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Pellape

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  1. Stuff at my outposts gets broken and there seems not not be any ways to repair them other then doing it by hand and if we sign up staff to an Outpost, they really should be able to repair broken stuff and or Repair Robots. I checked the web before I made this topic and others say the same, This is Ridiculous. I did send a ticket to Bethesda about my thoughts and if they are unwilling to come up with any solutions, we really need to see if the Modding Community will be able to do anything about it when CK comes. I do think the only way to solve it is to hard code it into the SFSE engine. Anyone that disagrees?
  2. It works now and I do not know why it did not work yesterday. I also took one more peek in Xedit and it also say ID 5572 so ... Case closed
  3. I love elevators too and started to experiment in Morrowind already around 2005. You could add this post as well at the Mod ideas specific forum if you want as I guess that is the forum a modder will look for ideas, not here and we also need the Construction Kit, CK, to be able to make an elevator at all and elevators are part of the game already so it should be easy to add one at a Hab, the 2 levels one by removing the stair in Blender and make an elevator shaft and put an elevator inside. I do prefer a one plane hab before seral levels myself.
  4. SOLVED I did try to add some Nickel to my inventory yesterday... player.additem 5572 100 But I did not get any Nickel and I did not get any error message so I got something but I do not really know right now what I got. I will make a test later to add it to a container with <container ref>.additem 5572 10 I have looked at many different sites that list objects and everyone claims that it is object ID 5572 as i really wanna know what it really is. How do we see the Objectnumber in Xedit? Lets say the list direct under Resources, those numbers are not the same as they list at the different sites and I also tried the ID for several resources but then I got error messages, saying that the specific Item do not exist. So how or rather, where do we see it in Xedit? (I am at school right now and cnnot take screenshots, which would have made it easier to compare the info at the sites and the info that Xedit shows us)
  5. Well I just tried that on a couple of objects and the only thing I could see is when I clicked on a couple of NiNodes, the so called Empty in Blender... Well I am still in no hurry as we need CK before I can do anything useful with my old meshes anyway... It can also be so that we should unpack the ba2 first with another unpacker and then load the nif into NifSkope? I try that tomorrow and we see if I can see anything else than a green spot, the NiNode origin....
  6. Even if the state of Skyrim was terrible in 2011 and 2012, will loads of crashes and problems, they did release the CK anyway. I do not recall that Oblivion nor Morrowind was as terible as Skyrim was, nor Daggerfall. But as demanding as this game is now, it will not get less demanding and crash less when we add more mods to it. Honestly the time it took to get Skyrim to work nice, I bet it will take 2-3 more years until this game works better and crash less. I do look forward to CK anyway as there is so much I wanna do to make life easier and funnier in game. Shape it in any way I want to.
  7. At the moment, I get beat up a lot in space at lvl 10, maybe because I do use the enhanced NPC mod, but maybe it is extremely hard to survive the space fights. My ship usually get destroyed within a few seconds during the maine quests or specially as I been naughty and now I am forced to go under cover and infiltrated the pirate fleet but I cannot do that as now UC destroys my standard ship so fast. Faster then I have time to repair it with Ship parts even... So I took a look if i could find a video that makes it faster to level up ship building and this video shows it in 5 minutes and it is well made too. The same guy also have videos about how to make cool ships and how to level up the piloting skills fast as well. He has so many good short videos for everything that can make life easier, but how much do we wanna figure out our self and how much help do we need? well for me, piloting the ship and survivng ship fights is too hard, so i really need to peek at those videos to make life a bit easier, but his list of Starfield videos really do look very very good. I do not need these videos as soon as CK gets published really but that's me as i will make my perfect space ship with it for sure. I bet the whole community will make at least one good space ship each and flood Nexus with them.
