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Galandil

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Everything posted by Galandil

  1. I would assume, that by changing the target of the packages would force the CK to recognize the changes. If not, then at least the game will recognize the change. Still annoying tho... Almost done- hopefully with Falkreath. Have to link the quests to the markers as well. Once that's done all that is left is Dawnstar. @Edit; Okay. Done with Falkreath. Will now look into Dawnstar. .... Sometimes I wish I had a patch-guy. @Edit02; Thankfully much less stuff I need to do in Dawnstar. Once Dawnstar is finished, I will head to bed. But when its done, interesting NPC's should be compatible :wink: Next is UFO and Convenient Horses. @Edit03; Hmm. Odd. The Creation Kit has duplicated my Dawnstar worldspace, so any edits done to it would be pointless, as it points to the wrong worldspace, and refuses to let me put stuff in the Dawnstar Worldspace. Luckily Dawnstar is divided between the Tamriel worldspace, and the Dawnstar worldspace, and since there are so few markers I could.... shove them elsewhere, I fear how this will effect quests- may be a little un-immersive to meet meet Frik the sailor in a bar rather then the ship which he was supposed to be on. But this is a temporary fix until I can get some help, so far all purposes it should be compatible and problem-less, but we will have to have someone take a closer look at this after release, as if I sit with this much longer I'll fall behind and I have a few more mods to create compatibility for, as well as separating the content for optional modular versions. @Edit04; Okay. We now have compatibility with Interesting NPC's. A very imperfect compatibility, wouldn't mind having someone with more experience with this looking it over and fixing whatever issues they come upon in the future- But for now, we have a working patch which makes the two mods playable together. In the interiors it works 100% as it should, in Falkreath it works, in Dawnstar it works but clumsily so as some markers are not entirely where they should be, an example: A specific mine Ironbreaker mines markers for Interesting NPC's is actually at quicksilver mine, the markers outside Windpeak Inn is over at the Jarl's Longhouse the White Hall. This is necessary for now, as the worldspace Dawnstar has had a minor hickup and duplicated itself in the patch. This makes any edits done in this duplicated worldspace incapable of effecting the original worldspace, and trying to set its ID correctly creates errors. @Edit05; Hm. Nope. I'm done with this mess. The patch suddenly removed all of my work on the Falkreath worldspace. As far as I'm concerned there is something about Interesting NPCs which refuses to let it work as patching works well with the other mods we need to patch. I have wasted a day on this and while the interior edits, and the edits in the Tamriel worldspace remains. I am not sitting on this any longer then I have already before release. Something does not click and I sadly do not have the time to figure this out. Hopefully someone who is better at this can take a look at this after release, as I cannot make this work. - Because I recognize how essential interesting Npc's is to a modded game I am willing to try one last thing. Sadly this will require me to literally start over with interesting npcs, and I think it is something I will do last... For obvious reasons. It is to make a standalone version of Holds dependable on Interesting NPC's, as a mere esp rather then an esm and see if that solves all the problems. If it does then I now know what interiors have incompatibilities and what exteriors. Progress should be a lot faster and I should be able to finish it up before release, though- I wonder if this means I will have to create compatibility patches for this new stand-alone version from scratch. Technically the compatibility patches only edits certain ID's which would also be used by the new stand-alone- on the other hand those patches are also dependent upon a specific version of Holds which is not the version with the interesting npcs as a dependency and all of the dependency fixes..... I will look into it. Patch was apparently not required for convenient horses, and I have now created a compatibility patch with UFO; Moving the horse outside of Solitude to the farmstead rather then blocking the entrance to the Instrument shop. Once I've had some sleep I'll look into Interesting NPC's again.
  2. Worst case scenario the markers will be moved to outside the city gates. ... I have spoken with the mod author but he doesn't quite seem to understand why it happenes. Also noticed that if I close the CK and reload, the changes I made aren't loaded. They are still stored in the mod, according to Tes5Edit, but they are not visible. Very, Very annoying.
