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Posts posted by durge13
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Apologies for drudging this up from the depths but I thought the same thing, I've just got a new computer and I'm about to get back into Skyrim modding so I figured I'd start with a home mod based in this cave since nobody else has done it yet. A plus to using it is that there are technically no quests related to it, it's just a target for several radiant quests and should be removable from those lists.
Any specific things you'd like to see? I was thinking a hearthfire style system for fleshing it out, but all I've got in ideas so far is making the entrance defended by hired guards, possibly a unique armour set for them, same as city guards but the emblem/colour would different. The balcony at the end of the dungeon I was thinking would work well as a bedroom, re-built using new wood (who wants the old rickety stuff?) then filling with average priced furniture, didn't think the expensive looking stuff would fit. The typical crafting areas scattered around, and a 'cloud storage' system that is available from several points in the cave and hideout. Other than that all I've got for ideas is basic decoration.
So any ideas you, or anyone else, have about what could be built in the place would be helpful! If you want a quicker response shoot me a PM, I don't always remember to check the forums but I get PM's on both here and the actual mod side of the site.
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Well...not to self-advertize...but...I am working on it. Have been for months. I'll link it when it's done and uploaded but don't hold your breath as it's a while off yet.
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Hey I am working on a expansion to Skyrim which adds the Old and New worlds in a continent which is totally separate from Tamriel. Basing the mod in the era of the Great War, kahlan and richard and such do not exist yet but there will be confessors and pretty much everything else still and I would be very appreciative if you would allow me to use this for the mod? I am only in the planning stage and currently just gathering as much models as I can make or get permission to use which would be appropriate for this so any other help would be great too.
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I will have a swing at it, been learning how to import new armours and need something to try it out on that is more complex than basic cuboids. Will let you know if I manage.
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http://skyrim.nexusmods.com/downloads/file.php?id=9694
Ask the creator of this mod.
Why would he know? He doesn't work for Bethesda and I know for a fact he uses the same method I use for the conversion from 3ds max/blender to skyrim. The long and incredibly annoying process of running it through nifskope making the same damn changes every time is driving me nuts and it is pretty much the single reason I have not been able to complete 2 of my mods yet, both of which rely heavily on the custom models.
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What I would like to know (I have used the search function) is how Bethesda got their models from whatever format they were made in, into the Skyrim, and for that matter every game they made using the nif format. Clearly they have a way and are just not willing to share it with modders or else we would have much easier access to custom models. I tried google which for some reason comes up with all posts the exact same as if I typed "Skyrim DLC" instead of this or anything other than that. I also used the search function on this site and found no similar results. If anyone knows then that would be cool to know why they do not appear to FULLY support modders as much as they could.
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Having the exact same error message, cannot find anything other than this post on google (literally the only result is this). I have other mods which have sound and have worked perfect using the same method I used to create the sound I use when I get this error so I am doubting it is to do with the sound file.
Edit: did a few tests with other files, it is to do with the files, I will let you know if I figure it out.
Edit2: Out of curiosity, what program do you use?
Edit3: I figured it out, sort of, I was trying to use a file which is around 3 minutes long, reduced it to 5 seconds to see if it worked being shorter and it did so it has to do with the files length being too long, possibly to do with the file size too.
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Made a forumpost with detailed testcases at Bethesda's official forums in a desperate hope that some community manager will forward it to their QA department.
To put it short, creation kit searches for music in the last loaded .esm. If you add "update.esm" to creation kit when you edit your .esp, it will save the references to 01 (instead of 00). Then if you don't load Update.esm when you start Skyrim and leave your .esp first in the loadorder (so it is now 01), it will be able to find your custom music and you won't CTD.
In Creation Kit.
00 Skyrim.esm
01 Update.esm <--Custom music will be hexcoded 01, making them be referenced to this loadorder
02 YourMod.esp
In Skyrim
00 Skyrim.esm
01 YourMod.esp <-Custom music will be searched for here, and found, thus you avoid the CTD.
If your loadorder deviates from the above, you will CTD.-
I have seen a few explanations of load order in my years of using mods for tes series but that has to be the farthest from the truth yet. The way the load order is in the creation kit has nothing to do with how skyrim will detect the plugin, if it did you would not be able to share mods with anyone unless they had an identical list of plugins in the exact same order, the load order simply adds a 2 digit hex code to the start of anything from that plugin to avoid conflicting ID's when it comes to adding a mod from someone else with the same ID.
For instance say ModA has a staff added which uses the ID 1234, and ModB has a different staff which is in the same ID (1234), because both are on a different load order 'slot' they are assigned 01001234 for ModA's staff, and 02001234 for ModB's staff. So even if you use the same ID it will be different because the load order is part of a mods object ID's. The order of the mods is to do with which mod has priority if there does happen to be a conflict. Like if a mod changes the original Skyrim giant to be double the height, and another changes the same giant to triple height, whichever one is loaded last (or first I cant remember now) will have the change.
I am not sure if that made any sense to anyone but I tried to help and its the thought that counts :)
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I have been trying for the past couple of hours to set up custom sounds for a weapon, I have successfully gotten it to make different noises when equipped, unequipped, dropped, picked up and when it hits something or misses. The only thing I can't get it to do is make a sound when it is idle, I can get it to make the sound when idle by changing the equip sound to it but it loops constantly even when sheathed and I need it to only make the loop noise when in the players hand. Anyone got any ideas if this is even possible? And if so, how?
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Having the exact same problem, my mod is going to require a lot of sounds and I need to figure out this problem first to do that.
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Also looking for a response to this, nothing helpful comes up on google.
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I have the exact same problem but it happens on unedited ground with me too, usually when using a grass texture without the grass models for example, then switching to dirt path or certain other textures, nothing I do will let me put these textures there but others may work fine, I am pretty sure I had the same problem with F3 and New Vegas. Some of the Creation Kit bugs makes you wonder what it was like before they delayed it a few months to "fix problems"!
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Just want to add I have the exact same problem with a couple of differences, mainly that it only ever happens with mod added characters. I have like 170 mods installed and only have the problem on characters added by a few of those mods including my own so I am looking for a fix for this which apparently does exist but going by the lack of actual mods being the problem with a lot of the posts it looks like it could be another Bethesda problem to add to the massive list of things they didn't notice through the testing that I guess never happened before release. Really topped off the lack of answers when someone on another forum actually suggested removing the Data folder, you know that one that holds essentially the entire game in it? I mean come on even I know not to do that lol
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Getting this in varying amounts, happens constantly some times then flawlessly works the next, from previous posts it seems to be 64x OS's, hope this gets fixed, been happening to me since NMM was released...
Steam and Bethesda remove paid modding from Skyrim Workshop
in Site Updates
Posted
Modders are taken for granted, I hope you don't remove your mods but or stop making them but then on the other hand it might show these bullies that they deserve nothing if they give nothing in return.
Someone on Steam actually had a good idea that modders could have a group on Steam which only modders can join and only modders who submit something to the workshop could see others mods. Making it so you have to at least contribute.