing all the time - but I don't really care if a leveled list record is overwritten by a later, better, hand-checked leveled list.
  10. np, I think everyone who's ever built a house/structure by copying another has run into this, I know I have :)
  11. When you copied the structure you also copied the room bounds and portals; it's what the game engine uses to limit the amount of stuff it has to render inside. http://www.creationkit.com/Room_Bounds_and_Portal_Basics here are indepth instructions for working with them: http://www.creationkit.com/Bethesda_Tutorial_Optimization#Room_Markers_and_Portals once you remove them (and if your structure is big enough, add new ones), the weirdness will disappear.
  12. We should just get it over with and replace "endorse" with a giant blue thumbs up and the word "like".
  13. In response to post #24733144. #24733204, #24733229 are all replies on the same post. Phantompally, my mods are nothing special, and I would never offer them for pay or even ask for donations, for one thing because you lot are already an entitled and whiny bunch, and if I received monetary compensation for them I would feel obliged to support instead of telling people to fix their own damn game and write their own damn patches. However, the reaction to good mod authors who have contributed immensely to this community over the years for free and who did go for the paid option, the vilification, hate, threats, and god knows what else they received plus your boorish responses and those of a few others in this thread have convinced me that I am also no longer interested in sharing with this community. I have contributed and people have enjoyed my work. What have you contributed to this community you like to go on about? Not a damn thing. Walk two miles in someone else's shoes, then open your big mouth again.
  14. http://www.nexusmods.com/skyrim/mods/37999/? This one?
  15. Something like this sounds like it does what you want http://www.nexusmods.com/skyrim/mods/49307/?
  16. That is not how copyright works. Also "guessing" is a bad way to go about porting questions. However, modders are free to recreate armor - from scratch. But as you might have guessed, that's a lot of work.
  17. WoW has PVE servers and PVP servers, unless you consciously flag on a PVE server you can't be "ganked". And if you play on a PVP server, well, you get what you pay for. TESO, as far as I know, has more of a single-server structure which has mainly PVE zones with a couple of PVP zones.
  18. I don't know, try to make it and let us know?
  19. Actually, if you want to work on a mod with a team, the CK does support version control: http://www.creationkit.com/Version_control You should look into it. You can also use the region tool to automatically (to an extent, you will still need to hand-tweak) terrain detail and clutter. This guide is for the GECK/Fallout but the same tools exist in the CK: http://www.truancyfactory.com/tutorials/fallout3/fallout_regions.html Anyway, OP, good luck with the mod, I once built a 4-cell worldspace mod with a couple of interior cells and a single quest, and it took me months to detail everything to something I considered release-worthy.
  20. http://www.nexusmods.com/skyrim/mods/4929/? one of the oldest mods I still use, has clear map add-on, nice roads.
  21. You could run a quest on the player object with a little script that applies a magic effect (like your glow) to your weapon contingent upon a IsInCombat condition, I think. And which removes it when you exit combat. That would apply to every sword to pick up though. Or you could apply that script to a specific weapon if you'd like. Yes, very possible I think.
  22. Grats on the green, buddy! You know, it's not easy being... ;)
  23. http://forums.bethsoft.com/topic/1354395-update-bsas-and-you/ http://forums.bethsoft.com/topic/1345724-important-bsas-and-you/ Everything you ever wanted to know about load order precedence.
  24. The generally accepted wisdom is to only install your mods AFTER you've completed the intro sequence, or install a mod like Arthmoor's live another life to bypass it entirely (also because OMG if I get warned about a bear in that cave one more time I will murder someone). Because the intro sequence (being the entirety of the Helgen stuff up until you exit the cave) is one of the most bizarrely heavily scripted on-rails part of the game and there is just so much that can and will go wrong.
  25. I think the 'tesnexus' links are pretty old - I took your mod # (31288), went to the oblivion nexus, looked up a random mod, and replaced the # of that mod with the one listed in your link.
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