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acidzebra

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Posts posted by acidzebra

  1. Ignoring everyone who's weighing in on legal matters without being a paralegal, attorney, or anything of the sort, I wanted to highlight this because it restored some of my faith in the community.

     

    Dear Dark0ne, modders, and community.

     

    I just want to say "thank you" for all the hard work you put into making great games even better over the years. Personally, I have made numerous small mods, but never released anything and mostly kept stuff for my own use. I have provided feedback for mods I love over the years, and endorsed mods now and then, but not enough as I could have. The negative backlash seen in recent events has shown me, above all, that it's easy to forget how much of an impact the slightest positive spark could have in a sea of negativity. I've been neutral when it came to paid mods, as I saw positive and negative sides to the issue. I even satisfied my curiousity to test if running paid mods would really require you to only launch the game through Steam, so, I spent money on one mod. It would be hypocritical therefore to bash either side, nor do I think that is a proper reaction.

     

    After all these years, I've started to take our community and our mods for granted. No more. I've taken the time to catch up with my (substantial) list of mods I had yet to endorse. Money has been tight for years, but I have also bought a 12 month premium membership. Not a lifetime one, as servers still need maintenance next year.

     

    Apologies for my long rant. Let me just say to the Nexus team, to every modder, and to every civil person contributing to this community: Thank you for everything.

     

    Thank you for that.

  2. 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".

  3.  

    Exactly. I think most of the people that signed the petition against this entire idea were not against the idea of modders being rewarded for their work, but rather the way Valve and Bethesda implemented the whole thing. And when I say implemented, I mean hammered home.

     

    The 30% cut Valve got out of it is default, I mean, Valve gets 30% of -everything- that sells on Steam, so this would be no exception in that respect. The other 70% however, was up to the developer to decide, and I think Bethesda was being extremely greedy taking 45% of it for themselves, just for having made the game. Especially knowing how much they've made from selling Skyrim on various platforms already, and the fact that even if mods are made through their toolkit, using their assets and resources, it is still something created by the person that creates it, not Bethesda, and therefor the creator should be rewarded the most for their originality, persistence and honest hard work.

     

    If anything, -that- is what bothered me the most about this entire ordeal. It was never fair, for anyone, even the modders. I guess that's why only -fifteen- of the modders now so verbally (or otherwise) assaulted signed up for it to begin with? :smile:

     

     

    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. The problem is that free mods and paid mods cannot coexist with each other.

     

    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.  

    Which one would you make? Considering the kind of mods that were up for sale in the beginning, it seems most people opt for #1

     

    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.  

    In response to post #24817199.

     

     

     

    acidzebra wrote:

    Skyrim itself was pretty broken at first but I've yet to have an issue with their dlc. So yeah I have seen non-buggy Beth products.

     

    This is kind of a crude way to go about it. I've no idea how to mod and yet I should pay someone to, intentionally or not, break my game? I mean if it breaks and I hadn't paid for it, yeah that's on me. If it breaks after I spent $5 for it? I hardly think it's a consumer issue at that point.

     

     

    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. Some guarantee that one persons paid mod will work with everyone elses paid mod isn't a lot to ask in this situation I believe.

     

    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. Neverthless, about leveled lists and bashed patch. as an example im using cloaks of skyrim, immersive armors and weapons, and winter is coming cloaks, as for WIC, i know theres a compatibility patch to work along with cloaks mod, though, can I use a bashed patch to get the leveled lists to go along instead?

     

    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.

     

     

     

     

    In fact, its safe to always safe/recommended/needed to use a bashed patch for the leveled lists with all the mods that modifies them, although for example, one just add a new sword to the list, while other adds shields, do they conflict or only if they try to add the same kind of item to the lists?

     

    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. 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.

  11. In response to post #24733144. #24733204, #24733229 are all replies on the same post.


    badpeoplesuck wrote:
    phantompally76 wrote: That's on their conscience. Not ours.
    Riprock wrote: Not entirely blameless, us. Things were said. Not from all of us, but that won't matter to some.


    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.
  12. my guess is that bethesda gave permission to zinimax and since this is a bethesda game i guess this should be alowed.

     

    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.

  13. 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.

  14. 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.

  15. 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.

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