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I am fine with most of this, but the decision to disallow patches for paid mods is incomprehensible and ACTIVELY HARMS the modding community. Bards College Expansion modifies the Bards College interior cells, breaking one of my followers' intro quests and making another follower COMPLETELY inaccessible. A simple patch fixes that and makes it so that people don't have to choose between my mod OR the Bards College Expansion. Best case, this decision makes it so that I get a bunch of annoyed people making bug reports on my mod that my mod is broken, when in fact, it's your short-sighted policy that caused the problem. Words fail me, trying to describe how disappointed I am in you all.
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Hey there! I made a post several months back that I was looking for a voice actor for the role of Ma'kara, a new female khajiit follower and marriage option in my Khajiit Will Follow mod, and although I didn't get much response here, I figured I would make a post to say that the update is now live: Khajiit Will Follow 4.0 Ma'kara is a sneaky dual-wielder, genuine and fairly laid back, and she is in Skyrim searching for her lost brother. Voiced by the talented Adoxographist, who has done work in other Skyrim mods such as The Forgotten City and Enderal, Ma'kara has about 730 lines of dialogue, with more planned for the future, and her story includes a couple quests, a new dungeon, and some new armor and clothing. If you're interested, I'd love for you to take a look and let me know what you think. Thanks!
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Call for Voice Actors: Khajiit Will Follow follower/marriage mod
robbobert replied to robbobert's topic in Skyrim's Skyrim LE
Thanks so much. I'll definitely keep you in mind if/when I add more characters in the future. Got a few auditions in so far, so everything's good! Thanks again. -
Call for Voice Actors: Khajiit Will Follow follower/marriage mod
robbobert replied to robbobert's topic in Skyrim's Skyrim LE
Haha, no problem. Thank you for your interest anyways! :) -
Hello everyone! I'd like to put out a call for voice actors for my mod, Khajiit Will Follow. Details are below: Summary: Seeking female voice actor for Skyrim khajiit follower/marriage candidate. 600-700 lines of dialogue up to 150-characters in length. Khajiit accent (Russian/Hispanic) required. Payment of $0.50 USD per line. Deadline for auditions: September 15. Project: A mod called Khajiit Will Follow that adds several unique khajiit characters to the game world who can be recruited as followers/marriage options. I am currently searching for a female voice actor who can voice the newest character, Ma’kara. See the mod here: https://www.nexusmods.com/skyrim/mods/72711/? Role: Ma’kara is a dual-wielding khajiit who grew up on the streets of Balmora in Morrowind with her brother Udasi-dro. She has come to Skyrim in search of her brother, who disappeared trying to track down an ancient artifact of great power in one of Skyrim’s many ruins. As a literal alley cat from a province with a history of racism, subjugation, and enslavement of khajiit, Ma’kara is crafty but also practical, and life in Balmora has left her world-weary beyond her years. She can defend herself in battle and has wit when she needs it, but is genuine and gracious, and mostly just wants to live and let live. More in-depth description of the role available here: https://drive.google.com/open?id=1n2dPL0Ig0PiloOZUb-YZKNuFRyxssfU7 (ETA: Short video preview here: https://www.youtube.com/watch?v=jKQY-biwI-o) Compensation: $0.50 USD per line. I am a one-man show, and I don't have a lot of money, but this is a large role, so I want to pay you as best I can for your work. How to Audition: To audition, please send me a message with a voice sample that accurately reflects your tone, inflection, and accent. I have provided a link to some sample lines below that you can use in your audition. Please include 2-3 lines from each category. Files should be saved either as MP3 format (128 kbps or more) or WAV format, and you should ensure that volume is reasonably consistent across samples and that there is no clipping/distortion of waveforms in the sample. Also, be sure to include a name and email at which I can contact you. Sample Lines: https://drive.google.com/file/d/1XCuSYIJX01cyalml0PxNWXQA-GqYrd4K/view Would appreciate if you can spread the word as well. I'll be putting up notices on a couple different sites, but any help is appreciated! Thank you! Feel free to message me with any questions you have, or ask below!