  3. I am, pretty sure that weathers mods like this and COT are compatible by default but will look into it. Ran into a bit of a problem guys while making compatibility patch for Interesting NPC's. The Interiors were easy to create compatibility patch for, no problem. Exteriors on the other hand, nope. For some reason- The stuff I've done, the edits do not appear on the render screen, in the object screen all of the objects are said to be set to 0, as if I never put any object in my mod. if I create an edit, load up Skyrim, then my stuff is still there, but in the creation kit's patch, it does not register that. So I've spent parts of the day trickling stuff around and testing continuously. But then came the real problem. I need to move certain X-markers, and X-markerheaders, and patrol idles to the new world spaces for Falkreath and Dawnstar. In these world-spaces I can't see a damn thing. I have no idea what I am looking at. At all. I will try to get stuff right, but I worry a bit that a compatibility patch may result in certain NPC's standing inside of buildings or worse. If anyone has experienced this problem please let me know what the solution is :smile: @Edit; Going to try and cheat a little bit. Adding the stuff to its correct locations for a minor area which I know there will be stuff from Interesting NPC's, and hope I can then use that as a reference as I put the markers down and link them to their packages. Once thats done I'll remove all of the objects I placed and hope this works. Its only for two world-spaces thankfully so hopefully it wont take too long.
  4. Okay, we now got compatibility with Skyrim Flora Overhaul, and Unofficial Skyrim Legendary Edition Patch. Next I will create compatibility with Interesting NPCs, and I will look into whether or not SMIM and Climates of Tamriel requires Compatibility, I'll need a patch for Lanterns of Skyrim, Convenient Horses and Ultimate follower overhaul and ELFX before finally looking at creating compatibility with the quest mods Undeath and Moonpath to Elsweyr, both of which I know at this moment are incompatible. I should be able to finish this up by tomorrow before, if there is nothing else starting to create modular patches of Holds. I guess we are on schedule. :)
  5. Nevermind! Nevermind! Me being stupid. If Holds is still an .esm it wont load the packages for the non-vanilla NPC's. So if I replace the .esm with an .esp version of Holds, it works fine. :pirate: So I guess we now have functional compatibility patch with Unofficial Skyrim. I doubt a bit that it is 100% perfect, so if anyone does play my mod and recognize mistakes, I will support and allow anyone to create patches or content on my mod, as long as it uses my mod as a dependency of course. @Edit; Fixes I've made. The meshes texture locations. Blacksmith Dawnstar and Falkreath AI Package to force them to work.
  6. Okay. I've finished the compatibility patch for Unofficial Skyrim, the objects should have the right textures etc... Now. But for some reason my NPC's wont go outside unless I enter their homes first which makes their AI suddenly work and they go outside. Vanilla NPC's on the other hand work perfectly. Anyone experienced this and know what I have to do?
  7. Was under the impression that it used the "Warm" objects, like campfires etc.. as a marker with a certain radius for warmth. May need a tiny compatibility to get the braziers I added compatible for that, but no more. Will look into it, as I am also a fan of Frostfall and other realistic mods for Skyrim :) Yes this may seem complicated but it's really easy you just need to : - create a new quest ( i.e DawnstarPackageQuest ) - create for this quest a new alias ( i.e DawnstarCitizen1 ) - choose for this alias an unique npc ( i.e Jarl Skald ) and put to this alias all your new packages you have created for Jarl Skald. No more Sounds a lot like how the Jarl package system works. I did look into this when I was adding new packages to the Jarl, Steward and Housecarl. If its like that then it is very simple. But if I do it now, then I have to start over with compatibility. Will do it for the next iteration though ;)
  8. Frostfall should be compatible. 99,99% sure, as is Campfire. Lanterns of Skyrim may have some of the lanterns placed in bad positions which can cause clipping. Will look into and fix a patch if necessary. Winterhold rebuilt is a city overhaul mod. It will be compatible if you use my mod as modular, and do not use a Winterhold version. Immersive College of Winterhold is compatible. SMIM is also compatible. And essential ;) Appreciate the offer of help! When the mod is released I'll have a bug board on the mod page. Anyone who spots any bugs, incompatibilities etc... May post a description of it there so I might fix it. otherwise I am very open for anyone creating patches themselves, or fixes for that matter. :)
  9. Only edits I've made next to the Blue Palace is to add some statues and benches in the Blue Palace Garden. So if it doesn't edit the Navmesh then it should be compatible :) solitude Public Bathhouse? That's next to the palace as well? Then same thing goes :D "Otherwise there is a tiny bath in the basement of the palace, strictly exclusive for the Thane's, of course!"