  8. Well i am not after detailed pixel maps really, just making it easier to see the resources at the map and that should not decrease the performance at all as the drawing should be vector based, and all resourcé patches I have seen are circular, so a single dot at the map needs to be put at and X-Y coordinate and the radius of the patch, thats all. Good to know that if I clean up the spot and land again as it will look different. I tried both the place marker method and scanner method and there are very cool scanning mods available now as well, 3 ones that do different stuff and I want all 3 changes to my scanner so I suppose I DL the new Xedit and see what changes where made and add them all to one esm/esp, I guess esm as no one makes esp and no wonder as the game really do not have any support for them, I guess. The best thing with Xedit is that it is so damn good to show only the changes if we load a mod. I used it a lot when I played Skyrim as in the middle of the game play, if you need to set stages in quests or similar or see cell info, it loads fast and you find immediate, well almost at least what you need to know. Running Skyrim and CK at the same time was impossible and as I had mechanic discs, it took 10-15 min to load Skyrim and with the new "disc" Starfield starts in 30seconds. Another thing I do feel is a bit annoying is to find the border between the resources you see when you scan the planet. So I tried to land at the border between Uran and Argon but all i find is Uran and Iridium patches at that spot. Can it be so that it is a bug? That area also show the Uran as a tiny string at the planet map and the Argon as the dominant resource. If we compare to the reality, finding resources under the ground or finding anything, is extremely hard. A cool and simple scanner for water where invented 20 years ago, a big 20m wide antenna you connect under a helicopter that mainly show where salt and sweet water are located and also on what level the line is between the 2m as in coastal areas, a lot of the ground water is salty and under it pr over it there can drinking water be found, so the software gives a good 3D map over the scanned area but also more stuff as well, as different materials reflect the electromagnetic waves used differently. It looks like we have a lot of drinking water at the moment, but the amount is decreasing everywhere, but it is now possible to find drinking water in odd places, that was less possible earlier. Well, comparing it to the game, well, it should not be so hard in a RPG really as more than I must think it is a bit frustrating, is it not? I love crafting in games and to be able to actually play a class called Industrialist is so damn cool. I usually play Thief/Stealth Archer classes as the main focus in the TES games are fighting or stealing or killing really. Well I do not say that I do not enjoy running around in Starfield killing stuff as I do but to be able to do so many different things is so realistic. Its almost like combining DOOM with Satisfactory or Factorio and the fighting part in Satisfactory are extremely boring and pointless, well that game was more boring to play than I had expexted and Factorio is funnier, even if it is a 2D game The enhanced NPC mod makes it funnier as well, that allow every NPC to develop in the the same way as the player does and I made similar mods, and the latest I made was to offset all NPC levels in all the mods I used in Oblivion and that was extremely time consuming and boring to do but the result was amazing as the game is not to easy for my lvl 100+ something char in Oblivion so it has always be careful and that is realistic. The rats as one examle are set to lvl offset -15 and bosses to lvl offset +20-30, depending on boss type so it is not possible to one hit kill my rats, not with the weapons I am using. Something that are really boring is if you enter a lvl 10 cave in Morrowind when your char is lvl 150. I do not even think Bethesda made a dungeon over lvl 15, well the NPCs had max lvl 15 there in the base game and that is not a challenge at all, not when the NPC is hitting the char and nothing really happens, not even a scratch, is that realistic? I bet Beth still suck at balancing all game, well Daggerfall was very balanced really if I recall right. They usually made it hard in lower levels but forgot about the middle and end game and hard set NPC levels to much as that is really annoying and makes no sense at all. The lvl offset was possible in TES 3 as well, but I never did anything about it as I used a challenging mod called giants, that fixed that and I still use it if I play Morrowind, which I did a lot 3 years ago, again, mainly to correct some bugs in an old dungeon mod I made in 2004-2006, but then I felt, why not replay it and focus at the mods this time? The thing is that all TES games has so brilliant and fun dungeon and quest mods made by the players, and so many of them has higher quality RP than Bethesda ever made and so damn good landscapes, cities and environments. But the DLC's was harder, no doubt. Well... The point is really, stuff needs to balanced and so should the scanning process be as well, as it should be a bit easier and the ground should fit the planet data in space. Thats