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Unedjis

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Everything posted by Unedjis

  1. Nevermind, I just found out in game that the white outline around inventory slots doesn't mean anything because you can still add more rows to a maximum of 48+21 for large variants and Exotics, so now all I'm gonna do in my mod is increase the slot maximum for small and medium variants so you can upgrade any ship you like to 48x21 if you so please. That should be a LOT easier than I originally thought. Edit: Turns out it's not and I have no idea how to do it.
  2. Hi all, I'm posting here in hopes this forum isn't as dead as it looks. After about 300 mod-free hours in No Man's Sky, I can no longer resist the urge to shape the game more to my liking - which goes in the opposite direction of what 90% of available mods do, and that is make it a bit harder while maintaining or increasing diversity. My first major (?) project will be an overhaul of the ship inventories. I am aware that Slots Overhaul exists, and while it certainly sounds better than the Vanilla system, I would prefer to go in a different direction and use a different approach. As far as I understand Slots Overhaul (without having tested it ingame because apparently it doesn't work with the latest update and I can't extract the .pak either - gives me an error), it gives every ship the maximum possible Slot Layout (I'm guessing the one from the Large Freighter/Fighter/Explorer - doesn't really matter) and then handles how many slots a ship has unlocked through the class of the ship (C has the smallest amount of slots, S the largest, no matter which ship model). While this is cool because you can get a 48 slot variant of your favorite design (even a small Fighter), it is not what I want. What I do want is the following: 1) Each ship type has its own inventory:tech ratio, so for example Haulers have a lot of regular inventory slots but fewer tech slots, while Explorers can't get up to 48 inventory slots but might have more than the Vanilla maximum in tech slots (i.e. more than 14 when fully upgraded). 2) The number of starting slots of each ship that spawns isn't much different from Vanilla, i.e. small Fighters/Explorers start with 15-19 slots, medium variants with 20-28 or so, and so on. 3) BUT no matter if the ship is small, medium or large, it should be possible to upgrade it to the maximum number of regular and tech slots that I will assign for that ship type. I know how to do 2), that is pretty straightforward (in INVENTORYTABLE.EXML). However, 1 and 3 involve a component called LayoutSizeType - at least that's what I think. If I interpret that correctly, this determines which slots lie within the white outline that indicates the maximum upgrade size. What I believe I could do would be to just take one of the existing LayoutSizeTypes, i.e. DrpLarge for a 48 slot Hauler, and possibly ShtLarge for a 40 slot whatever (taken from the Large Shuttle that never spawns ingame). However, I would like to have the option for more variation there, and I don't know if that LayoutSizeType goes for regular slots AND tech slots combined or if it's separate (I assume it's combined). Essentially I want to create new LayoutSizeTypes that define new areas on the 8x6 inventory/tech grid, but I have no idea if that's even possible or where to look. Would it be in art files because it requires special textures or whatnot? How would that art file be integrated? And in that vein, would it be possible to give a larger layout than the 5x5 one to the Exotics? (Exotics' disappointingly small inventory sizes are what gave me the idea in the first place. I am not swapping out my 48 slot Fighter with a tiny Exotic that would be completely filled with Tech to be able to compete. I know I could just edit that in the Save Editor, but that feels like cheating and I don't do that.) I hope I've made myself somewhat clear to more experienced modders - I know you're out there, somewhere within the 700,000 LY radius from the Galactic Core. ;) Cheers and thanks in advance for any replies, Unedjis
  3. This. Kidding. I can totally understand (haven't done any modding myself for over three months even though I *really* want to finish my project), so I'll just have to accept that my balls are now blue. I wish you the best of luck and look forward to your next bout of mod-related creativity.
  4. If you are using SSE Fixes to deal with fps drops and get a CTD opening the map there is a new version of SSE Fixes available. Thank you, stormymiller, that one fixed my crashes. :) I had forgotten that I had this installed. Also, Hammet's Dungeon Pack seems to be running just fine for me?? Haven't been inside one yet since the update, though.