  10. Oh! Yes! Definitely want to have compatibility with the Notice Board mod. Legacy of the Dragonborn... Errrrr, should be compatible.... I think... Unless he edits the Navmesh in Solitude. Will look into Throw as many suggestions for compatibility my way! :P Almost done with Unofficial Skyrim!
  11. I have spoken with Shurah about in the future creating a compatibility patch between our mods. As for other mods, well.... I will be going through a period of learning after I release the mod to learn how quests function and how to create them, along with dialogues. So for this release I am afraid they are all added in the traditional easy way. The outfits have been added to a random leveled list, so who knows :wink: I know for certain that you can find them in the shops through this method. The outfits are however not attached to vanilla NPC's. The exception being Stig Salt-plank (Dawnstar Pirate and his crew), and Irileth the Housecarl in Whiterun. I was unaware that Unofficial Skyrim's edits to the AI packages would cause incompatibility with Holds. I did notice though that Lod had a problem going to work in the smithy. Will look into this, thanks for giving me the heads up!
  12. Yep! :) Did so. ATM working on the Unofficial Skyrim compatibility patch. The mod does not change the city layouts too much in Solitude, Riften, Windhelm, and Whiterun. It adds additional stuff, but for the most part out of the way and does not move the vanilla stuff. So I will test it, but I doubt a compatibility is required. Unless of course Inconsequential also adds people to Falkreath, Dawnstar, Winterhold.
  13. You sure? The compatibility patch would have a dependency towards a .Esm file? Not having that in your load order, and instead as a .esp wouldn't this cause crashes? Otherwise I've done some testing and I could have a esp file which has a dependency towards a .esm. Problem with this is that it gets a little messy and I assume also unstable. The problem with the .esm is that it only stores the non-vanilla edits, vanilla edits are not stored so you require a .esp for this mod as well. @Edit; Actually, your right. I found a tutorial by Darkfox127 which explains it in detail. Your 100% right, you need to trick the creation kit into thinking that an esp is an Esm for the duration of editing the patch. :)
  14. I will try to get compatibility patched for Inconsequential NPC's. I am a little worried though as the mod page appears to be very strict on permissions and I cannot find anything on whether or not the mod author allows compatibility patches to be made. Sounds daft, I know, but you never know. Interesting NPC's appears to be very welcoming of compatibility patches so I shouldn't have a problem making one for that one at least. Otherwise it appears as though the Inconsequential NPC's adds their NPC's to the big cities of Skyrim, Solitude, Windhelm, etc... Which for the most part has its vanilla design intact and has more additional parts added where it wont clash with the original layout. So I think it should be compatible either way, but to be sure I'll have to speak with the mod author. As for creating patches. Well, having a ton of fun learning about this, but I am a little puzzled by how it apparently is required to convert the mod esp into an esm to do this. Personally I would avoid this if I can as it has so far been important to load the mod as far down in the mod-list as possible to keep it from having strange hickups. I'll see what I can do, but if there are anyone out there who are very familiar with how to create patches, do please feel free to explain it to me :)
  15. Final exams in March? Well aren't you lucky :P I just did a test and the Civil War now works as intended in terms of faction swapping, previous bugs have been seemingly fixed as I can't replicate it. Yes mod is ready for release. I've spoken with some mod reviewers and a few of them have come back to me and would want to cover the mod. One of which has already and I will post the review early in the morning on Friday, 1st of April and release the mod sometime in the afternoon. The other modder says he will be streaming a test of an alpha version of the mod, though he has been feeling a bit ill so we'll see if he is feeling well enough. I've spoken with one other who says he would like to try the mod out and if he likes it, he wouldn't mind showcasing it on his channel. So hopefully the reviews will be positive and either way the first iteration will be released on Friday afternoon. The waiting time is almost over! :thumbsup: Tomorrow I'll start creating compatibility patches, so if there is any mods in particular you suspect will be incompatible then let me know so I can create a patch!