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Hello everyone! I'd like to put out a call for voice actors for my mod, Khajiit Will Follow. Details are below: Summary: Seeking female voice actor for Skyrim khajiit follower/marriage candidate. 600-700 lines of dialogue up to 150-characters in length. Khajiit accent (Russian/Hispanic) required. Payment of $0.50 USD per line. Deadline for auditions: September 15. Project: A mod called Khajiit Will Follow that adds several unique khajiit characters to the game world who can be recruited as followers/marriage options. I am currently searching for a female voice actor who can voice the newest character, Ma’kara. See the mod here: https://www.nexusmods.com/skyrimspecialedition/mods/2227 Role: Ma’kara is a dual-wielding khajiit who grew up on the streets of Balmora in Morrowind with her brother Udasi-dro. She has come to Skyrim in search of her brother, who disappeared trying to track down an ancient artifact of great power in one of Skyrim’s many ruins. As a literal alley cat from a province with a history of racism, subjugation, and enslavement of khajiit, Ma’kara is crafty but also practical, and life in Balmora has left her world-weary beyond her years. She can defend herself in battle and has wit when she needs it, but is genuine and gracious, and mostly just wants to live and let live. More in-depth description of the role available here: https://drive.google.com/open?id=1n2dPL0Ig0PiloOZUb-YZKNuFRyxssfU7 (ETA: Short video preview here: https://www.youtube.com/watch?v=jKQY-biwI-o) Compensation: $0.50 USD per line. I am a one-man show, and I don't have a lot of money, but this is a large role, so I want to pay you as best I can for your work. How to Audition: To audition, please send me a message with a voice sample that accurately reflects your tone, inflection, and accent. I have provided a link to some sample lines below that you can use in your audition. Please include 2-3 lines from each category. Files should be saved either as MP3 format (128 kbps or more) or WAV format, and you should ensure that volume is reasonably consistent across samples and that there is no clipping/distortion of waveforms in the sample. Also, be sure to include a name and email at which I can contact you. Sample Lines: https://drive.google.com/file/d/1XCuSYIJX01cyalml0PxNWXQA-GqYrd4K/view Would appreciate if you can spread the word as well. I'll be putting up notices on a couple different sites, but any help is appreciated! Thank you! Feel free to message me with any questions you have, or ask below!
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So, after days of banging my ahead against this particular wall, I've more or less gotten things into working order. Spouse is sandboxing around properly about 95% of the time. I'll leave my solution for anyone who may run across this in the future, or for anyone with suggestions: I ended up making my own sandboxing package stacks, mimicking the default stacks and conditioning them only to be active at the proper BYOH house locations. I attached the package stack to an alias on a dummy quest that is started by a custom script called when your spouse says their line after you first choose your house (in the RelationshipMarriageFIN quest). For the dummy quest alias, I ended up using an external alias reference tied to the LoveInterest alias on the Wedding quest. That way, the default House aliases and their packages in RelationshipMarriageFIN are left alone, as are the default scripts. Things are still a little janky -- at times my spouse likes to stand around and do a lot of nothing, particularly when he's outside -- but it's a lot less nothing than before, and no more teleporting outside the house interior's bounds when waiting/sleeping as far as I've seen. Hope this helps someone.
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So, further investigation shows that when I Wait inside the house, the spouse repositions himself as normally should happen, but for some reason he is repositioning to parts of the house that are not there yet. Example: in the "base" version of the house with just the small room, waiting causes him to reposition to spots all throughout the main hall, and since the main hall is not there, he has effectively disappeared. I guess this could also be tied to the lack of sandboxing? Say, if he is trying to sandbox to a node that isn't active yet, so instead, he just stand in place?