  5. Did that, didn't fix the issue. But it certainly is a good idea to clean them again.
  6. Ah, this is interesting new info, thanks! Now at least I know where to look (QD Inventory and Custom Favorites Menu).
  7. Having the same issue, not using any of the mods mentioned here, no SKSE installed yet. Way to go, Bethesda, giving us an update nobody wanted in the first place, which on top of that prevents the game from even loading. Reminds me of Origin, which is never a good thing. Idiotically, I did *not* back up my game folder before the update, even though I saw issues like that coming and there are several backup tools on the Nexus already. Description of what happened: - Started Steam, waited for the update to finish (quite small, some 140MB) - Launched SSE, froze at the Bethesda screen (so not like a missing master CTD *after* the Bethesda logo) --> Ctrl+Alt+Del --> error message on desktop (the usual .exe has stopped working crash report thing) - Ever since then, it just CTDs without error message even before the Bethesda logo becomes visible (the sound starts for half a second though) I'm honestly too lazy to troubleshoot this savegame. It's over 400 ingame hours old with not much to do left, and I've been waiting since March to start a new game with a functional, non-alpha SKSE plus associated mods, so I guess I can wait another month or two and then come back with a fresh install and new mod list. Either way, here's my load order in case anyone has the urge to fix this issue for all the others who are facing it, and needs some data: I'm seriously considering going back to Oldrim and dealing with the memory crashes. Which is a shame, because until now I was of the opinion that SSE would surely develop into the better Skyrim thanks to its amazing stability (maybe 10 crashes in 400 game hours, compared to at least one crash per hour with Oldrim, even with all the stability enhancing tools installed), plus SKSE finally making its way there. And now Creation Club is here, and mods whose authors leave or simply don't have the nerve and time to keep up with the frequent updates will become unusable pretty quickly. Why does money have to ruin everything.
  8. Gonna be some time coming still. Imma be on vacation until mid September, and I'm not taking my laptop, so no modding progress to be expected. ;) Here's a photo gallery from my development process though. It's incomplete in that I have by now (visually) finished the interior (some script-dependent functionality and a bit of reverse cleanup to make it feel more lived-in is still missing, and I gotta re-do the lighting for the 4th time because I still can't get it flicker-free thanks to the open layout and big wall/roof tiles) as well as much of the exterior. Still gotta navmesh the exterior though, and that's gonna be a nightmare. I'm really curious as to how your project will have developed by the time I get back. I'm also gonna play-test it and give you feedback on the layout or whatever I feel like mentioning, if you want.
  9. Jeez, you're, like, doing the same thing I'm doing (sort of, I don't have the time to work on my project a lot). I'm also working on a house-and-quest mod with Mass Effect-style decisions and tough choices with potentially catastrophic consequences. Phase I (making the house fully functional) is nearing completion, but that doesn't mean I'm ready to release it anytime soon. Funnily enough, I also want to make a pre-release page for playtesting and organizational (and hyping) purposes. Can't stand when (especially new) modders release half-finished stuff and designate it WIP (while the title suggests it's a full and stable release) but it never makes any more progress because they're hitting some snag that makes them stop. Patience is a modder's greatest virtue. So, yeah, I'm hard for it. Mostly for the quests, if you can actually pull off a good storyline with little to no cringe factor. Castle style player homes aren't really my thing, but I guess if the quest is good enough (or rather, I care about the NPCs), I'd still use it because I feel connected to the people there. (Like it was with The Forgotten City, where I was pretty sad when I couldn't move into a decent player home after finishing the questline - every single one of the characters in that mod gets more exposition and therefore sympathy than any Vanilla character, except maybe Serana.)