  16. Okay! A minor update. We now have 100 books, and the mod is finished. To find the books in the mod you need to seek out all three libraries. The Falkreath Bookshop, The Haafingar Library and the Palace of Kings Library. I've also added the outfits in the mod to the clothing leveled list, thereby making them purchasable in shops. The mods first iteration is hereby finished. I will spend the remaining time up till 1st of April creating compatibility patches and making modular versions.
  17. Less then a week left now :) Last night I was handed a quick review by a well known mod reviewer and will be releasing it here on the forum very early on the 1st of April, before I start preparing it for the release later in the day. Very glad I was given a chance to see the mod on a heavily modded game as it revealed a few otherwise annoying issues which I've now made sure to fix! There was something extremely gratifying with seeing my mod covered by a mod reviewer as a completed product! Darkfox127 is a god-send to modding in my opinion. His channel has taught me so much about modding and I will definitely keep frequenting his channel as I continue development for the next iteration. I have never checked out his twitch streams though, maybe I'll give it a look after release. I did take a look at the courier yesterday, but I must be honest, its a very complicated thing to do and does present problems, (Would hate for the mod to become very buggy or unstable due to a change I do now and cannot test properly). It is also a little bit difficult to test as it requires me to actually get the courier to deliver me a letter. I did try this in January as well, and what I started to suspect was that the courier system did not update before I had a new game, making my changes for the most part inconsequential. I will be making a future courier system, as the courier hanging about the middle of Whiterun 24/7 has always annoyed the hell out of me, but for now, I'd advice people to use Provincial Courier mod as it does fix these problems, though it does this by sending the courier to a house near the Honningbrew Meadary, rather then the courier headquarters which I've created. Reversing his appearance well, considering the Provincial Courier system sends the courier back to a house, it would be a little odd if he just suddenly transformed his appearance when he gets a delivery. I do know though that if the courier is killed, he will re-spawn with a new appearance, if I'm not mistaken. Further more I believe both mods are very strict on not allowing people to tamper with their mods and steal assets without permission. After working on this yesterday I did learn a few things, for one you may not actually require a script for the Courier to head to a location and stay there, there is something else that makes him disable, or teleport away after a certain trigger, I will look into this after release. I have also looked into the key, and well, papyrus is being difficult, so I fear for this first iteration I will not be able to add the key system. Though the keys are still in the game, as are the lockers. If the guard is, well, having a drink upstairs you should be able to grab whatever you want from the lockers, provided you have a great skill at lock-picking, or the key. I have added a ton of new permission items, such as new weapons, shields, etc... You can read about some of these items in books, and you can find them scattered about the world in area's where it would make sense to find them, provided you have read the books. There is also some new outfits which have been used. I have fixed a few problems with the rigging of the outfits for females, though I suspect a few minor dismemberment weights may still be attached to the wrong body part and may cause some clipping in certain actions, I suspect at any rate. I will see if I can fix this before the 2. iteration. For the next two days I will focus on nitpick details and writing books and letters. So far we're up to 82 books, and over 70 letters and notes. I sort of suspect we may not actually reach 100. Its a hunch, as I'd hate to just make books for the hell of it, but I will do my best. The mods I will create compatibility for first will be mods that I know are used by just about everyone, and is incompatible. - Unoffical Skyrim, UFO, Convinient Horses, Undeath, Climates of Tamriel (May not necessarily require a compatibility patch, will look into it), Skyrim Flora Overhaul, Interesting NPC, and beyond that... I am not so sure. I haven't actually played Skyrim since 2012, I've been modding this project. So mods out there will be completely new to me when I do try them. Because of this I do not know for certain which mods could be incompatible, and I therefor encourage people to either create compatibility paches themselves, or to give me a heads up so that I might fix them. I have also spoken with Shurah of the Immersive Citizens AI overhaul and we've agree'd to wait with compatibility until he can finish his mod, it makes sense considering the amount of bugs that can arise when using different versions and the time spent creating compatibility over and over. But I think we both want there to be as much compatibility as possible so eventually we will probably see a compatibility between the two. As for your teeth! I had braces too as a kid, believe me. Pain caused by an infected wisdom tooth is waaaaayyyyy worse, and it only gets worse day after day after day. Deal with it as soon as you can, if that's whats brewing them you don't want it to carry on as long as I let it. I am extremely lucky I didn't have the infection spread, or develop into blood poisoning which could have been lethal, so do get it checked out :)
