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Posts posted by Grimoa
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I did some - unsuccsessful - tests myself. Here's the short version hopefully it makes sense to you:
TEST 1
I used the body mesh, changed the texture to something random and the BSDismemberSkinInstance to a vanilla unused slot that I'm using in own of my mods alredy. Then i used the body suit as a mesh replacer.
When I put it on ingame nothing happens. I was expecting flickering between the two textures, but no, either something's wrong with the bodysuit so it's not actually there or the real body just wins the battle of textures flawlessly.
TEST 2
To see if the body suit is rendered ingame, I tick SLSF2_double_sided in the BSLightingShaderProperty. Now it has texture from the inside aswell. The real body does not have that, so it' see trough from the inside.
Ingame I use tfc to clipp inside the body: voila, random texture!
TEST3
I open the CK >.< and have a look at ArmorAddon -> NakedTorso. It has I field where it says "Priority 0" whereas ArmorAddons that belong to clothing say "Priority 5". So I'm like aha! smaller numbers win! and change that.
NakedTorso = 0, tattoo = 0 -> Well.... I saw flickering textures (body texture and bodysuit texture) once, but couldn't reproduce it. wtf?
NakedTorso = 5, tattoo1 = 0, tattoo2 = 5, tattoo3 = 10 -> none of them are visible ingame. none. shoudn't tattoo2 be the flickering now?
I cleansaved and tried again, cause every now and then I get the feeling that mod data is stored in the save but it didn't help.
The test was a bit rushed, I switched between CK and game severeal times but I'm pretty sure I edited the right forms every time. :wacko:
If anyone wants to do that test again I'd like to hear what results you get.
EDIT: Found the mistake I made: All three tattoos show flickering when wearing skimpy armor but are invisible when naked. So apparantly the bodysuit can compete with armor but not with the body. So that's the reason.
Now I should see which priority the skimpy armor has and I should double check the priority of NakedTorso (changed that several times...) but I already shut down CK and even though it's on an ssd it takes ages to load. More tests will have to wait.
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I agree. That was my idea with the list and moving it to the Mod Talk for everyone to see.
The last couple comments are more advanced though and I (while beeing a "recognised mod author") still found them very helpfull! :thumbsup:
Plus the list is getting rather long... Maybe split it up? :huh:
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People should learn to have more discipline and understand that their so called freedom ends where somebody else's begins.
:thumbsup:
Dunno why I read through all of that. Couriosity will not only kill the cat one day.
I'd like to see some people behave in real life like they do online. Walking up to a complete stranger, making fun of him and that's ok? I'm all for teasing people... if I know them well enough to know they will take it as a joke.
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Yes, gameplay wise it would be a summon spell, the "turn tree into..." is more like an immersion thing for druid players. And it could be fun. Especially if you turn them back into trees when the spell expires instead of the ordinary collapsing summoned creatures do.
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Can you do it the other way round? Turn trees into random bandits / guards / creatures (spriggans!) that fight for you?
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:laugh:
Is that scripted or how does it work? Never looked at the wabbajack before.
I'm sure there's aton of fun uses for this.
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Nice blog post! Always love to read about side updates.
And although I never had a comment I'd wish to hide / report so far I think the idea that it gets reviewed and mod authors can leave a note to the reviewer is a very good solution.
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You can't.
There I answered it. Catchy title. :tongue:
No, seriously, from what I understand a lot of people want custom crafting categories (alliteration ftw!) for their mods, but it's impossible because it's hard coded in the game engine.
Edit: Interessting read, LukeH. So categories can be renamed, but you can't add new ones. That might result in conflicting mods... :/
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Uhm.... Sometimes it's called grey face bug aswell. I remember seeing people with this issue before.
Iirc it is caused because the textures were not exported correctly for custom followers (only that follower has it) or in some cases the texture is not rendered correctly because of memory issues. Maybe try a low res version of your cosmetic mods if there is one?
Sorry I can't help you any better. :/
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I think that is the dark face bug. Try searching for that, it should bring up something.
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I don't know about stringing, but maybe this helps you with rigging.
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Skyrim 1.7 can't load mods made with CK 1.8
If the mod was uploaded /updated since November that's probably the cause. You can try updating Skyrim to 1.8
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I didn't mean to stop anyone from adding more tipps. Keep them coming!
