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acidzebra

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Everything posted by acidzebra

  1. I'm looking at DweForgeFurniture01nif in the object window right now, it has a keyword DLC1D_CraftingForgeAetherium on it. That seems different from standard forge stuff. In addition, the placed reference of that object in the game in cell DLC1Bthalft01 has a script added to it, but I haven't looked into what it does.
  2. Out of curiousity, where are you spawning her? Out in the beth-created gameworld, or in your newly created home? Because unless you've navmeshed your home already, NPCs won't know where/how to move inside of it. http://www.creationkit.com/Bethesda_Tutorial_Navmesh I suspect you're spawning her inside your fresh home. Try putting her in an existing place just for testing. Also, create lots of backups. There's nothing worse than suddenly realising you did a terrible thing... 5 versions ago. Sticking objects in other objects in a dynamic physics gameworld is always a bit dodgy. Couldn't you get much of the same effect by dropping the knife next to the body and liberally splash dried blood decals all over the scene? People will get the idea (frankly I think most people would overlook the knife sticking out of the back entirely, but lots of blood is hard to miss). Don't get hung up on the details too much :smile: Final tip, although this is somewhat advanced stuff; look at the vanilla player housing. I haven't looked at HF but I imagine the principle is the same. All the stuff in Breezehome is already there, it's just disabled and tied to a special activator object. Toggling the activator (which is typically done by a quest), results in all the disabled "children" of that activator being enabled.
  3. Papyrus is not a crash log, and while most of it is just normal background noise, I do see several complaints about missing script files. Have you by any chance been installing and removing mods at will throughout your current playthrough? Because just yanking mods, and especially yanking scripted mods, can have very negative effects on the stability of your game. If you install a mod, make a save beforehand. Test if the mod does what you want. If not, remove it and go back to the save. If yes, consider that mod a fixture for that particular playthrough. Nothing wrong with scripts, but you can't just remove them mid-game and expect nothing to break. If "your issue" which isn't very well defined is random crashes, try and see if you can reproduce those on a new game.
  4. Well, you'll have to step outside creation kit and into audio software. This also means you will need to know how to extract, convert, and repack voice files. Changing voices: http://audacity.wonderhowto.com/how-to/turn-male-voice-female-voice-with-audacity-424309/ (you may find a better one by googling "change male voice to female" or the like). Then you'll need something like fuzextractor to actually get get the existing voice files http://www.nexusmods.com/skyrim/mods/950/ (this is very old, there may be newer/better options) then you need to convert them to a format you can actually edit http://www.nexusmods.com/skyrim/mods/19242/? or http://www.nexusmods.com/skyrim/mods/8303/? and finally an audio editing program like audacity which is free http://sourceforge.net/projects/audacity/ I fear changing voices is the easiest part, getting everything sorted and back in the game is going to be the very tedious part. I like the mod, by the way :)
  5. Don't have the CK handy, but have you looked at the actual Aetherium forge in DG? There's quite possibly a keyword or something like it on that thing.
  6. Don't know of any complete mesh replacements, but you could opt for a texture replacer? My favorite even though I don't think your set is in there and the resolution could be better: http://www.nexusmods.com/skyrim/mods/19826/ Another one, haven't tried this one: http://www.nexusmods.com/skyrim/mods/5603/? I have several textures of this one loaded, may be your best bet: http://www.nexusmods.com/skyrim/mods/2674/ I'm sure it's a number of other texture packs, these are just off the top of my head.
  7. Apocalypse features a sword and sorcery spell that does, iirc, 25% increased damage if you equip a weapon and a spell. Tailored for spellblades as it were. It has a ton of other neat spells too. http://www.nexusmods.com/skyrim/mods/16225/?
  8. You're free to grab a soundfile from the net, load up the CK, and make your personal mod, but files containing copyrighted content of other games/property are a no-go here (as in straight rips, composing and performing your own rendition would be acceptable) It's interesting that steam itself takes a far less strict view apparently. http://steamcommunity.com/sharedfiles/filedetails/?id=87840877
  9. Well, there's really only speedmult, but that doesn't detect whether you're swimming or not by itself, it just makes you go faster. If you want to fiddle around with the CK yourself, look at RaceArgonian, and examine the racial perks. They're magic effects. Look at those. What you want is a magiceffect that affects speedmult by a set amount, is always on, has a condition of IsSwimming == 1, and set that up as a racial perk for Argonians. That's the route I would take probably. Knowing the CK, it's not as easy as it sounds.