  10. Hi! I'm currently building a Thirsk-themed house-and-quest mod, and Phase 1 (making the base house fully functional and ready to be used) is nearing completion. However, the lighting is still giving me lots of trouble, as I have a very open layout and can't use occlusion planes or JIT lighting, and I don't want to resort to the one-light-to-light-it-all solution because I love the shadow casting fireplace, and the light/shadow contrast effect (see page 4 of the linked gallery) would be destroyed if I used one big light for everything. To combat the lighting problems, I have replaced most of the larger meshes with smaller equivalents, and for the most parts this works just fine. However, as I am using the Jorrvaskr tileset, there are some tiles that I simply cannot replace with anything else, and they're large enough to inevitably be hit by too many light sources, so I get flickering issues. If anybody would be willing to help me out on this one (and maybe release it as a modders' resource or something like that), I would be forever grateful. I cannot do this myself because I simply do not have the time to learn how to use Blender or 3DS-Max. I don't know for sure how much work cutting these meshes into 256x256x256 blocks is, but I assume for someone with experience in 3D modelling, this wouldn't be a workday-long task. (Correct me if I'm wrong.) Anyway, here's the list of meshes I'd need cut up into smaller pieces: WRIntCHCorInL (horizontally cut) WRIntCHCorInR (same) WRIntCHRoofSlope01-03 (vertically cut in the middle --> left/right) WRIntCHRoofTopSlope01-04 (same, possibly crossbeams separate) WRIntCHRoofTopStr01 (same) WRIntCHRoofTopStrChim01 (same) WHFireplace03 (chimney separate, possibly in 2 parts) Had I known just how much trouble the lighting would give me, I would have resorted to a different base layout and tileset, but as it is, I have put over 150 hours into this, and I would hate to have to scrap at all that work (it's my first big mod, so I have to learn everything as I go along) because the perfectionist in me hates the lighting too much. Cheers, and thanks in advance for any help, Unedjis Edit: If anyone knows of a better place for me to ask, please point me there, as I doubt I'll get much resonance here.
  11. Sorry to necro this thread, but I'd also like to know if you meant you can steal and resize a collision mesh in Nifskope (or if you're referring to using Blender (tried that, failed miserably to do literally anything with it even with tutorials). Stealing collision from another mesh using only Nifskope can't just be a matter of copypasta because that always fails for me, or I'm doing it wrong. And resizing seems to be either impossible or a reeeeally big secret. Edit: Duh, brain no worky today. Actually watching the video helps.
  12. You'll probably still run into some bugs even with the USSEP. None of them are unfixable though. I recently won the Civil War for the Stormcloaks (and I also used Civil War Aftermath, very recommended to get rid of the stupid essential legates in the Imperial camps), and I ran into three types of bugs: 1) The "reporting in" option didn't show up. To fix it, fast travel to the encampment where you're supposed to get the new quest from Galmar. 2) Combat music after some battles didn't stop. To fix it, hand in the quest (thereby completing it). 3) One Imperial soldier gets away after a battle. Hunt him down. Follow the red dot on the compass until you find him. Use tcl and tgm for fastest results and to stop him from running. Sometimes they teleport though, which makes it harder to find them, plus they might be invisible. Fus Ro Dah or other AoE shouts/spells are your friend here. I didn't have any problems obtaining any of the houses, although I only ever first entered an enemy hold when I was assigned to liberate it. So I never met the Imperial thanes in any of the holds except Solitude because Elisif stays.
  13. I think it's because we're so used to free mods that we don't want to give up that "right" without a fight. Just like any freedom someone gives us, we don't ever want to have to give that up once we have it. But what I fear is that the introduction of paid mods to the existing title that is Skyrim might pave the way for future titles to ONLY allow mods behind a paywall of some kind. Now, of course we'll always find ways to provide and get that stuff for free, but should Bethesda decide to stop supporting mods unless certain stricter (and for them profitable) criteria are met, they would take away what makes their games so great, and they would basically villanize our collective creative genius if we want to provide it for free but they only allow it for some kind of fee. Modding Mass Effect is a nightmare in every way (both for mod authors and users), I don't want to have to go to those troubles with future Elder Scrolls games.