Just thought since there's already a collection of tutorials we don't need another one. I tried to see what tutorials are mentioned in the pinned topics, but... that's a lot. It's actually so much it's probably difficult to find anything specific. :mellow: So... this is not my htread or anything... If you want to recommend tutorials, please do!
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Look in ArmorAddon for NakedBody.
And there's a lot of mods that assign body models to custom races, I'd load one of them with CK to see what it does. When loading the mod you can click "details" and get a list of items changed / added by the mod, so you get an idea what you are looking for.
Edit: Torso not Body, my mistake, sorry. And thanks IsharaMeradin for correcting.
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Don't install SKSE with NMM. It does not go in the data folder, it goes in the same folder where TESV.exe is.
Then, as mentioned before, doubleclick SKSE.exe to start skyrim, not tesv.exe Read the SKSE readme it should give you the excact details.
Same goes for HiAlgo boost.
Also, in NMM your picture shows the mods tab, that's where you can install mods, i.e. tell NMM to copy them to your skyrim installation. On the top left corner switch to the plugins tab, that's where you activate the mods. Texture replacers don't need to be activated, they won't show up in that list. Mods that add items will, you need to check the appropiate boxes.
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Excellent tips, Natterforme! The "mod selling" and "advertisment" is something I still have to learn myself.
I thought about adding tutorials to the tipps, but there are already several pinned topics concerning tutorials in the Mod Talk. I guess we should avoid repeating that information?
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I won't upload to Steam Workshop. Simply because I never use it myself. And because I don't want to have to upload through CK. I like testing and finalising and then zipping my mod and uploading it. Call me old fashioned but I still think it's strange that every little mod comes with a bsa archive lately.
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Wow. There's some real quality in this thread. We should compile it into a list and move it to the Mod Talk or maybe Mod Troubleshooting. (It won't be read in the Requests anyway...) People who can read this here already have a Skyrim mod with >1000 downloads. Or is that unique downloads? Can't remember. Maybe the tipps should reach new modders earlier.
We can wait a bit longer of course for more people to share awesome tipps! :)
Thoughts?
Tipps for aspiring mod authors
by littleork, demidekidasu, Grimoa, JanusForbeare and Natterforme
>> General modding
Don't try to please everybody, it is impossible! (I tried for long to do this, almost made me quit modding.)
Take your time, don't rush through a release, test your mod good so you don't have to stress much over bugs.
Save often. Keep backups on an external drive.
> Start small
Dont expect your first mod to be a hit.
You can generalize or specialize but whatever you do, start small. It can be a simple as a retexture of a spoon( my first personal mod) or removing a pauldron from a piece of armor. Make test mods just to learn new skills which will be useful in later projects.
Don't start with a total conversion right away. Start with a small project (that may eventually be part of something greater). It's easier to learn in small steps and it will reward you with success along the way so you stay motivated!
Like the others have stated: Stay away from total conversions. They dont happen over night and they should never be your first mod.
> Take breaks
When working on a mod, be sure to take time off of it and come back to it later once in a while. It helps you to digest what you are working on and come back to it with a fresh view.
Breaks can be very inspiring. (Surprising how many good ideas I had in the bathroom *g*)
> Prepare, think of what you want to do
Try to keep all your files organised as well (says the man whose entire desktop is covered in half-baked, WIP mods lol)
Preparation is key. I have 100+ pages of (dialogue) scripts, to-do lists, update strategies, upcoming changelogs, quest synopses, etc. and they have been a huge help in staying focused and making efficient use of my resources.
Play to your strengths. If you're a good writer, make a mod that makes extensive use of dialogue and books. If you're a 3DSMax (or Blender, or Maya, or whatever) whiz, focus on creating new objects. If you're a programmer in real-life, start mucking around with Papyrus (it's not hard - I have no programming background, and picked it up in a couple of weeks). That's not to say that you can't stretch your wings, but none of us are masters of every aspect of modding. Start with what you find easiest, and you'll gradually pick up the other skills as your mod expands.
> how to learn
Have confidence in your own ability to learn! It seperates those who get stuff done and those who dont.
Modding takes time and there is a learning curve. My first couple of mods took a month or more. I had to learn how to use the CK and I had to learn the other programs. As you progress you will get faster. I now have several dozen WIPs and any one of them could be ready within a week if I focused on only one.