  18. My advice, get it checked out by a dentist. I spent so much time, and money going to an ear/throat doctor who were incapable of understanding why I was there, as it all appeared fine. Have a dentist do a check-up and see if there is an infection. Waiting can only risk it spreading to other teeth which will then have to be pulled as well, or cause pain. ;) Best to get it out of the way ASAP. I am.. well, unsure. Technically my experience would tell me that yes, it will require a new save. I have heard of people installing city mods and having odd things happening, such as the game remembering an object being somewhere else then where the author placed it, AI packages, which are what tells NPC's what and when to do things behaving as if there wasn't any changes. Similiarily you can get these problems when your load order isn't placed correctly with city overhauls, but with this, I'd advice playing it safe and starting a new game ;) There isn't all that long left now, if I can fix the remaining things tonight, then I can quickly head-start on compatibility patches, and creating modular patches. Compatibility patching should be easy from what I hear, it only requires Tes5Edit and creating an ESP with both as an dependency where you shape things up a little bit to work together, and remove records which conflict, such as one of the navmesh. I do also want to try adding one tiny script though before I do so. Its for the keys in Solitude. In the Haafingar Bank there are these lockers which are owned by the wealthier citizens of Solitude. Now you can lockpick them, but they are tough locks and there are guards. If you manage to get a hold of the keys to each individual lock then your supposed to be able to open them and take the property without it being counted as a theft. Now this requires a script, not a very difficult one, I already know how to script it, but my papyrus is being difficult. Luckily I did catch word of a tutorial by Darkfox127 explaining a work-around. I also want to give it, one last try on the courier system. Simply make the courier go to the Whiterun courier Headquarters after he delivers a letter, instead of standing in the middle of the road like an idiot. Previously he always teleports out of existence once he reaches the headquarters and I think this is due to one of the scripts by Bethesda. I will look into it. I did contact a mod author who've made a similar mod but he never responded, likely doesn't want people doing the same thing he did, but I will see if I can figure it out, if not then expect it in a later patch ;)
  19. I have for the last two weeks undergone examination and found it to be caused by a broken wisdom tooth all the way back of my mouth which has been for the last five years causing an infection which has only grown since then. I had it removed last Wednesday and has since then undergone antibiotics in order to kill the infection. I had the stings removed yesterday and I feel... Extremely good. I haven't felt this energic in years :D so yes, I am feeling much, much better :smile: Okay, outfits. The last few weeks have been horrible but I have been working on the mod. I ran into a trouble with 3ds max a few days ago as my trial ran out, and the 2014 version for students does not seem to support SoMuchMonster Morpher. Allegedly, As I know a guy at Dark Creations who I believe uses it, and uses the 3ds Max 2014 version, so its Easter now, but I am sure he will get back to me eventually and hopefully help me solve the problem. The outfits I wanted to use for Irileth is actually part of a mod created by another author which I've been granted permission to use the assets from :wink: I have added all the assets I need. I have granted the final version to the mod reviewer and he states that he will have a review / showcase of it sometime this week, hopefully he will finish it this week so that I may link it here :smile: I have written a few more books taking inspiration from Norse Mythology and I will continue that theme for the remaining 15 or so books. I will also add a few more scattered notes here and there to make it appear as though Skyrim's bustling and I will fix some minor issues now. One of which being the hanging clothes in Falkreath only showing one side of texture, and the other being the interior gates in Dawnstar having texture which moves with the camera. All of which should be very easy to fix. Like I said the 3ds max stopped working for me so I will be minus about 2 outfits for Females for this first release. I apologize for that but on the plus hand, once it is fixed ... I have enjoyed making outfits so much that I intend to create far more outfits in the future, both casual and otherwise. I have divided up outfits that I have so far and I feel as though it creates a level-headed diversity along with the vanilla clothing. I have also made use of various attachable accessories such as fur cloaks, fur scarves etc where it appears appropriate to use it.
