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iamLiveBait

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  1. To be honest I am not sure if there are any societies that police grammar. In the United States of America, speech is not policed; on the contrary, it is free (well free to a practical extent). I understand not everyone speaks English as their first language. That is why I believe it is important that those who do speak the language provide good examples for those trying to learn the language... especially in environments (such as online forums) where lots of non-native speakers can interact with them. Wouldn't it be awful if you were learning a second or third language and the only real world examples you had to go on where lazy half scrawled sentences? The point is that the original poster was lazy. Native speaker or not, he was propagating a cultural archetype that I disagree with. He was blending the evolution of efficient communication with the emulation of expression used to maintain a specific image within lesser educated demographics. Which is his right. It is also my right to provide an ultimatum involving the withholding of information as a consequence of his behavior. P.S. the mod you seek is publicly available (I use it myself), but it has nothing to do with that YouTube link.
  2. Yeah... otherwise I imagine this mod would have been made a long time ago.
  3. If you rewrite your post with correct grammar and spelling, I will tell you the name of the mod.
  4. What I have: ~ Professional voice actors, ~ Narrative design experience, - Contractual ghost writing experience (obviously I can't disclose the projects I've worked on, unless you have an agent, then my agent can provide your agent a reference. [i know its complicated]). ~ An immersive, easy to create, Necromancer origins quest (fully detailed). - the story line is designed to segue in and out of select vanilla skyrim quests in a seamless immersive manner. - the mod and quests will focus on an alternative and binding paradigm for playing the game, (while focusing on strategy and manipulation rather than hack and slash game mechanics). - This will (should) not restrict player customization, it is simply designed to add depth to the roleplaying experience. - the story line is designed to get the character close to the point for the Undeath mod to begin. What I need: A small team of modders with creation kit and papyrus experience. - All members must understand how to work as a team. - Yes I understand that some narrative design will have to be sacrificed based on the scope of limitations in CK and Papyrus. - Yes I have programming and game editor experience. No I do not know papyrus. Yes I know the basics of Creation Kit. FAQ: Q: If you have narrative design experience, why waste your time on a dead game? A: Because Skyrim. Duh. A.A: As a Narrative Designer I am often forced to create narratives within a predefined template. (That means I don't get to exercise my own story ideas, I just have to take "someone else's" story idea and make it not complete garbage). They say: Write me a quest about three little pigs and a wolf. I say: Blow me. (then proceed to make an interesting and engaging quest matching their criteria). Q: I've always wanted to be a Narrative Designer, can you help me become one? A: Sure, just close your eyes and stand next to this cliff. Q: Duh, you haven't said anything about this Quest, Mod, Storyline-thing other than it is Immersive and about necromancy. A: That is a statement not a question. Q: Okay fine, what are the details of the actual quest and story? A: I have no intention of posting that publicly. Contact me privately if you are interested and I will reveal my If you are interested in joining the team, reply here or send me a message. If you are not interested but think you have something witty or worthwhile to say, then make like the big bad wolf and blow me.
  5. Welcome to Nexus, where instead of actually providing a solution, users just call other users' ideas/problems stupid. Clearly, the fact that carts are both lethal and devoid of the same gravitational constraints as most objects is a causing the game to be less immersive and plain annoying to this player. Most likely to other players as well. Your non-solution isn't exactly helpful, it is just condescending and pedantic. So why did you even post this comment? I won't make the mod, but if you have creation kit I'll explain what to do: Make a backup of your data folder (just in case) Watch a youtube tutorial on the intro to creation kit. Once you have a general idea of what you are doing and have creation kit loaded and ready to go: In the cell view window, navigate to the worldspace tamriel, then double click "Riverwood" in editor ID list. - This will take a second to load the world space, click "yes to all" or "ignore all" to any errors that pop up. Once you have the cell view open, find that cart, and double click on it. - To move your camera click and hold the middle mouse button to drag the camera around and use the wheel to zoom in and out. Once you double click the cart (not the cabbages inside) it should pull up a reference window. In that window check mark the "Don't Havok Settle" box. Then navigate to the scripts tab in the reference window: Click add, then find and select the: defaultDisableHavokOnLoad script. Once that script is added, click on it and click properties. Navigate to (havokOnHit) and highlight that property, Click edit value then leave the box that says havokonhit unchecked (that sets it to false). Then file - save and next time you play your game that cart should not move. ​Unfortunately, you will have to repeat this process for every single cart in the game. (though there could be a way to change them all at once I'm not sure). Have fun.
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