the point. Honestly, I do bet that a modder will crack how to make the Ground maps better in the future, with SFSE combined with CK2. Myself, I will try to make a main base with CK, reuse my nice meshes from Oblivion, my favorite ones, as soon as we get the exporter/importer for Blender and a working NifSkope, trying to see if we will be able to SET static resource patches with the CK, so at least we can have 2-4 different resource patches within the base area. Just look at the resources we have on earth, they are not random as they are static mostly, until we dig them up and after that, they are gone forever. I do not want to cheat to much with CK, but at least have the basic 10 most important resources close to the CK made base, if possible. The downside with the landscape editor in any Beth game is that if or/and we use it, we will produce conflicts within that cell with other mods but how big is the chance that 2 landscape modde'rs edit the same spot in Starfield? Well it is extremely tiny really. In TES, the only way to avoid conflicts was to make new landskapes in new cells, but that is also very time consuming and also a bit boring in the long run, even if we can copy and paste objects, you still need to micro edit every tree and rock. Damn, suddenly you get a cool idea for a story but to implement it in the games, you need to spend months to make a new landscape, so will you do it? Do you have the time and energy to do a lot of boring stuff??? That's the question really. I think it is extremely boring to edit landscapes, even to make gardens but I love to have good looking gardens, so I do it anyway
  9. Yes tiddlyoggy, and that is what Todd Howard also did mention in a lot of videos as well before the game got launched, that Bethesda also want to see what the community will be able to do for the community. There are so many tools we miss that are under the development, like NifScope that will allow us to read and write NIF.s, the Blender NIF importer/exporter and Niftools really needs to fix their broken homepage. For me i want to get started with some 3D stuff... I wanna export a lot of the stuff I made for Oblivion 2020-2022 and also make new stuff. Stuff I do not like is the ground maps and that we cannot see whats North, South etc in the compass. I should really search to see if any modder made a descent compass really, right away I do hope we will be able to see the resource patches later inside the ground maps as now it is so frustrating to find the resource areas, both with the scanner and also if we drag around the place and control outpost scanner. That is what I am doing in game right now by the way, look for good sots that gives several resources and it is really frustrating.
  10. I really think it is a very good idea. All these programmers and coders makes it possible for the community to create, at least some more simple stuff that actually works. We where in the same position with Skyrim 2011 and the beginning of 2012, where a few low level tools made modding possible at all.
  11. My experiance of what the modding community are able to make is extremely impressive in all games from TES 3 and forward, and the number of extremely well made quest and faction mods made for Skyrim is enormous and I do expect the same will happen with Starfield when CK gets released. At the moment I do like to play this game more than Skyrim but Skyrim do run much smother, no doubt. I did soenf double the tine in Oblivion than Skyrim and that is because I have good control of what I am doing in CS and not so mycj in CK and also that it is no idea to try to complete with all the quality mods there are available to Skyrim and there are loads of mods still I have not tested even. If you completed the main game, which is fast done in any Beth game really, then take a break, play some Skyrim mods while you wait for the CK to get published and Skyrim CK came the late 2012, a year after the game was released 2011-11-11 but who really wanna make a guess when we get CK and mod support for this game? What I really wanna see before CK is game stability and also better performance, but that's me. Ck will get fun no doubt, when we learn to use it and I bet it will look different from Skyrim CK as they always do a lot of changes between each game generation so when we get it, does not mean we can start to make wonders and I bet we all will need to learn how to crawl and walk and a year later we can start running If I recall right, it also took me a year tor so to get used to Oblivion CS really, to get the full control or close, at least to not be technical hindered to fulfill my ideas. Some said the base game have more content than Skyrim? If I recall right, it took me a year to play it through the first time I played it 2011 and then I took a long break and went back 2020 and the 2nd play through with all the new cool and extremely high quality mods was much funnier than it was playing it 2011, so just take a break and get back 2031 and then there should be modding content for at least 5 years playing and then the game will be much more stable as well and it needs to be more stable as some mods will cause issues, as some always do, in one way o another, well specially for Oblivion though.