  20. Sounds like an interesting project. Can't wait to see some screenshots or footage of your level design :thumbsup: Good luck on your project!
  21. Hmm.. If I remember correctly that trapdoor only has the actual trapdoor as an activator, not the other parts of the object, like the wood on the sides etc.. If you go into your data folder, to Skyrim\Data\meshes\architecture\farmhouse\interior\basement and find the mesh FarmBtrapdoor02 then you have an altered version of the trapdoor. I would suggest that you delete it, and see if that fixes the problem. Don't worry, the trapdoor will still be in game as it is still in your Skyrim - Meshes.bsa. There are alternatives to creating activateble area's. You could use an activator for instance. I was going to link you to a video I saw about a year ago by Darkfox127 but I can't seem to find it. If you have Dawnguard installed, you could look at how Bethesda went about creating the Icewater Jetty: ID: DLC1VCBoatDoorActivator1 - Essentially linking an activator's area of effect to a door, very simple to do :) Good luck
  22. I do apologize but I have nothing to showcase today, I have been having a pretty detrimental earache and as such have lost much sleep. Combined with having this last week of my group project work taking over most of my free time I've been pretty worn out and haven't had much time to focus properly on modding. That is not to say that I haven't been working on the mod, I have properly adjusted some weight issues with the vests along with fixing a female body I can use for the female variations of the mod. So don't worry, there will be a female variation of the outfits I'll add to the mod. I hope to have some new screenshots to showcase this weekend when I've finished my group project period and can take it a little more easy with school, and can therefor focus more on this modding project. I have also come to a decision when it comes to adding outfits to vanilla characters, and honestly, I don't like doing it, at least not for the main version of the mod. My outfits are more meant to create diversity, so vanilla outfits wont feel like an over-repeated fashion, but there are a few vanilla NPC's which were so horribly dressed by Bethesda which I think I will give an outfit change. This for now points to Stig Salt-Plank and his crew, the pirates at the Windpeak inn who you can encounter if you work for the East Empire Trading Company, and I am a bit on the fence when it comes to Irileth. Jarl Balgruuf's Housecarl. I have been given permission to use a nice looking variation on the Whiterun guard armor, and I feel as though having a housecarl in the middle of Whiterun, working under the Jarl no less, wearing leather seems a bit off. Then again same can be said about Hrongar. A little on the fence, would be nice to hear what you guys think. Otherwise I have 3 more days of project work before I can take it easy with school up until the release date of my mod, so I'll have far more time to focus on this next week. :)
  23. So guys, in exactly one month, the mod will be released here on the Nexus. No matter how buggy, how many outfits are missing, or how awful it may so be- it will be released and whatever issues it may or may not have will from then on be patched along with future content such as quests, dialogues, guilds, followers and scripted systems like banking. A wonderful mod reviewer who was given access to a pre-released version of my mod recently did a test and gave me valuable feedback where as two issues were raised. One being the collision of one of the stairways outside of Solitude, and another issue being a missing texture in Dawnstar. Both of which are being addressed as we speak. In terms of stability he claims he kept a full 60fps through out which is amazing considering I personally have bad experiances with framerates when I apply media tools or have Skype running in the background, he even had 60fps he says in Solitude which is the most cluttered area of my mod- though experienced a drop all the way to 40fps in Falkreath in a certain district facing a certain way. I personally do not drop that far and stay stable at 56-60 in Falkreath, but I recognize the reason- it is because of the massive amount of rocks added to the city cell and because he likely uses an ENB setting called object post processing, those rocks causes a tearing on his frame-rate. Therefor I will make sure to create two optional's, one with half amount of rocks, and one completely without rocks. Personally I feel this makes the city feel a little barren, but at least that option will be available for the public. I am a bit puzzled regarding our agreement, as he may or may not post a pre-released mod review to address its strengths and weaknesses, I personally hope he does, and I hope. Keeping my fingers crossed, he had a good experience and this will drive more attention towards my mod- cause lets face it, I would do really bad at the PR industry :tongue: Once the review is released I'll be sure to link it here for those of you who have heard of the mod, but not of this popular mod