  10. You're best off installing loot from here: https://loot.github.io/ It will autosort your load order to the best of the community's collective knowledge. It's not perfect, and you will have to learn more about maintaining a good load order, but it's a start that will get you on your feet running and in your game asap. A side note though: your current load order is stored with your saves. So if you now run loot and run your old saves, it will be chaos. Basically, if you want to do it properly, you'll have to start over with the game.
  11. You've got nested if statements but not a matching number of endif statements. All if statements should be closed out with endif statements, even if you use elseif statements in between. If aiButton == 0 ElseIf aiButton == 1 If (Game.GetPlayer().GetItemCount(Gold001) >=100) Game.GetPlayer().RemoveItem(Gold001, 100) debug.messagebox("You have purchased Iron Armor") Game.GetPlayer().AddItem(ArmorIronCuirass) EndIf ElseIf aiButton == 2 If (Game.GetPlayer().GetItemCount(Gold001) >=150) Game.GetPlayer().RemoveItem(Gold001, 150) debug.messagebox("You have purchased Steel Armor") Game.GetPlayer().AddItem(ArmorSteelCuirass) EndIf EndIf
  12. http://www.nexusmods.com/skyrim/mods/52675/? <<< heightmaps. btw, the ingame heightmap editor is buggy as hell, see http://www.creationkit.com/Heightmap_Editing and avoid it.
  13. Highlighted so everyone can clearly see what a toxic troll you are. You're not building a rational or logical argument, you're just slinging mud and on a post that talks about "let's all move on". Class act, continue.
  14. There's a similar mod with an actual portal gun on the steam workshop too.
  15. While I assume by your questions that you have spent some time fiddling with it already, I still highly recommend this site's lengthy tutorial on voice acting stuff http://deck16.net/post/22645519500/making-a-unique-voiced-follower-in-skyrim-part-1 as it covers pretty much everything in good detail. As for your specific questions, 44k 16 bit mono should be fine (not sure if it actually takes other formats, it is rather picky), I don't think it eats mp3s, and I've never found a better way to do it than to record a quick silence and then replace that. As for "monumentally tedious", well, it's the CK :P
  16. So this is how you guys draw a line under things? Just stahp.
  17. If it's a mesh a modder created AND he gives you permission, port away. It's the Bethesda original stuff you can't touch. Problem with these old mods is that often the modder has left the community. Without permission, the answer around here is "no".
  18. CoT-WeatherPatch_SupStorms.esp Do you have supreme storms installed as a mod? If not, you can't use that patch. Same goes for the other files. Check what the patch is for on the mod page of CoT, and only install the ones you need.
  19. Many mods, especially complex mods, can't be uninstalled without repercussions to your current save. Even if the damage is not immediately obvious, you could well run into problems later because things under the hood got messed up. Before you install a mod, make a save. Then install and test it. If you decide you don't want that mod, uninstall and go back to that save. Otherwise, consider the group of mods you started that playthrough with there for the duration. Or start a new game without them.
  20. The install/upgrade guide is on the download page, links to https://sites.google.com/site/skyrimsurvivorseries/frostfall/how-to-play scroll down a bit. I wouldn't recommend it.