  12. Problem fixed. I did use a StarfieldCutom.ini which I forgot about, and it did had a setting for the photos so when I deleted that file this morning, it now looks normal again. I think the setting was included in a mod tutorial somewhere so be careful when you use other player recommendations and even mine of course I still learn what is proper or not to do. Back to good and nice tutorials. Ship building is the next thing I really wanna do and I did find a cool video that explains almost everything we wanna know about building a cool ship and it looks fantastic I must add. I do think this video is extremely complete with the stuff available to us up to this point. He also include some about how to decorate it cool even as none of this does feel easy to me really. This guy also explains a lot around the ships like how to steal them and dock them and this video is also sponsored by Bethesda which also means it hold a very big quality, both in the video but also the voice of the narrator, which also is important, well at least for me it is. Well, lets just watch it, shall we? I bet later that we can make cool customization's with ships with CK as far as I know of guess, it is nothing else then a flying house I have done a lot of house decorations in my days for sure and it is not that hard really to get it right with CK.
  13. If you like me like Wrye Bash, here is the latest beta version. https://discord.com/channels/537706885965676554/537710516890501140 My thoughts about Wrye Bash modinstaller and conflictsolver: It cannot install every mod nor create the Wrye Patch, not yet but one day it will for sure, but so far a majority of the mods I DLed works perfect to install with Wry Bash. The Bash Team works hard with it with all information available to them to make this become the best mod manager available and it is not only good, it is also the original one if I recall right. I do think Wrye was first, beside Bethesda them self of course and I install the first version 2004 myself and used it ever since. I guess he made it as Bethesdas inbuilt mod handler did lack some functionality to allow mods to cooperate better, to decrease the conflicts between mods and Morrowind was a mess, filled with confilcts, specially between mods. We do not need to debate why it was a mess as that is history now anyway. I can answer it if you wanna know though... So what mods does not work with Wrye Bash at the moment? It is mods that Install stuff outside the data folder like SFSE itself, that wants to be located in the same folder as the game it self.
  14. The base editor do need an overhaul as it is not easy to get access to the overview of the base as it seems only to be available from the build menu. It is not easy to build when you are under attack either . I might get used to it later. I did place a water pump inside some bushes but how do I find it so I can connect it to a power source? It seems that the scanner do not see the buildings or do I need a peek for that?
  15. Good tips. Well after a crash yesterday, I did get a message when I tried to load a save that it relyd on 3 mods. I do not know if thenlevellist really works as critters at my current planet are lvl 25 and my chat is lvl 5, so I bet the list is not complete or it does not work
  16. My photo section in game now looks like this. The game did not like at all that I added pictures inside that folder, Well odd stuff happens. It does not matter really as that folder was not so easy to access from within the game as I thought it was so it is not a specially usefull feature. I better use pen and paper for notes... I deleted the screenshots I that I did add there but it does not help I wiull try to make some new ones and see if I corrupted the whole camera system or not. And later I report this to Bethesda Discord in case I cannot fix it, with or without your help here at the forum I can still take photos, but I cannot see them as that is what I wanna do later as well, for my book ideas so it is important that this camera really works for me.... I can see the screenies in the explorer and that is enough for my need really. Well as soon as we get CK, I will restart the game from scratch anyway as I see this playthrough as a pure test and I will break stuff... So then I delete everything and restart fresh. It was the same when Skyrim came out and I think I did wrote about the frustrations we use to have with it 2011 as it was a pure mess and the last time I did play it was 2021 and everything worked great and the game was more stable then Oblivion ever was or even is as it is still a mess. I do guess, installing loads of Xedited files did aid to make the Skyrim game even more unstable and therefor I do think we should include in our descriptions when we publish mods which tool the mod was made with as I am not very interested in using mods made by a low level tool like Xedit and the Xedit team warns about it as well but the timestamp in the mod might reveal it. Loading any esp into CK later and re-save it might fix broken stuff too that was created by Xedit. That tool is not meant for modmaking really. A tool like that can easily break stuff if you do not enter the right data in it and humans do mistakes, no doubt. Just look at the mess I created in my Photo Section
  17. The current state of Nifskope when I run it at my computer right now. It does open the BA2 archives and browse the meshes and show some structure of the NIF itself but thats it, no graphics yet Not a single pixel in the right window. Well one day there will be at least a single pixel meanwhile we should play the game as it is... Are we in a hurry really? No way I will build a base anyway now today, a new base... That will be fun.
