-
Posts
21 -
Joined
-
Last visited
Nexus Mods Profile
About tewlons

Recent Profile Visitors
4613 profile views
tewlons's Achievements
-
Improved cutscenes with cinematic camera, fades, and more
tewlons replied to tewlons's topic in Skyrim's Skyrim LE
It is about time I release the mod I made that exhibits this technique. While I no longer have time to continue developing it, I would would be happy to see what the community does with it from here. The mod uses some assets from other mods which I have asked for permission to use. Give me a few days and I hope to have something for you -
Hi Nexus community I've got this mod that I started a while back that I never released. It features some of the characters from the most beloved RPG of all time, Final Fantasy 7. I used some assets from other modders, and particularly when I was working on it, I reached out to some of the authors for permission to use their assets in my mod. About half of the authors I reached out to replied and granted permission and the other half didn't reply. After a long time away from Skyrim, I decided to start a new game with some new mods on new hardware. The game is looking better than ever and some of the new mods are great. After a good playthrough I decided to enable my mod. It's short, but now I remember why I worked so hard to create it. I spent a lot of time developiong the characters through dialogue and innovative cutscene work. I never got to fully realize it though. Now I'm not sure what to do with this. I have some of the best dialogue and cutscene work in Skyrim but I have a really incomplete quest mod that isnt voice acted and doesnt have a clear direction forward. Anyone want to help?
-
Improved cutscenes with cinematic camera, fades, and more
tewlons replied to tewlons's topic in Skyrim's Skyrim LE
Hey Agrista thanks for the reply. I havent played Skyrim in months and havent been doing any modding. I'm glad to see a few people still finding this thread. I know what a headache it was for me when I started to mod Skyrim and there was absolutely no information out there on how to control the camera. I've got a few private messages asking about stuff I've done, and hmmm, maybe its time for me to revisit some of the work I've done... -
So, what have you tried?
-
Improved cutscenes with cinematic camera, fades, and more
tewlons replied to tewlons's topic in Skyrim's Skyrim LE
Hey man, thanks for your interest. Honestly, I don't know that I have enough time to devote to Skyrim modding anymore. I started to work on an epic quest mod, and cinematic cameras were only a very small piece of the larger puzzle that I tried to tackle. My background is in game programming. I no longer program games for a living, but I enjoy doing them as a hobby. The mod I was working on was consuming in excess of 60 hours a week and I can't sustain that. My attempts to reach out to the community were mostly fruitless, whether it was trying to share any of what I had learned from the creation kit, or trying to get others interested in helping, and even down to people smiting me for suggesting that it should be more of an open source community. I could have gone on working on it, but eventually the tedium of accomplishing the most basic tasks with the creation kit, the long hours of working on it, and the lack of reception from the community led me to pretty much give up. It's really a shame because I was doing some pretty cool stuff with the mod and it was my goal to bring a really cool, story-rich quest to skyrim. Unfortunately, Skyrim and the creation kit make camera animation unnecessarily difficult. I would like to think think that I have maybe tackled the problem as best as anyone could possibly do. I can only hope that the next Bethesda game will address the problems with camera control, actor dialogue, AI, etc. If they do, I'll be right there modding again. All that said, if you want to see what I have, send me a private message and I will send you my unfinished mod. -
Hi all, I am looking for 3D modellers, texture artists, and possibly animators to help create some content for an exciting mod that I am working on. The mod is a quest mod that needs some new characters and a few animals and monsters. For now I am making due by modding some existing assets with my limited modelling/texturing abilities. I'd prefer to have someone with some real art skills to do this part so I can focus on developing the gameplay and story content of the mod. The workload is not too heavy and will consist mostly of improving and modifying some existing assets, and possibly creating some new weapons and armor, and maybe a brand new creature or two. If you are interested, please reply here and/or send me a private message and I will fill you in on the details.
-
Recommend house mot? Not ridiculously over the top please.
tewlons replied to minidruid's topic in Skyrim's Skyrim LE
I use a few, but I'm also going to check out some of the suggestions here, becuase they look pretty cool. Also, this mod: http://skyrim.nexusmods.com/mods/18480 is worth mentioning. It lets you build the house yourself with customization options. You will have to collect materials to make the house. Once completed, it's a really nice looking house set on a waterfall. I found it fun collecting the materials and building the house, and after putting some effort into building the home, it feels more like home. If you want something simple that has all the crafting stations and stuff, Dragon Falls Manor is also a good choice. -
How to make custom npcs that use armor from a mod?
tewlons replied to thebeast505's topic in Skyrim's Skyrim LE
It's pretty basic. This tutorial walks you through creating an actor: http://www.creationkit.com/Bethesda_Tutorial_Creating_an_Actor . Then you just need to put the armor and sword in the actor's inventory and he/she will use it. Good luck. -
Any modellers want to make a Guybrush Threepwood character? That would be awesome!
