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Everything posted by acidzebra
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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
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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.
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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.
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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
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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.
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Drawing a line under recent events and moving on
acidzebra replied to Dark0ne's topic in Site Updates
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. -
There's a similar mod with an actual portal gun on the steam workshop too.
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Some questions about Voice Acting and the CK...
acidzebra replied to BigBizkit's topic in Skyrim's Skyrim LE
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 -
Drawing a line under recent events and moving on
acidzebra replied to Dark0ne's topic in Site Updates
So this is how you guys draw a line under things? Just stahp. -
LE Port Hellboy Hand of Doom Mod from Oblivion to Skyrim
acidzebra replied to teepeezombie's topic in Skyrim's Mod Ideas
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". -
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.
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Missing ESP's from Mod's I Don't Want?
acidzebra replied to SirPatrickStewart's topic in Skyrim's Skyrim LE
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.- 3 replies
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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.
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Steam and Bethesda remove paid modding from Skyrim Workshop
acidzebra replied to Dark0ne's topic in Site Updates
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. -
Steam and Bethesda remove paid modding from Skyrim Workshop
acidzebra replied to Dark0ne's topic in Site Updates
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. -
Steam and Bethesda remove paid modding from Skyrim Workshop
acidzebra replied to Dark0ne's topic in Site Updates
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. -
Steam and Bethesda remove paid modding from Skyrim Workshop
acidzebra replied to Dark0ne's topic in Site Updates
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. -
Steam and Bethesda remove paid modding from Skyrim Workshop
acidzebra replied to Dark0ne's topic in Site Updates
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. -
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".
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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.
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Steam and Bethesda remove paid modding from Skyrim Workshop
acidzebra replied to Dark0ne's topic in Site Updates
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. -
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.
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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.
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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.
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Steam and Bethesda remove paid modding from Skyrim Workshop
acidzebra replied to Dark0ne's topic in Site Updates
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.