  18. esp/esm and these ones from plugins.txt: # This file is used by Starfield to keep track of your downloaded content. (You HAVE to keep a # on the first line here) *BlueprintShips-Starfield.esm *LevelScaling.esm *SkillFixes.esm *StarfieldCommunityPatch.esm I do not even know if they are running or not. If we have a house mod, then I can go to the location and see if there is a house there or if it is an item mod, lets say a weapon, I can try to add the wepon to my inventory with additem to see that it is working but I do not have a clue how to see if those 4 esm files is in game or not.
  19. Wow. This video is extremely cool and this guy have figured all out and the do present all this ideas and thoughts about how to build the best base at the absolute best location during a 25 min long video. I will also try something else. We do have a photo section in game right? My game crash if I try to access stuff outside the game so as we do not have access to notes yet, I came up with a simple idea of just adding screenshots inside the screenshot section from his video, so I do not forget the odd name of that planet. I could make a note with pen and paper too. Lets test it anyway as it is only PNG files in my own resolution, 1920 x 1080 and the thumbnails in 480 x 220 and I put one of each inside that folder. I did had a pure hell learning Latin last year in school, learning about all the different parts inside each cell in our bodies, in Biology. My brain cannot take in new words now really We do need to be able to make notes in game and ussually someone makes a mod that allows it. There should really be a way for us to actually make the editing of books easier. The only way IO know of so far is with CK and then we need to write HTML. Netscape did had a cool HTML editor that loaded fast and I will try that one later as I do guess, if the game see a HTML tag it cannot show in a book, it ignores it. Trial and Error, it is worth a shot. Maybe there are such features inside the Notepad ++ already? I must check that out as well. There is so much to check out, I get dizzy. I do not think it is fun to edit the text in books manually and add tags here and there really. It is boring, but necessary to make them look good. Any thoughts about this? Well anyway, I will try such stuff when we get CK and then I will write about it again or release it as a tutorial or something. It is for modders anyway so maybe I just make it here...
  20. Thanks. I did figured it out when I went to bed for a nap It is a ring dungeon after all
  21. Another thing I do like with this game is all the small posters everywhere and small notes, like this one It is so immersive and also so typical human, I mean we add notes when we get pissed off, like your mama does not work here or clean up the laundry when you are done or this fridge does not clean itself and stuff like that and I do love this note a lot. Another reflection is that I have not felt so much lost inside a house or dungeon as I do now, not since Daggerfall and that game was meant to be hard for the player to know where he actually was in the vast labyrinths but it also got annoying after a while to never actually find your targets and I did start to cheat to get to the Quest Target with the command console in the Unity version of the Daggerfall game. I think I started to get a bit convenient before I stopped to play that game I guess. But what was the goal with each mission? To find all loot or to find your target as fast as possible? Well that is a good question. I do not really know the answer, but completing the mission must comes before looting stuff I guess as that is what everything is about really. To complete a mission, to complete a job you are hired to do, not the way of completing it. To get your graphics ready for release to your customer or repair their broken computer so they can use it or whatever. The goals, not the way to actually get there Try Daggerfall Unity if you have never played it as it is really good and that game made this game possible if we forget about Arena that is. https://www.dfworkshop.net/ If you wanna see the difference between the original game and the Unity version, peek here: Morrowind, Oblivion and Skyrim had the design of the dungeons to be very straight forward. My Morrowind mod the Caldera Ancient Mine was built with Daggerfall in mind, to be as complicated to navigate as possible, to let the player to be as confused as possible You did not only go in X and Y directions as it was more like Daggerfall, as