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BlueSteelRanger

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Everything posted by BlueSteelRanger

  1. Ah, gotcha. Thanks, y'all! Now to get back to these lessons. Ethical mod-making practises, let's do this.
  2. I actually wasn't aware there was an update/upgrade going on with Nexus profiles. That's definitely something to look into, thanks! And...Hmm. Definite food for thought there, and I'd assume that if the mod author doesn't reply, to operate under "No answer means no permission granted", am I correct?
  3. Salutations, nexus! So, in my learning journey on mod-making, I have come across a puzzling conundrum. As we all know, the "Permissions and Credits" section of any well-described mod clearly names who, if anyone, is allowed to mess with, change, upload or update someone's mod. Now, here's the conundrum: I've come across a mod or two I'd like to either borrow assets from, or tweak/add something to/alter something with. I seek out the mod author's profile, as there is usually a nice big "CONTACT" button with which to contact said author via a Nexus private message. What do you do when that lovely CONTACT option isn't there? How do you contact the mod author to ask said permission, as per Nexus ethics? Thankee, Nexus! --BSR
  4. First, my apologies for the late-ish reply. Second: Thanks, y'all! For the present, as I'm navigating things, I was able to revert back down to Wrye Bash v.311, which is working perfectly. And yes, Webroot is bloody good. Almost TOO good, haha! But ultimately, when considering all options, I'd rather deal with something like this than have a weak shield and something genuinely serious happen. I'm going to keep this for reference, and if anyone else has a similar issue as mine, hey. Nexus got answers.
  5. Salutations! So, I have a rather weird (and infuriating) issue. As always, Mod Gods, if I'm in the wrong place, let me know. I updated Wrye Bash to its latest iteration (v. 312, according to GitHub). Except now, my antivirus program (Webroot SecureAnywhere) thinks it's a virus and will literally block me from using Wrye Bash at all. I've had to reinstall the bloody thing a dozen times, with a 1-in-8 success rate to even get to the point of running Wrye Bash at all. The blazes is going on here?
  6. @Russugar Are you looking for a particular weapon or set? I've found some *superb* collections somewhat recently.
  7. Salutations, y'all! So first, if I'm in the wrong spot, I do apologise. But I think I'm in the right spot. Ahem. I ramble. Anyway. So! In TES IV: Oblivion, there's a lovely mod here on the Nexus, that adds in a few lines of recorded dialogue to check for custom player races. (I think it got merged into one of the Unofficial Patches?) Anyway, at the beginning of the game, if you play a custom race, that Dunmer jerk we all love to murder in the DB questline Valen Dreth will say the following line: "What ARE you? Such a rare species they've caught in their cage. That just means they'll keep you even longer. It's even less likely they'll keep you alive. That's right, Freak! You're going to DIE in here!" Which, while I know I've likely got a bit of this quote wrong, I LOVE that little additional check for custom race stuff. I use it. All the time. However, in Skyrim, I've noticed something. I'm experimenting (learning) how to create a custom race myself. Play-wise, it works without bugs or anything, but ANY AND ALL dialogue that mentions race (Hadvar saying your remains will be returned to wherever, etc.) don't happen. Which of course, might be expected. Thus, my question: Does such a dialogue check mod / race-check mod exist in any of our Skyrim SSE/AE mod collection?
  8. Okay, lemme see (pun intended) what I've got here.... GAH! The xcf was lost. D*mn. I still have that original image. I'd be willing to PM that to you. ETA: I have its original graphic! Found that!
  9. That's the exact one, yes. Sorry, again, my reader is...sadly less than at its fullest, so it will not be as fine as I'd like it. Aaaaaahhhhhh, I have only its .dds and POSSIBLY an .xcf. I have never dealt with resolution-related stuff, honestly, so I'm not sure how to upgrade that. i DO have the absolute original template image from which I drew the necklace texture from. It was a blueprint for an actual, real-world pendant I had made.
  10. Oh, bloody... ::facepalm:: I love it when my reader tech misses sh&t. Aye yi yi. This thing reads off the description and misses the blasted spoiler tags in the freaking tutorial. I swear, I need to update the stupid thing again. There are days when I despise the fact my eyes do not work. All right. Meshes folder. Got it. Textures folder. Got it. BSAunpacker, got it, checking it. Crossing my fingers that this time, JAWS bloody did what I told it to. https://www.nexusmods.com/oblivion/mods/51120
  11. Oh. And here I went and learned (I think?) how to do the BSA thing. Well, I probably needed to learn that anyway for practicality's sake. :) It's always good to know, right? The file list (BSA is the third one down) https://www.nexusmods.com/oblivion/mods/51120?tab=files
  12. Hmm, wait. I have a backup copy of the mesh and texture by itself. Is it possible to create BSA's or upload the mesh/textures by themselves? I know, probably a stupid question but I am still indeed learning and have not yet learned how to make a BSA.
  13. Doh! And I, like Homer Simpson, just had a "Doh" moment. Here, it's in my Player Home mod. In-game, you can find it in the tower's chest and bedside jewellery box. In the Kit, it's labelled as a "BSRNightRunner" object. https://www.nexusmods.com/oblivion/mods/51120
  14. Salutations, Nexus! So, I was directed here since I lack the skill with Blender. I have a piece of jewellery, a necklace specifically, that I managed to make in Oblivion. I'm kind of proud of it and the design itself has personal significance to me. I have the extracted mesh and texture. Might i request assistance to essentially translate this item from Oblivion and stick it into Skyrim? All the best, --BSR
  15. Ohhh! Hm. With Oblivion, it was, for me, a matter of learning how to extract and match the mesh with the texture. If the system works in a similar fashion, I think I could easily learn it. Blender...might be a challenge. I couldn't get it to run with my blind-adaptive programs. I may well try again though, since I did go through a machine overhaul/replacement recently. Thanks, y'all!