-
Do any of you want to take a stab at voice acting a couple of scenes for me? I've got dialogue for two male characters and two female characters for a couple of scenes. As I said, I'm making a mod based on Final Fantasy 7. The first couple of scenes are written and implemented in the game (with subtitles). If you're interested I can send you some of the script.
-
I might need an Aeris and a Tifa for the Final Fantasy 7 mod I'm working on. I'm still not sure if I want voice acting for these characters since they are based on a game that was not voice acted. If I got quality voice acting that did the characters justice, I would definitely considering using it. I could also use some help with writing some of the dialogue and the story for the quest... I'm a programmer, with design skills and limited art skills.
-
Select/deselect Quests in the Journal via Script Command?
tewlons replied to MadRussian's topic in Skyrim's Skyrim LE
There is a script function that sets a quest active or not: http://www.creationkit.com/SetActive_-_Quest To set them all active, I guess you would have to somehow look at all the quests and determine if they are started, and then call SetActive. I haven't tried this, but I'm sure it can be done. The hard part I think would be getting an array of all the quests that could be started. -
Guess I should have searched for this before posting. It seems there are a number of mods that do similar things, but not quite exactly what I want. This one: http://skyrim.nexusmods.com/mods/3222 seems to be pretty close. I think I'll download it and see if I can figure out how to accomplish what I want.
-
I want a mod to minimize the HUD to almost nothing. It is possible to completely turn off the HUD in the game settings by setting its opacity to 0, but there are some things I would still like to see. I still want to know if I'm looking at an item that would result in theft if I activate it. The normal HUD displays this with the word "steal" in red in the middle of the screen. I think a less intrusive way would be to display a small, transparent icon in the bottom corner of the screen only when you are looking at a steal-able object. I want the text and button icon that display in the middle of the screen when you look at an object or NPC completely gone. I also want to remove the compass from the top of screen, or make it toggle-able. It's useful if you are trying to find an objective, but if I'm just wandering around a town or the wilderness, I don't want to see the compass. I want to be able to show subtitles, because a number of quest mods (including the one I'm developing) are not voice acted and rely on subtitles. However, I want the subtitles to be less intrusive. One idea is to only display subtitles for dialogue that is associated with the active quest(s). If I could do all of this, there would be no HUD at all unless you are looking at an object that is steal-able, have manually turned on the compass, or are reading subtitles for something that's happening in the active quest. Are there any existing mods that do this sort of thing? If not, how could I go about accomplishing this in a mod?
-
In making a new quest, I am writing a bunch of dialogue for multiple new NPCs. I do not plan to have them voice acted and want the dialogue to be displayed as subtitles. At first I thought I will just tell users to enable dialogue subtitles when playing my quest. Then I realized that this works for interactive conversations with the player, but it does not work for other types of dialogue, such as an actor participating in a scene. To see the subtitles for this kind of dialogue, the player must also enable "general subtitles." The problem with this is that it then displays general subtitles for all of the mindless random chatter that Skyrim NPCs say which quickly becomes annoying. I want to find a workaround for this problem. I can think of a couple of possibilities: 1. Force the game to enable general subtitles only when I need them for a scene, and then disable them again when the scene is over. It looks like skse has (or had at one time) a function called SetINISetting which could allow me to enable/disable general subtitles in script. However, when I try to use it in script, it doesn't compile, and I don't think the function actually exists. It's also not to be found in the skse scripting reference on creationkit.com. Can anyone tell me if it's possible to use it? 2. Have the end user enable general subtitles, but remove all of the mindless random chatter from NPCs. This is drastic. I am trying to build my mod in a way that doesn't change much about the vanilla game, but just adds to it. However, most of the generic NPC chatter is really annoying anyway, and if there is no other solution, I may choose to do this. 3. Bypass the dialogue system and display the text on the screen some other way. This would be the most flexible as it would not require the user to enable subtitles at all and wouldn't change the vanilla NPCs. The downside is that I might not be able to take advantage of some of the organizational tools for dialogue and scenes that are provided in the creation kit. I could live with that, but I'm not sure if this is even possible to do. Is this possible? Has anyone else tried to do it? Ideas?