you also had to go up and down at several locations and it also had 8 cells if I recall right. Well check it out your self if you have not played it and do not claim you did not have problems finding your path there But honestly, I do love to not know where I am as I do have a very good location sensibility in real life as I am also a navigator and educated skipper but still I do get lost in these labyrinth dungeons or buildings in Starfield. In Daggerfall, we did had maps and in all other games but we do not have any maps in Starfield. The Caldera Ancient Mine, Morrowind. https://www.nexusmods.com/morrowind/mods/48774 I cannot claim it was fun to make that mod as it got repetitive after a while and really boring too, to build a dungeon that big by hand. I did start 2004, taken loads of breaks from it and released it first 2006, one week before Oblivion was released. But it was worth it and it was reviewed and was tested in this video and the narrator did claim it was hard and that he died and that is what a dungeon should be really. It should be challenging and damn hard to play as otherwise, what is the whole point with it? He did complain over a lot of stuff, things I did correct 2020 and fix some bugs and add a better pathing for companions as I did forget to do that 2006, even if I knew about the pathing system and why it was there in the first place as it is really important to do it. Pathing a dungeon is extremely boring but really necessary as that is how games works, well at least until we find a proper AI that build the dungeons for us. In Oblivion we could auto-path but I did not like that feature as I do not think that CS did a nice job with it. When we do a perfect job, lets say, we do build the greatest and coolest dungeon ever built, then we maybe should go all the way and also add all boring stuff manually, making it more perfect, well that is how I try to do stuff anyway. Life is not always fun and modding is not always fun but the result can be extremely fun to use though. Lets listen to what he had to say about it... Maybe it might also inspire us here today about how to build a cool dungeon, well a dungeon I would love to play. And honestly, after all testing, I have never spent so much time in a single dungeon like this one and I do not know how many hours of my life I spent in that green and muddy place. Sometimes it did feel like a real prison , giving me nightmares even... I never gave it up anyway... I almost did really... It was blood, sweat and tears honestly... A bloody hell to just get the elevators to work properly, so they stopped at the right spots, so I did spend many many hours going up and down in the 2 elevators that you can find in this mod. The elevators are a bit original in their design as well and I guess I was bored and wanted to make them a bit odd and unique... Well s#*&#33; happens Back to Starfield reflections: I can loot an whole area, well I think I looted everything, go back and still find stuff that I missed as it is a bit hard to see what is lootable and not but after a while I bet we know which misc items or stuff we can loot or not, I guess. All the games Beth made did had secret switches and other secrets that we needed to figure out in one way or another, which is fun as I do love minigames.
  22. I do not know if this is a bug or not as I also take screenshots of everything that needs to be fixed later by the unofficial bug fix team as I bet Beth will not fix every bug as they usually do not. I do not want to TCL into every area I cannot reach... But this is annoying. Where is the switch for this door? I did a tcl in game to see if it was a door at all and it is and there is a switch on the other side and I do understand if it is a secret area that it should be hard to find the switch as that is what I would had done it in real life if I wanted that area to stay as safe as possible honestly. If I had the CK2 editor, I would had checked it out, to see if it is a bug or not but we cannot check it, not right now at least and I wanna know now
  23. I did install a cuple of mods I want to use, like one that fixes the leveled list to scale with the player and another mod that fixes the perks but how can we see that they are actually running? I do use SFSE and I read about so many that do not get plugins.txt to work and right now, I do not have a single clue about if those 2 mods runs or not at all. I will otice later if the enemies really scale up with the player but still, i do wanna have some control of stuff like this.