reviewer, after all you never know. The work from now and till the 1st of April is as followed. I will be rigging up outfits, fixing the two issues that the mod reviewer encountered and divide these outfits among the population added in Holds. We are now at around 90 books, so only 10 more to go, I have noticed a few spelling mistakes in a few of them and I will be addressing them now. I am a little on the fence regarding adding outfits to vanilla NPC's, and I have yet to try my hand again at adding a courier system. If I cannot find time to do this within release then expect it to be patched afterwords. Once the mod is released I will look into whatever issues that the mod-users encounter using the mod and make sure that it works smoothly for everyone before I think I will take a break to focus on my exams in May. When the exams are finished I will start going through the learning curve of dialogue systems and quest implementation and I have already bookmarked quite a few tutorials on the subject which I am sure will boost the time needed to learn these things. Then the implementation will begin. Quests will be released patch-wise, you may get a patch one day with one quest, and the next day with 10 quests, really depends on how often I can implement quests and how much time and effort goes into each quest. I appreciate all the heartwarming support I have been given through out these years of development and I hope I will not disappoint anyone in the end, though I fear some of you may have some very high expectations to the mod and I hope you do not get over-hyped over this project and let yourselves down. I really hope you don't do yourselves that disservice, as I have done so myself with games in the past and has it killed my experience of it. I recommend people will try and keep an open mind until release and try to come at this fresh and without pre-conceived notions of what sort of a mod they can expect. But with the release being underway I will try and be as active as I can on this forum, bringing forth what I am working on each week and presenting it. I also want to hear what you guys think, what sort of content would you like to see in this first iteration and what your opinions are regarding the things I will be showcasing here. I do read every comment presented and I do respond to them. Do note though that the showcasing will not be -that- much in depth that I fear it might spoil the content of the mod. I do not see the harm in showcasing some things, but I'd really hate to ruin the experience of exploring the new area's, maybe I am a bit silly for being like that but an experience is never so good as the first time, which is also why the trailers hardly ever feature anything but exteriors :wink: Lastly I would like to say thank you to all the mod authors who've granted me permission to use their content in my mod. I don't think people really appreciate enough how kind and fair the mod authors in this modding community are. 98% of all of the permission requests I have sent out have been granted. So once again, thank you so much, and if you did contribute and are reading this, but you cannot find your name in the credits list; it may be because I haven't made use of your content just yet, but I am certain I will when I start implementing quests and- new locations. If you do find your content being used though and you cannot find your name in the credits list then that is entirely a mistake on my part and you have to let me know so I might correct that mistake. Otherwise you own every bit of content that you have provided me with and may recall your permission at any time, no questions, no problem. Here is a showcase of some of the outfits that I've been rigging up this last week. Do let me know what you think, though pay in mind that the blue shirt texture is a placeholder. It will come in a variety of colors and I will try and make it better detailed with dirt or what not in the very near future. http://i.imgur.com/kEArK7M.jpg Long Light Pelt Vest with a V-Collared shirt with long sleeves. http://i.imgur.com/asdMChO.jpg Long Thick Pelt Vest with a V-Collared shirt with long sleeves. http://i.imgur.com/nOnjSj2.jpg Short Sleeved Knitted-Collared Short Shirt. http://i.imgur.com/llGv59h.jpg Medium Thick-Pelt Vest with a Thin-Knitted-Collar with long sleeves. http://i.imgur.com/pJyn2PS.jpg Medium Thick-Pelt Vest with a V-Collared long shirt with Long sleeves. http://i.imgur.com/lYcj22s.jpg Thin-Knitted-Collar Long Shirt With Rope Belt. http://i.imgur.com/XdtVshH.jpg Plain V-Collared Long Shirt These are still in development and I would very much like to hear your opinions on them. I also wish to inquire on a problem I am having, I can't seem to find a proper female body to use with blender, as I have problem with weights. Does anyone know of any that you could recommend? I have created the variate outfits for female characters, but without a proper body to rig them to I find myself kind of locked. I'd hate to simply release the outfits with only a male version of the outfit, and patch those variations for females later.