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Heya! So I've been working on adding my custom voiced khajiit followers as marriage options, and the mod is more or less done. I've added onto the default RelationshipMarriage quests, so I'm using default scripts, aliases, and AI packages. Marriage works fine, moving among all 9 default houses is fine, dialogue options are fine. However, I've experienced an issue with their sandboxing in their spousehouse that I can't figure out: Only seems to affect Hearthfire houses. After arriving at the house, they do not sandbox around inside, instead standing in place until the next change in their schedule occurs. -If they're heading outside next, they do so properly. -If they're heading to the kitchen, they do so properly (and sandbox properly for this package, using the nearby warmhands idlemarker). -If they're heading to bed, they do so properly, and sleep on-schedule (although, for some reason when they wake up, their eyes stay closed until I speak to them). -Often times when I wait/sleep in the house Location, the spouse will disappear, and I have to Wait inside and/or outside for them to reappear. -Sometimes when coming back in from outside, the spouse will disappear instead of appearing inside, again requiring Waiting. The fact that they follow their schedule properly is what has me so confused, because it means the house sandboxing alias is being filled properly. To me it just seems like the "Sandbox Inside" package at the bottom of their sandboxing stack (a SandboxMultiLocation package) is not functioning properly for some reason. FWIW, I've noticed the sandboxing seems *less* broken the farther along the house is in development. They still don't actually sandbox around when on the Inside package, but they don't outright disappear as much. TL;DR: In Hearthfire homes, spouses follow their AI schedule, but do not sandbox when inside the house. Anyone run into anything like this before? It's the last thing to fix before publishing this monster, but I just can't figure it out. Any help or suggestions would be appreciated. Thanks!
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SSE Can't save voice files from CK?
robbobert replied to nakarisaune's topic in Skyrim's Creation Kit and Modders
Try converting your audio + lip files over to .fuz files, and see if that helps on XB1. Unfuzer was recommended to me by someone in the thread I started on this topic (http://www.nexusmods...im/mods/19242/?) and it worked great. But be sure to read the directions and back up your audio folder, as Unfuzer replaces the files in the folder it converts, and .fuz is a lossy format! -
SSE Lip sync bug with XB1, but not PC version of mod
robbobert replied to robbobert's topic in Skyrim's Creation Kit and Modders
Thanks for the tip Peter. I had converted over to xwm for the sheer difference in file size. Across 450+ dialogues, wav just wasn't going to be feasible. I was back and forth between xwm and fuz, and ended up going with xwm simply because it worked. I'll give fuz a try and see if my xboxers have better luck. Thanks a bunch! -
Hey guys. I recently converted my follower mod over from the non-SE edition to the SE edition and archived/uploaded the mod using the directions posted over on: https://forums.nexusmods.com/index.php?/topic/4991860-how-to-pack-skyrim-se-mods/ The PC version uploaded to the Nexus and Bethesda.net with no problems. The XB1 version, however appears to be experiencing problems. I've had multiple people report that my followers' mouths do not move when they speak, despite the fact that when I look at my main BSA using BSAManager, the LIP files are present in the Sound folder. I've also had some issues with followers disappearing on their way back home after being dismissed, and actor refs not appearing in the world (at least not in the proper place) when enabled via a quest -- again, only occurring in the XB1 version of the mod. Barring some sort of mod conflict, all I can think of is that there's something going wrong with the upload of the archives to Bethesda.net. Is there anything special about uploading XB1 mods beyond the steps listed in the link up above? I'm honestly at a loss here, as it all seems pretty straightforward. I don't get why PC is fine, but the same files archived for XB1 are bugged... Hopefully I'm just being stupid, but any help would be greatly appreciated. Thanks!
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SSE Can't save voice files from CK?
robbobert replied to nakarisaune's topic in Skyrim's Creation Kit and Modders
Same issues here. I've been recording in the old CK version of my mod and then moving over all the files when I periodically reconvert to the new CK. -
SSE How to pack Skyrim SE mods
robbobert replied to PrometheusTS's topic in Skyrim's Creation Kit and Modders
Thanks for the instructions, Prometheus! Really useful. Couldn't understand for the life of me why the Archive tool alone wasn't working to convert my regular edition mod to SE. So I've successfully packed/tested the PC version of my follower mod and have it up on both the Nexus and Bethesda.net. The XB1 version, has proven problematic to me, however. Users on Bethesda.net are reporting that all three of my followers are speaking without moving their mouths, despite the fact that I packed the LIP files in the mod archive. Has anyone else experienced this sort of problem, or does anyone have any tips beyond the instructions on how to pack/upload XB1 mods?