  14. I'm also quite ambivalent on the whole thing. What I really appreciate is that Bethesda seemed to listen to the constructive parts of critisism by her user base during the Steam paid mods sh*tstorm. Their current approach does seem reasonable. I've recently crossed from mod user to mod "developer", and that has made me realize just HOW much time and effort is involved even in things as simple as a house mod. So far I've put about 80-100 hours into my house mod, and I haven't even finished the interior, although of course I still need lots and lots of time to learn everything, so an experienced modder would probably achieve the same in some 20 hours. If all goes well and I get my house up-and-running from an aesthetic and usability standpoint, my plan is to incorporate it into a rather complex quest and story arc, which would require me to find voice actors. And that's where money might come in. Being the perfectionist I am, I'm not going to settle for noticeably amateur voice acting on bad equipment, and where am I, as a newcomer who doesn't have the backing of tens of thousands of endorsements, to find people willing to sacrifice considerable amounts of THEIR time to voice the dialogue I write - for free? So some form of payment would probably have to be brought up, which is beginning to make it hard for me to justify. I'm already putting most of my spare time into my mod, but am I also to put in my own money without any chance to get it back? I love the modding community, and I'm willing to contribute my part, but ... time AND money is a little much to ask of a content creator. So I'll probably have to settle for less-than-perfect, or be lucky and convince one of the really talented VAs we know from other mods to contribute to mine as well. In comes the paid content. Now, of course being the newbie I am I wouldn't be accepted by Bethesda into the Creation Club, BUT: others will be. And others will have the chance to make *real* quality content because they don't have to beg for 4th party contributions - they can pay for them (or rather, have Bethesda pay for them). And this is, in my opinion, the strongest argument in favor of the new form of paid mods. (And really, they should just have called it DLC with independent contributors or something and they'd probably get only half the backlash as they do now that they again seem to threaten the Holy Grail that is free mods.) HOWEVER I have one major concern about all of this that you, Nick, haven't mentioned in your arguments, and I haven't seen it mentioned anywhere else yet (although I admittedly only watched the videos on it by MxR and Gopher). And that is that to me, this new attempt at introducing paid mods might just be the next logical step toward banning free modding from future Bethesda titles. Bethesda might just use this to test the waters, to prepare us as the modding community to meekly accept that future games might not have free modding tools anymore, that the only way to publish mods legally is through their own Bethesda network, and charge mod users for access in some form. I don't have the legal or economic knowledge to know if this is a real danger or just some Skooma-provoked conspiracy theory, but given that over the past year we have become so numbed towards ... interesting political developments all over the world that we just shrug our shoulders and do nothing when the inevitable next "scandal" pops up, I fear that this might be a calculated move to eventually completely take away something 99.99% of mod users (according to Nick's statistics on donations) perceive as their unalienable right: free mods. I want to be able to continue to build my own perfect game that suits my own specific tastes (and those change from playthrough to playthrough) with literally hundreds of different mods. I won't be able to do that if I have to pay for all of the 194 mods in my load order, even if it's just 25 cents each (and it won't be less than $1 for each). I'm not worried that Skyrim will suffer this fate (go Nexus go), but I do fear that future Bethesda titles might.
  15. Ah okay, that makes sense. Haven't gotten to the point of re-packing my mod yet, so I haven't really gone into detail on how that works yet either. I might have a follow-up question or two when that time comes. Thanks for the insights so far! :)
  16. Okay, thanks. Sounds tedious to me but if it works that's cool. Is there any practical downside to having loose files other than disk space and possibly unreliable testing (because mod users generally don't have loose files)? For the latter I have a different (older) laptop that I don't use for modding but just to actually play. (Got a huge mod list there, too, so if a mod works as intended with that setup, it'll likely work for other users as well.)
  17. Hey there, In an effort to clean up my data folder and start over, I deleted the one with modders resources and the unpacked BSAs that I had before, and re-imported the "clean" folder with just the BSAs. My question is, do I *have* to have loose files if I want to change the .nifs of some objects or is there a way for the files to show up directly in the CK? You know, when you double-click an object, then "Edit Base" and want to select a new .nif there is no Meshes folder (or it's empty) unless you unpack the BSAs first and copy their contents into your data folder (resulting in more than twice its size, not that disk space is a problem -yet-). I suppose it's a stupid and obvious question, but I can't seem to find any answers on THE GOOGLE. Thanks!