  24. That was the mod author of ETAC, who said he didn't want to make a million compatibility patches, which is understandeble. Shurah on the other hand said that he doesn't like other people implementing his system in the mod, though a compatibility patch is just that, a patch which makes changes so they both work togheter and use both mods as a dependency. So you would still have to download his mod in order to use it. I errr- hurrr... I mean adding dialogue which wasn't implemented by Bethesda sounds really great and all, and within the frame of what Holds should work towards implementing, but if there already is a great mod which does so, then a compatibility would be reasonable. I haven't tried his mod yet myself, and from what I can see it appears as though the mod so far focuses the changes on Whiterun, a place which I'm certain is compatible with the mod and there therefor shouldn't be any problems there. Falkreath would be incompatible as it adds a worldspace which you need to access by entering the city gates. So wherever Immersive Citizens made changes is not within the same cell as I want people to use in the mod. Not really a fan of 'Framework' mods either. It limits the freedom of other modders, but then again, his work his right to tell what people can do, and can't do with his work. So we will see what can be done, and if not, then... I may just implement the dialogues myself. But Immersive Citizens is more then just a dialogue additioner- and I don't think Holds will also be a complete AI overhaul as well. Thank you :smile: 1 month now, not much longer.
  25. I'd just be wary of using other assets atm though. After the whole fuss with Immersive Citizens and ETaC's patch for it I imagine copyright issues are a bit odd right now. Very nice, and I would very much like to consider using this in the future. However as far as level design goes for this iteration, it is finished. Maybe for the next iteration :wink: What happened with Immersive Citizens? ETaC? Copyright issues? Sounds serious. I hope I wont have that problem. But like WBizzyW said, this is a modders resource, so as far as copyrights goes, its made clear that this is to be used by other modders in exchange for credits. :smile: Shurah (the author of ICAIO) contacted MissJennaBee (author of ETaC) saying her patch to make the two mods work was 'an attempt to pass off his own' and to remove it. MissJennaBee then did and posted an explanation as to why in case people started wondering why the patch had suddenly disappeared. This ensued. Plus other places around the internet. I see. Well its not for me to discuss this here, a little surprising but... well what can you do. I think though we can expect some incompatibilities with Immersive Citizen as Holds uses unique worldspaces for Dawnstar and Falkreath's cities. As far as I understand this, he does not want people creating compatibility patches for his mod. I will try and ask him whether it may put him at ease if he creates the compatibility patch himself and has it available on his page. But if he isn't comfortable with that, then I am unsure how we can work with this. I did read that he would allow you to create a full version of your mod with a dependency for Immersive Citizens. As far as I'm concerned that sounds sort of like a compatibility patch, or rather a compatibility standalone mod, but as the topic adresses it makes it clunky to create updates and so forth, though perhaps not necessarily, there may be ways to do it in a smart way. I will see about speaking to Shurah when we close in on release day and ask if there are any options on the table, and if he doesn't want to discuss such things then perhaps we may not get a compatibility with this mod, which is a shame as it looks like a really nice addition to the game :smile:
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