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Shurah

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Everything posted by Shurah

  1. https://www.creationkit.com/index.php?title=Distance
  2. I see thanks. I must have missed that in the topic, will check through again. Actually your post earlier that you had been file blocked is what got me curious about "what if somebody got blocked but did nothing wrong?"(Unless I am mistaken and you are just referencing from memory what it says from another case or I'd misinterpreted) I totally 100% understand trolls & flamers getting blocked but IMO it kind of sucks if a positive contributing member gets file blocked without any reason. I'm sure he thinks blocking me for reporting bugs and correcting compatibility misinformation was a good reason, but I'm not too worried about it. He's treated everyone else who did so just as badly and it's earned him a hugely negative reputation for covering things up at this point. So he can continue to block me if he wants, it doesn't bother me. I only mentioned it because aphilion thought the message was rude and apparently thinks I've ignored it because I don't agree with him. You have been blocked because you called me a "dick" and an "ass" when I asked you to stop making false statements regarding the features of one of my mod (Immersive Citizens). For people who don't know, Arthmoor is butthurt since the time I refused to help him to improve his mod 'Run for your lives" and to explain him how I fixed specific some AI bugs in Skyrim. This led him to regularly make false statements regarding my mods or to try to ruin my reputation by spamming the community with false and libelous statements on me (the message I quoted is a good example). Another good example is the mod description of Run for your lives where he tries to justify the use of Run for your lives with Immersive Citizens by making false statements on some features from Immersive Citizens despite the fact I explained him in details why his statements are incorrect. The following screen (https://s8.postimg.cc/vdjmuav6d/Capture.png) shows an attempt to have a talk with Arthmoor regarding this matter and explains why his statements are incorrect, note that this conversation has been deleted and he blocked me for bringing this on a public place. Arthmoor, you are probably one of the less suited individual in this community to comment the reputation of other individuals, you are well known to insult mod authors who are not agree with you in the private section of this forum or to make false statements regarding other mods or third parties tools (MO, ENB), you have even been caught making false statements on other mods by the staff (an example: https://forums.nexusmods.com/index.php?/topic/4977330-so-can-we-do-something-about-this-fake-mod-thats-been-up-for-years/page-5&do=findComment&comment=43599045). Even if I tried very hard, I'm not sure if I could get a reputation as bad as yours. By you action you just justify your ban.
  3. My mod Immersive Citizens overuses quest aliases and has no noticeable performances impact, install it and see by yourself.
  4. Note also that your comment can disappear from the comment page if you answered to a comment which has been deleted.
  5. Immersive Citizens: http://www.nexusmods.com/skyrim/mods/65013/?
  6. Sadly, it's not that easy. If you want more details, I wrote a complete article about ICAIOs compatibility: http://www.nexusmods.com/skyrim/articles/50303/? Btw, detailed cities is compatible.
  7. Your problem is the result of a conflict with another plugin. May be this one is the culprit: Adura's Merchant Mod - Player Shops Or may be you have an incompatible plugin which has not been correctly uninstalled (check your data folder). You can also put my plugin near the bottom of your load order.
  8. The navmeshes on the ladder and around the ladder are way too narrow. You may have to rethink the design of your house to fix that.
  9. My mod is compatible with combat evolved, there is no conflicts at all.
  10. This will be fixed for the next update.
  11. It's up. http://www.nexusmods.com/skyrim/mods/65013/? The description has been updated, don't forget to read it (again).
  12. I don't use scripts. I used the same method than the one used by "Run for your lives" and "Wet & Cold". Except that instead to add conditions on my custom quests and thus some scripts, I assigned a low priority to my quests (<30), then I created an alias for each citizen as well as aliases for Unofficial NPCs and finally I added conditions to my custom AI packages. I'm thinking about using a SkyProc but for generic (NPC such as guard, bandit, ect) because this method works well only for unique NPCs (named). It should be OK. It's on my very long "To Do" list.
  13. it's good to know. So this impressive mod is compatible with all mod that change facial/morphology and outfit of npcs. Indeed. For information, the release date won't be delayed (3 july). The plugin should be available at 18:00 UTC+1 (09:00 AM, if you live in Los Angeles or San Francisco).
  14. Hi, the mods authors will have the possibility to exclude their NPCs from my framework. I've done a small update of the plugin description, I didn't describe how my mod will change your gameplay, especially if you play a thief character: By default, in Skyrim, there is two efficient ways to burgle a house: either you sneak yourself discreetly or you kill its occupant. My plugin adds a third option.Indeed, with my feature "Survival Instinct", the player will be also able to perform "violent robberies" or extorsions. All you need to do is to beat the house's occupant until he decides to flee. Even if the beaten citizen decides to flee in a corner of his house, the bounty on your head that you will get by stealing his valuables in front of him will be ridiculously low compared to the value of the stolen items. However keep in mind that if you beat a NPC while there is a guard nearby, the guard will try to arrest you. So you will need to bribe the guard or to analyse the patrol routes used by the guards before to act.