  24. We shall not forget the main reason why Maskar built this system in the first place. Oblivion is really a mess. It crashes still very easy and if you combine mods in the wromg order, the game gets corrupt and your save games useless. Before i did find the right combinations of mods that actually works together, I had to restart the game all over 3 times. Delete every mod that may was caused the issues. The thing is that so many made mod packages called Better ths and better that, but they did nt knw what they did and could not support it because the auhors did not play the game any longer and lost interest in the support. All modds knows how to fix their own misstke mostly but not everyone can backtrack what other modders made nor fix others mistakes. I managed to fix many broken mods as I really wanted to play them but I rarely did publish my fixes as I really did it quikly, so called quickfixes. The hazzle is then to debae it with the author and re-release his work, and that is time consuming. I do think you know what I am talking about
  25. So what I like or dislike so far, stuff that I might wanna change: I do dislike when Sarah keeps reminding my char to stop horading everything. I am a hoarder and I will use all that stuff, sell them, buy materials and give her better equipment, she must understand what I do is not only for me but rather what I think is best for the whole team. I gave her some ammo as I wanna see if Starfield is working like all other Beth games. If we giva a companion one single ammo of any type, they will not spoil them as now they will have unlimited ammo. What we need to give them is different wepaons and they will use them. I also gave her med packs, so she can get back to fiht faster but I do not know if it is the same with heal stuff as Ammo, as I gave her a lot of them. I have to remeber that she has 87 med packs and yes, I gave myself a lot through the console, 200 as I was in deep need of them. I gave her aproxly half the stack. I love the misc items and hoarding them as I love to peek everywhere, examine everything and honestly, some of the misc items are damn cool but useless, like hammers, fire extingers, wrenches and stuff like that. So how are we gonna increase the immerse by actually using that stuff when building or making stuff? Should it not be a requirement to use a wrench when building a Starship or editing our outsposts or do crafting? Use glas vials when making potions? Well or whatever? In the old game Ultima Online, we needed to have hammers for smithing, sewing kits for tailoring and so on and we needed to click at those items to be able to make anything. Another modder I had a lot of contact with in Oblivion had many cool ideas about crafting and he implemented more or less the Ultima Crafting system into Oblivion and I also built a whole working shop in my house mod based on his mod, so for the player to actually see and use that workshop, his mod was an requirment. Lets see what he made as I based loads of stuff to require his mod, like mining, cutting trees, area gathering of plants and all his monsters that also had resources for crafting. It was a big very damn well made Overhaul that was entirely Script based. is scripts did touch the game world as little as possible to not conflict with anything else and that is the way I try to mod as well, butit is not always practical but then it will also be easy for the player to uninstall the mod without any concequenses and I think that modder is the one that has impressed me most. It is not easy to backtrack his scripts as he added loads of functions and most scripts use either subscripts or loads of different calls and I bet he include maybe 500-2000 scripts or something. But what does it matter, as we do have all the time in the world to actually learn stuff, making them better and to cooperte to make stuff even cooler and better. Let me point out his cool Oblivion mod and if you have Oblivion, then try it out if you get bored of Starfield and also try to combine it with my mod to get more advantages over his system and get easy access to use his stuff. The differens between us is that he loves to keep stuff retro and true to TES, with so much original meshes as posible and I love to make stuff beatiful and good looking and less retro, well honestly, is my house not extremely luxury compared to many bmid eval houses in the reality? TES is a med eval game and many things I added to it is more modern, but I do not care really, not if it looks damn good and fit anyway. It is only a matter of design and taste and I do what I want anyway. All links is in my description as I point at all his cool mods and I will not add everything here but I wanna show off his main mod as that one, is extremely well made and you should all peek at how he solved so many things to make the game better and run better. If we fool around to much with the landscape editor, we will cause conflicts with other mods and no one wants that really. We want to combine all mods that appeal to our taste without thinking about the consequensesmas all we really want, is to have fun and not getting frustrating over other modders mistakes and we will make mistakes and we will break something when we mod, no doubt. The modder is called Maskar and here is his overhaul, that