  18. Darkfox's tutorials are among the best out there. I'm learning the basics, too, and he's been the most helpful of all. Huge props. Very detailed, always on point, brilliant explanations, covers almost all of the basic topics.
  19. Okay, so I think I can build *most* of the house from the Jorrvaskr tileset, but for some reason there is no WRIntCHStrSlopeLWall, only a WRIntCHStrSlopeRWall. Since the CK has no way of flipping a mesh, I tried to do it in Nifskope, which didn't work, so I'd have to use Blender to do that - problem is, I can't seem to import .obj files into Blender. They appear in the sidebar on the right, but in the render window there is no actual object. I'm using the latest version of Blender (2.78b). Does anyone have any idea how to fix this?
  20. Hello Nexus! I'm currently in the process of building my very first player home as a training ground for a much more ambitious project, Unique Hearthfire Homes (which is supposed to give *real* customization options for each of the homes so you don't get confused anymore which home you're in right now and where you've left your kids). As a base layout, I chose the Thirsk Mead Hall from Dragonborn because I instantly felt at home there after doing the quest and I think it's a very beautiful thing. Problem is, it consists of ONE .nif for everything (floor, walls, roof beams, ceiling). This causes a number of issues for me: 1) The interior and exterior don't match, especially when it comes to windows (the exterior has a lot more windows). I could cover up the missing windows using pelts or whatever, but the more elegant solution would be to have a wall with no windows in it and get the windows as an extra mesh to place at my convenience. 2) Lighting. This is a huge PITA already. With the walls and stuff all being the same model, I can only place five (four if I want to allow the player to carry a torch or magelight) light sources in total because they all hit the walls or floor or roof beams. So far I've only done the kitchen, and the kitchen ground floor has 3 lights already, and the windows are still unaccounted for. Plus, I've inserted a first and second floor in the main hall and a first floor in the kitchen (additional storage plus bed for a cook/maid I want to enable the player to hire), and that needs at least three more light sources as well if I want to keep it realistic but not pitch dark. Which means I'm already getting flickering lights even before I touched the main hall at all. I would very much hate to have to resort to the vanilla strategy of placing a million candles and torches but just one general light source for all of them. Sooooo basically I would need a cut-up version of the interior so that it consists of three parts on the y-axis (vertical), five parts along the length (z-axis, horizontal) and three parts along the width (x-axis, horizontal). Alternatively, and probably the better solution in the long run, cutting out the individual building blocks (wall segments, window frames, window panes, individual beams, floor tiles, ...) would work as well (and help me when I want to make it buildable in-game). I've downloaded Blender to do just that, but so far I haven't even managed to load the exported .obj in that program (the object doesn't show up even though in the sidebar it says it's loaded), and I understand now why there are graphic design courses at university to learn that stuff. (Translation: It's not something I'll learn in an afternoon.) My question therefore is, is there anyone here who is knowledgable in 3D modelling and willing to do that for me? Or show me how to do it? (The YouTube tutorials I've found so far don't cover exactly what I want, which is to cut up an object and save its parts as individual meshes to serve as building blocks in the CK.) As a first impression, here are some screenshots of what I've done so far. I guess anyone contemplating to get on board with a noob modder would need some sort of preview of the mod's quality. I know chances are slim because it's probably more work than I imagine even for someone who knows their way around 3D modelling, but here's hoping that someone might actually be willing to help me out. If so, shoot me a PM for details and whatever else you or I need to know. Cheers and thanks for reading! Unedjis Edit: I know Just in Time-Lighting exists, but since this is all one room where every light can be seen (at least indirectly) from any point, it doesn't really help, unfortunately. Edit2: It just occurred to me that the devs must have built the hall from existing tiles, so I'm currently looking through the data folder and I believe all of the building blocks are already there, I'll just have to find them and give them the right textures. Maybe I won't need help after all.
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