  15. AI Overhaul project is compatible with my mod, but there is almost no interest to use both. My plugin will have priority over it, whatever your load order. Here is a small comparison between these 2 mods: For now, my mod improves the AI of 574 NPCs (without counting the unofficial NPCs) while "AI Overhaul project" only edits 76 NPCs (mainly the NPCs living in Whiterun & Riverwood) and doesn't support the unofficial NPCs. My mod improves the AI used by the NPCs when they are in combat while "AI Overhaul project" doesn't touch the AI used in combats.With my mod, the citizens act differently when it's raining or when it's snowing, while with "AI Overhaul project" the NPCs act the same way whatever the weather.My mod restores a lot of random conversations while "AI Overhaul project" doesn't."AI Overhaul project" doesn't have something comparable to my feature "Specific Behavior".Contrary to "AI Overhaul project", my mod is compatible with almost everything, due to the fact that I use quest aliases to inject my AI, while "AI Overhaul project" edits the entries related to NPCs.
  16. You have one or several plugins which conflict with the plugin Dragonborn. A good load order can remove this problem (LOOT can't be trusted), otherwise you will have to do a compatibility patch with TES5edit or you will have to remove the mod that causes this issue.
  17. I'm pleased to announce you the official release date: 3 July 2015 I've also uploaded a new video: http://www.nexusmods.com/skyrim/videos/3898/?
  18. @Shurah what did you mean when you said "Collector"? Thanks. It means that the DLCs won't mess up with your mods if you clean those DLCs by using TES5edit. Here is a tutorial: If you're using the USKP, you also have to install the DLC versions (UDBP, UDGP, UHFP).
  19. The best advice that I can give to a newbie is the following one: Don't trust the word of people unable to argue and with low modding skills. This will save you a lot of time. By watching the profile of users, you can check if they have already done one or several mods or if they're are working on projects, therefore you can get a good overview of their skills. In my case, I'm specialized in NPC, Quest & AI, here the proofs: https://www.youtube.com/channel/UCEFdan-sAeAgM-4VUutkHrQ http://forums.nexusmods.com/index.php?/topic/2750729-immersive-citizens-ai-overhaul-wip/
  20. no they won't sorry most mods that affect NPCs and certain world spaces will be affected. i should have been more specific. Friendly advice: delete your 2 posts. ;)
  21. Collector. @ TotallyAsian: don't forget to clean the DLC and to use the corresponding unofficial patches if you use the USKP.
  22. http://www.nexusmods.com/skyrim/mods/40491/? Despite the title it's not a AI overhaul, but it adds enemies with a higher level and with new spells.
  23. The innkeeper will be also less static, for example, during the morning, you may meet hulda at the market. If you talk to hulda while she's outside the Bannered Mare, she'll use the following lines of dialogue: "I'm just out and about, love. The Bannered Mare can do without me for a bit, I suspect." "I don't get much time time off from the tavern, but I enjoy it when I do." "I'll get back to the Bannered Mare soon enough. Just need to stretch my legs a bit..." This fix only works when you start a new game and can conflict with other mods. Once you start a new game, you can't change the relationships between official factions. To fix this problem on a old save, you need to add a new faction on each citizen as well as a new faction on each dragon. I've already done it for each citizen without creating conflicts with other mods, for the dragons, it's more difficult to do it without using scripts or without directly editing the dragon entries. On a old save, my fix will work only with the dragons which appear via a official random encounter. For generic NPCs, I'll do a separate plugin, to avoid compatibility issues. The main post has been updated. This is the last update before the release.
  24. Thank you for your comments & thank you to the person who has done a post on reddit. The version 0.2 of the plugin is now finished. Before to release it, I need to improve, update and finish the plugin description. I want also to do new videos about "Survival Instinct" to show the impact it will have on your gameplay and because the current videos are a bit outdated. So, the mod will be available soon. This is a good question. I can't give a general answer: some mods (not all of them) which edits the architecture of cities or the architecture of interior rooms won't be usable with my mod without a compatibility patch. This is the only category of mod that will cause issues. Some of these mods will disrupt my AI because they: - break connections between navmeshes - corrupt navmeshes or add corrupted navmeshes - add a deleted flag to navmeshes (this is really annoying because it prevents me to do compatibility patches) - remove essential bug fixes that I've done on some navmeshes - move the original position of houses and walls Fortunately, these mods are few in numbers, so I'll be able to do a black list and to support some of them. For ETAC, the compatibility patch won't be available for the release, missjennabee and myself will have to cooperate. Yes the merchants will be less static. I'm thinking about implementing a turn over between merchants and their successors. For example, Arcadia could take a day off or two to gather herbs around Whiterun, while in the meantime Alham will take care of her shop.
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