Don't be afraid to mess with vanilla stuff to see how it works.
Look for mods that do similar things and dissect them.
Read tutorials. Read them twice. Thrice. (I for one can't follow a tutorial from beginning to end at the first try.)
In the Mod Talk are pinned topics with tutorials.
> ask for help
Dont be afraid to ask questions on the forums. The majority of modders are amiable enough and there are usually more than enough individuals willing to answer basic questions. The ones that are not are not worth talking to to begin with.
If you're going to ask for people to join your project - and there's nothing wrong with that - you'd be well advised to either have released other mods in the past, or to have a certain amount of work done already. People aren't going to dedicate their time and effort to what may well turn out to be pipe-dreams. And even if you do find experienced, talented partners, expect that you'll still have to do 90% of the work yourself.
> Motivation is key!
Make mods for yourself! If you like it you can share it with the rest of us. If you dont even like your mods then they can not hope to do well.
>> CK
Set the CK to autosave as often as possible, and make a point of doing a manual save whenever you complete a significant step, regardless of whether or not your modding session is over. You never know when a crash may occur.
Also, make backups. Regularly. The CK loves eating your mod's esp files. I make a new folder for every session and back up each time I test something in-game (never overwrite older backups). I've experienced the heartbreak far too many times...
Don't be afraid to use the creation kit quests to figure out things by yourself when nobody can answer your questions.
>> Scripting
If you can't get it working properly and start to lose hope/get annoyed, save your work and switch it off. You will be surprised that there is a good chance you will think of something whilst away from the machine
>> Animations
Unless you're very patient and/or experienced in the field, avoid animations (modifying them, that is) like the plague. Beth didn't make this aspect of modding easy on us this time around, and even veteran modders have a hell of time dealing with them (I don't claim to be one, but I've read enough posts from people like Fore to know this for a fact).
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Oh I love HOMM (II, III & V). Never heard of Fallen Enchantress though. It's moddable? Damn. The good thing about HOMM is that I don't have to mod it. (Aside from downloading new maps.) >.<
Anyways, will check FallenEnchantress out and probably waste the rest of the evening playing HOMMV. Thanks a lot ;P
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Uhm, next update... I hope to update my scarfs tomorrow, so after that I will be back at the boots. Give me another week. Or better two.
The Clawnails are not forgotten, same as your feet model, Derok. Unfortunately I can't do everything at once. :/
BeakieHelmet, thank you!
I am sorry to say, but I will not agree to change the hands like you asked. I'm working on this mod for nearly 8 month now and it's not halfway done. And I have no idea when it will be finished. So no, because your request means the same amount of work again I can not agree to that. It would only result in dissapointment for both of us. Sorry.
On to more pleasant stuff:
I think the next update will have fur shoes (already halfway done, they are in armor/bandit/ and I started from the top^^) and deadric, cause I already started with them two. (That's quite far on the top aswell I only skipped blades.) But I think doing it in alphabetical order is maybe not the smartest thing to do. So I will add iron and dragonscale (already started on that aswell). That's a mix of high and low level and light and medium armor.
The update after that will have a handfull of medium level boots, like dwemer and elven. And maybe something for mages (no armor rating). Ha, idea! Necromancer boots! They are everywhere. So that's settled aswell.
So after that (sometime around christmas if we're lucky) everyone should have at least one pair of boots that fits the level and playstyle.
And then I can do some clawnails. And textures for people using coverkhajiit and the like. And Deroks model of course.
Anyways, that's the plan today. Subject to change without prior notice. ;)
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:thumbsup: That should provide help to people who want to turn their character into a follower for the next character aswell. Not that I want to do that, but I've seen similar requests.
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How about making the key craftable but only if the player has the perk? No idea if you can use non-smithing perks for that though.

Tips you would give to a new modder
in Creation Kit and Modders
Posted
That's a good argument. And with the way this thread is evolving we should definately keep it for... uhm advanced beginners. That's how I see myself. ;)
And hopefully any thread we start in the Mod Talk will not get crowded with nonsense too soon. I keep bringing the Mod Talk forum up because I want to help modders who did not make it here yet. I think they could profit from a lot in this thread.