  16. Hrmm. I'm not one to use bodysliders or the like, so I'm working with a vanilla body sets. I specifically DO have the meshes and textures from my Oblivion thing backed up to a non-game folder. Alas, I do not have Blender, nor do I have the skill for that. Hrmmmm. The thing I want to put in Skyrim the most is a simple necklace I did.
  17. Salutations! So, I've gotten Skyrim Anniversary Edition after a couple of years with Oblivion (I LOVE both Oblivion and Skyrim, can't make me choose!). I've gotten my feet wonderfully kicking with Oblivion mod-making, and now, I have a thought. Is it possible to take something I did from Oblivion and stick it into Skyrim? Something small, like a necklace/ring/clothing set. I have this necklace/ring/clothing thing that I'm kind of proud of and I want to put it into Skyrim. Is such a thing possible? Yes, I know, I'm starting small here. I have a feeling the Skyrim AE Creation Kit is a bit...different from the Oblivion Construction Set. Sent with Elder Scrolls love, --BSR
  18. Oh, that's awesome. it sounds like if I just get this first quest thing figured out, I can do the others.
  19. Hmmmm. Ultimately, I want to do a little questline to get into the worldspace I'm creating. I'm even looking a bit into possibly creating a guild but... Later. Later. I've got my NPC's, first home (the one in Tamriel) done. Some extra spell goodies, potion goodies also in progress. FIRST QUEST: --Go fetch a replicated amulet for an elven guy. SECOND QUEST: --You find a different thing during Fetch #1. You should be able to ask about it and begin Quest #2. In Quest #2, you find SEVEN items which, together, should allow you access to my Worldspace. THIRD QUEST: --In my Worldspace, you meet a group of new NPC's and must rescue one of them, who is a ghost, from a prison. POSSIBLE FOURTH QUEST: This is where I'd place the guild idea if I'm able to do it. But, after Quest #2, finding the seven things and combining them/putting them together, New Worldspace is opened up to you. Worldspace is planned to have two Player Homes. One more humble, the other more extravagant. Quest #3 is entirely optional within the Worldspace. Is such a thing possible?
  20. You can do that? Whoa. I should look into that if my thought of "House as a reward" can work. Okay, so SetStage IS essential then, it sounds like.
  21. Hmmm. I think I will try that. I may alter this thing so it starts when Player picks up a book/newspaper. So, let me see if I have this right. Quest: Start Game Enabled (yes). Get IsPlayableRace (yes), GetInSEWorld (no), Quest Priority (I'm guessing 60 would be good to start with?). Stage 0 = nothing yet. Stage 10 = Pick up the paper / hear someone talk about Quest Giver (Topic Added) Stage 20 = Quest Giver does his spiel Stage 30 = Fetch the Thing Stage 100 = Happy Quest Giver, Player gets a cookie, Stopquest script goes and you're done. In the STAGES or is it the TOPICS that you need the "SetStage == (next stage to trigger)"? Is it possible to test in-game individual quest stages? (As in, to make sure they work/trigger)?
  22. Hmm. As of right now, I can't even get the starting dialogue to trigger. You know, the part where you meet Quest Giver and Giver is supposed to have "Go get my thing" in the Topics list with Rumours, etc.
  23. There is one script to the Fetch Object to move the story along. As in "You have the Fetchy Object, now go return it". That's really it, unless the "Setstage" bits count? You know, "Setstage 10" to "20", etc. in the "Result Script" section under Topics. Or is that not always necessary?
  24. Salutations again, Nexus! So I've been stuck in my mod-making for a couple of weeks now and it's honestly, infuriating at this point. I've tried following tutorials on UESP and Chorrol-dot-com, and even TESAlliance. They're all usually quite awesome re: tutorials. I've learned a LOT from them and here alike. I've got a big idea/dream to create a decently sized mod with a couple of Player Homes (three), a Worldspace, NPC's friendly and not and even a possible guild-and-questline. I know. Big dreams for little britches, right? Haha. Except now, I can't seem to do this. Like, at all. It fails. Every. Time. I've got the quest giver. I've got the "Thing To Fetch". I've got baddies to kill in order to get the Fetchy Thing. I've got the Conditions (IsPlayableRace, NotInSEWorld, the specific NPC being able to say the questy stuff). I've had either "Nothing triggers at all" or, in a worst-case scenario, a Loading Screen Freeze. I'm kinda losing hope here. How in the world do y'all conquer this? Love y'all. --BSR
  25. Update: I'm sad to report that the attempted Teleport tome crashed my game. I fear I may have to remove it altogether. I should note that I tried DoOnce and I tried replacing "Spellgiven" with "addspell". The CS didn't throw any errors at me, and my load order (LOOT and Wrye Bash) didn't seem to detect anything untoward. However, when I tested in-game, the books crashed me out. I've reverted my working three back to the scripts I started with -- they're good. Example: One of my successful three Spell Tomes is "Field Medic". Its script looks like this. Another unexpected update: Y'ALL! Y'ALL! IT WORKED! THE TELEPORT SPELL WORKED! I accidentally took out another spell of mine (but I can put it back in easily. And it's just a semi-cheaty "Keep you alive with ridiculous health" thing). I reverted back to a very short script I had originally used and moved it from a BOOK to a NOTE/SCROLL-type thing. A "letter", essentially. And it worked! No crashes, no bugs, no freezes! Here is the Teleport Spell script: Here is the script I put on a NOTE instead of a full BOOK:
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