  21. In response to post #24748294. #24748909, #24748959, #24749014, #24749054, #24749074, #24749089, #24749114, #24749169, #24749269, #24749289, #24749409, #24749439, #24749529, #24749564, #24749574, #24749674, #24749709, #24749814, #24749884, #24749889, #24749954, #24750114, #24750204, #24750249, #24750254, #24750279, #24750544, #24750564, #24750709, #24750814, #24750904, #24751449, #24751489, #24751899, #24751974, #24752079, #24752334, #24752454, #24753799, #24754219, #24754259, #24754609, #24754739, #24754979, #24755419, #24755704, #24755774, #24755999, #24756039, #24756394, #24756489, #24756599, #24756669, #24756944, #24757404, #24757709, #24757794, #24757819, #24757959, #24758109, #24758244, #24758549, #24758604, #24758779, #24758789, #24759069, #24760799, #24760824, #24765454, #24765899, #24766564, #24766884, #24767039, #24767164, #24769074, #24769604, #24770129, #24770469, #24770524, #24770899, #24771494, #24771584, #24771729, #24771929, #24772554, #24773334, #24811954, #24812669, #24812944, #24813194, #24813974, #24820479, #24820594, #24839454, #24839929, #24840029, #24840169, #24843794, #24844114, #24844659, #24845854, #24845999, #24847059, #24848929 are all replies on the same post. It's not even really about endorsements. It helps, because you know, the more endorsements, the more exposure your mod has, the more people will see it and download it. It also governs which mods reach the hot files and which mods sink into relative obscurity. But other than that, it does absolutely nothing except tell a modder "someone liked the stuff I put out". Which is nice. Everyone likes to feel appreciated, especially when you've poured your heart and untold hours into something. It's also not that I think 90% of the mod users are by definition ungrateful. It's about acting as a community. Take two seconds to speak up, tell the mod author why you liked it, add a little CONSTRUCTIVE criticism, or just "hey thanks" or whatever. Again, everyone likes to feel appreciated, right? Too few people ever bother to even comment, and a lot of the comments run along the lines of "change this to suit my tastes", "make it compatible with X", "do this", "do that". Often not even in the form of a question. Then there are the donation buttons. You have so many ways of interacting with content creators, telling them you care and enjoy their stuff, share ideas, have a chat/dialogue/whatever. And isn't that what communities are about? Members interacting with other members? And if that doesn't happen, it's really just hit-and-run downloading, and there has been an awful lot of that. The endorsement button is really the low-effort option, and I think the point of Manny's post was that a lot of people can't even be bothered to do that.
  22. In response to post #24837939. #24838439 is also a reply to the same post. I actually saw it the first time and I sent you a PM. Hope you don't mind.
  23. Actually, that's not what was said. If all you do at the nexus is download and bolt, you're a leech in my book. I don't even particularly mind people like that, until they go around telling content creators what they can and can't do with their work, and crowing about how "we won" when all I see is loss - loss of trust, loss of good people and unique mods, there is no "win" here. The valve for-pay system will be back with FO4 and/or TES6, you can bet on it. Sleeker, less hamfisted and less poorly executed than this fiasco, but there's a huge marketplace for user-generated content. It won't be let go of, so there's no "win" there either. As far as I know nobody was demanding you pay for their content. Unless your view is that somehow every vendor/creator/etc is "demanding" you pay them for their product. Or you think that somehow you're entitled to free stuff forever because someone else will bear the cost - be it monetary, time investment, or expertise. There is a cost attached to these things, invisible as it may be. Do people even know the TOS of Bethesda? Since forever, you are not allowed to ask for any monetary compensation for whatever you create with the CK, period. Do you think if that hadn't been there for-pay mods wouldn't have risen much earlier? It's been talked about since forever. The nexus has toed this line as closely as they dared, they allow donations, but authors are not allowed to ask for donations. The button has been on mod pages that choose to have it for a good while now. Several prominent modders - people whose downloads number in the hundreds of thousands - have stated that only a few donations were ever made and I have no reason to doubt them. I do have to say the button was in an awkward place somewhat, but still, very few donations overall. NOW, in the aftermath of this miserable episode, it has moved to a more prominent place, but I think the community - the actual community, not a bunch of hit-and-run freeloaders - has had its wake-up call. I hope it lasts. For the record, I am not personally interested in selling mods, the support headache would be worth more than any monetary compensation. But I do think there's room for both paid and free mods, and I do think content creators have the right to determine how their product is shared. And consumers have the right to partake, or not.
  24. In response to post #24827544. #24828559, #24828899, #24829149, #24829774, #24830084, #24830089, #24830244, #24830269, #24830279, #24830434, #24830474, #24830494, #24830544, #24830624, #24830709, #24830784, #24830789, #24830854, #24830894, #24830919, #24831079, #24831109, #24831114, #24831884, #24831959, #24832009, #24832024, #24832844, #24832949, #24834759, #24834909, #24835839 are all replies on the same post. All this "SUED FOR YOUR MOD" talk is hilarious when you realise there have been for-pay mod communities for other products for a good long while yet "mod author sued" turns up absolutely zero relevant results. You'd think there would have been some kind of fuss over that.
  25. 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. Thank you for that.
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