makes Oblivion to become extremely fun to play https://www.nexusmods.com/oblivion/mods/42780 He also made it so you can combine different overhauls at the same time, so he loads different ini files depending on your modlist and his scripts looks for modnames in your data folder and try to pick the best choices for you and you can also edit his ini files to microedit your own play style and taste. It is all so extremely brilliant made. We might not expect him to join the Starfield community as he do not like to Papyrus and I do not blaim him as Papyrus is much harder to understand. As the Oblivion scripts runs constantly, and Papyrus not, I am not sure how to really do a lot of the stuff he implemented. I wanna make some dungeons dynamic in the future, well every damn dungeon that is not quest related to start with. When we are done with a questdungeon, then I wanna use it as well for my projects. So here ís how I want to edit every dungeon and we see how to do it with Papyrus. I doknow how to do it in Oblivion but to say it was easy to make it work, then I lie as I spent months to get everything to actually work and my system is unique and that did not make it easier really as I had noone to ask for advices. So if we add stuff to a dungeon, we also cause conflicts with other modders editings of the same dungeon and many modders will edit the dungeons and change them as soon as we get CK2. I want to be able to add 6-12 leveled NPC enemies to every cell in the dungeon, without adding anything inside the cell. I want thm to spawn there from a script that initiates from a quest and as long as that specific quest is active, the dungeon will have everything acivated and repared for the player. I want to spawn in a chest with specific items to the dungeon, without add ing the chest to the cell physical with CK2, but added there from a script. In Oblivion I use the same bloody chest that I empty and refill between each mission and I put it in a temp cell when the quest is inactive and add it back to the proper cell when a quest gets activated again and it initiates with quest scripts. Thsi way, with these scripts, we can easy make changes to dungeons and resuse them and also change the feeling of the dungeons by adding custom made enemies and a proper story to it. So in my case, I made 2 factions. The Imoerial Book agency and the Book Burglars and the goalfor the player was to try to rebuild a library from scratch and later I wanted it to extend to included misc items or whatever, the limit of what tpo collect is huge and also to make use of dungeons that are not so interested to vist really. I do think Oblivion had 250 dungeons but only 100 that had quests conected to them but these 150 dungeons without quests was so damn boring and pointless to visit and I bet Starfield has that too, loads of places that are useless more or less. I do think we wanna make them more interesting and appealing and also extend our game play as optimized and interesting as possible without building or making new dungeons as many will do that too as that is also fun and creative, but why build new dungeons when there already are so many to use or edit or just make them more interesting to visit. Think about it. Right now, I just love to follow the main stories and do the different factions but later, when that is done, I sure wanna do something bigger but in such an effective way, that I can spend more time in game and less with CK2 or whatever. Well making modding more effective and faster that is. What really made me to get tired of Oblivion in the end was that I had to edit every dungeon by editing stuff so my smaller companions could move at all. Adding ramps and editing the pathways as so many pathways where bad in Oblivion and made my small companions to get stuck so I also added a lot of new collisions into them to make the game play as smooth as possible. I do hope the Starfield dungeons are better planned for companions ut it does look that way so far. Most modders that made dungeons did forget to add pathings, so I guess I edited 70% of all dungeons I dowloaded from Nexus and played. Companions cannot move properly if you ignore to path them and in bthe end that did become frutrstaing. Why should I edit other players dungeons because i want them to work perfect? Darn, you have tomake sure you make a dungon that works perfect before releasing it Maybe this should be added to a thread called, what we must think about when we create mods. I bet all of us do want to make high quality stuff, the best of the best for the best game ever made. We do have the opoptunity here to learn from eachothers so therefor we must really remember: Do this, build stuff this way to make it cooperate with other modders stuff Do not do like this, or you break stuff or cause conflicts Well think about it. Making the dynamic system will take a lot of time I guess, but when it works, I bet we hace a cool frame to build a lot of stuff around so the frame should be a esm file, a common file and hav a pedagogic description attached and tutorials made. We see where this may lead. Maybe it is so that no one here will be interested in anythng of this and then the whole idea gets pointless really. What are your thoughts about this?
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