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HaveFaithQ8

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Everything posted by HaveFaithQ8

  1. Well, the mod takes priority over another if down the list. They might conflict due to scripts and maybe even locations. For me, it was a matter of sorting the mods using LOOT and putting related mods together such as (Extra encounters, Extra enc. dawnguard, etc...). Also I had to delete wyrmstooth since I believe i had ctd issues with it. Helgen reborn requires you turn it on after finishing the opening quest so I personally avoided it. I don't think there is much strain with these type of mods, especially ones in new lands. You might have to take a look at the CK if interested; i'm no pro.
  2. Yes, I suppose you are right. Saying it is a "moral standard" is simply rephrasing things and trying to make donations mandatory on some level. Guess it will have to be from the people if it were to happen.
  3. Dear members of the nexus modding community, It is clear that the majority of people do not endorse paid mods after all that has happened on the steam workshop. I, myself, believe that mods are the poor man's alternative to keep buying new games, and that modding is a beautiful, creative art-form which can connect alot of people of mutual interests. Not only that, but the reason I got a degree in Computer Science was because of modding in Warcraft 3: The Frozen Throne. The question is, how do we pay back the authors even when it is not expected (general statement considering the nature of free mods)? Should there be a moral standard? I, at the very least, believe that this should be done: 1) Endorsing mods 2) Possibly voting With regards to the donations, perhaps a 0.33$ to 2$ minimum on one's favourite mods if able. I don't have a current source of income as a recent graduate, however I believe these amounts would definitely not hurt especially if one has a source of income. I personally have not donated yet (I definitely should have in the past with stable income), but plan on doing that once I get a stable source of income or at the very least a few mods. To summarise: 1)Endorse and/or vote good mods 2)Vote your favourite mods 3) Donate for favourite mods, ranging from 0.33$ - 2$ minimum I see this as a way of making modding community flourish as well as increasing the small amounts of donations I hear about. Would this be a good idea? Or is the idea of monetizing mods on any level a bad one?
  4. Sorry for taking a long time not responding guys; I have been through a rough time. Since I have been suffering from health problems that affect my ability to use my hand/wrist, I will not be able to partake in any programming or any extensive testing. Could always help offer suggestions. I really like the whole follower-client idea though!
  5. If you failed to notice, i mentioned an MMORPG being pretty much extremely hard and pointless. This project has been going on for years and it is still not done (trading, animations etc..), and it has restrictions like only making it work via steam. This design is much easier than re-coding the engine (if it works); and is focused on a more isolated experience between few players (1-5). However managing synchronization is still a living hell. Unfortunately, not everyone wants an MMORPG when the elder scrolls online is coming up, as wonderful as an idea it may seem. Titanis (don't remember his exact name) is striving for a more co-op experience, but i believe if everyone works as a team this is possible (rather than an even harder MMORPG version of Skyrim).
  6. Definitely, I think atleast a petition should be done for such a feature. It will take a long time until a new Elder Scrolls would be released; that is if they aren't working on the latest fallout now. The custom animations are definitely a problem, but perhaps there is a systematic way to synchronize all animations? I wouldn't know. Either way atleast the vanilla animations need to be synchronized, and then make it so that any mod with extra animations... not be compatible :/ Other types of mods would still work, even weapon mods since the animations don't change though :)
  7. Hello everyone, Being a new member in the forums, I would really like to help out in regards to an extremely desired mod - a multiplayer feature for skyrim (2 players preferably, to simplify things). I would like to suggest a possible software design for such a mod, albeit a really simple one at that. This design is not to include a rewriting of the game engine, which is tedious and pointless - even skyrim online still didn't incorporate trading etc... Network design - Now, first of all - there will be a host, and a client which connect via a VPN (virtual private network) through the software Hamachi. Where will the world they both play in you ask? Simple - the host's world. Managing synchronization - What I was thinking was more on the lines of editing the client's save data to match exactly the host's save data except in regards to the character. Make it so that when the multi-player software launches, they both are at the same time, positions (collision detection will probably make it so they are distanced) etc... Unfortunately I have no knowledge in synchronizing animations, but since they are in the same world it should be somehow easier and plausible; some people said that Skyrim's engine simply doesn't allow for multi-player if both players are in another world or whatnot, but this may just work. Trading can be done via database(s), which changes both players save data in real time. Since the client is in the host's world, the host's quests will be the one in action - no need to over-complicate matters. Possible limitations - 1 - Bugs will occur, what if player 1 uses the wait function etc? unless it is planned to synchronize time, or eliminate such bugs as they appear. 2 - How will difficulty scale? It will get too easy at the end I believe, unless more monsters are spawned somehow... which I don't think is recommended considering this design. An even harder difficulty might break immersion too. 3 - Client's quest doesn't get completed if it is done on the host's world. 4 - 2 players are preferable, unless if you find it equally hard/easy to add more players then good luck. Hamachi can support up to 5 people I believe (including the host). 5 - If the client takes an item in the host's world, should it be lost forever? Basically managing save datas. 6 - Probably not easy modifying, or creating save datas for skyrim. Personally, I didn't try. In my humble opinion, any working co-op for Skyrim would be a great Idea (no need to be bug free). Since I am taking beginner courses related to databases/networking, I would really love to help, but I pretty much lost my love of programming thanks to my university and how my major pretty much doesn't have a future where I live... so I didn't program for a long time now. Well, maybe I still do like programming since I am talking about this mod :tongue: What do you guys think? And please do not give up, if this doesn't work we can always find another solution. This is not a complicated MMORPG; that is simply unnecessary. A co-op in Skyrim would be wonderful, and would not ruin immersion in my opinion (co-op is a choice so its fine).
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