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lonewolfkai

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Posts posted by lonewolfkai

  1. What about small quests, adventures, and dungeons?

     

    When I asked the question, I think everyone was imagining something as big and elaborate as Knights of the Nine, Shivering Isles, or Elsweyr the Deserts of Anequina. A person can slap together a one-cell cave in one night. They could make it fun and playable in three nights. They could spend weeks and make it a masterpiece. A decent quest could have just two or three stages. I really admire the people who make the huge things, but where are all the small things? I guess the attitude is, "If I can't make it huge, I won't make it at all!"

     

    Some of the comments have implied that I am just a gamer and not a modder, but I have contributed a few things for people to play, and will continue to contribute more.

     

    Unfortunately, the small things will always be compared to the big things no matter how much thought, care and effort went into them, as I've just discovered after months of work. However, I did learn some new things so it wasn't a total waste of time. One thing I did learn is to stick to your original idea and don't be talked into branching off into an entirely different direction than originally intended if that's what you really want for your own mod.

     

    Personally I would be just as happy with a small quest that had a good and engaging story as an epic huge one with voice acting and a lot of extras that people expect to be impressed by. Don't get me wrong....I like to be impressed too, but some of the larger quests I've never finished for one reason or another. I usually get distracted by other mods or time is an issue and I don't get back to the quest I was playing. I also tend to mod more than play these days as well.

     

    I think the last big quest I actually finished was Gates to Aesgaard Ep1 and that was because I was involved in making it (testing, translation and writing the books) and knew it almost by heart. Before that it would have been The Dungeons of Ivellon which was just excellent.

     

    Quests with their background stories told by journals and other books etc are more interesting to me than a mod that's mostly a dungeon crawl, although a good fight also has it's merits of course.

     

    I do appreciate just how much work goes into the big quests though. Just doing a small one takes a lot of time, thought and dedication. And frustration! :sweat:

     

     

    What's bolded, underlined, and large texted is your answer..... as stated in a couple posts already. Large or small, quest/dungeon modes take time.

     

    And creating a one cell cave would probably take me weeks at least.

  2. when i go to recruit someone, it says "NPC something will not work proply and may act strangley, check the read me for details" i looked at the read me and there is nothing.

     

    most of the time the only problem is that a recruited NPC wont follow me out of an area, or teleport with me. but it works with others. that npc not working right dont always pop up, its just certain ones.

     

    does anyone know why this happens?

     

    thanks :)

     

    Is that CSR, Companion Share and Recruit?

     

    If so, you need to check the forum that's listed there. I think your problem maybe addressed there. If I'm not mistaken, some NPCs won't work with CSR.

  3. You know, the more I read this, the more I get pissed off. :verymad:

     

    Personally, a lot of hard of work went into my mods and that's just too bad if my visions doesn't fit your requirements and you just dismiss them. But perhaps there are other people who share the same visions I have when they want a nice two handed sword that they were looking for and that's the reason I even released mine.

     

    Instead of being critical of "types" of releases, how about you make some suggestions/requests in what you want. We do have a forum dedicated to that. Look it up.

     

     

     

    It's crap like this that makes modders quit.

  4. My CS keep crashing whenever I try to edit an NPC.

     

    Firstly, I don't see a face when you pull up their settings, and I think this is the ultimate problem.

     

    Secondly, you can change a few options, which you can't see the result of, but when you try to change the hair color, it 100% of the time crashes.

     

    Any clues what could be wrong?

     

    hmm.... Do you ever open CS up with other programms running in the background? Sometimes if im on the net and listening to music and playing around in CS it has problems working in genral

     

    I found the problem. The Preview setting was turned off some how. Check this and the problem clears up... :wallbash:

  5. My CS keep crashing whenever I try to edit an NPC.

     

    Firstly, I don't see a face when you pull up their settings, and I think this is the ultimate problem.

     

    Secondly, you can change a few options, which you can't see the result of, but when you try to change the hair color, it 100% of the time crashes.

     

    Any clues what could be wrong?

  6. Is there a way through scripting to plan a magic shader visual on a currently equipped item?

     

    Like if in a quest I wanted the sword I was carrying to burst into flames.

     

    And, more importantly if I want to apply a shader to an arrow while it is notched.

     

     

    I can't find anything, but I'll keep looking.

     

    hmm, I only know a little about scripting myself and nothing about shaders, but I know there are several mods out there that have visuals to enchantments. I don't think they apply to arrows though, but there was an arrow mod recently released that had trailing visuals when fired.

  7. All of my companions have that command and many others as well including a flirt menu so you can interact with them when the mood strikes.

     

    Viconia and Stoker have been brought into the Underdark Saga.

     

    Saerileth is a stand alone mod. She is instantly infatuated with you.

     

    Oh, i already use both Viconia and Saerileth and HIGHLY endorse them. I was just looking at the others for different options. I'm going to put together an adventure team. BTW Sult, why did you label the next quest mod for Vic with a part III instead of part II?

     

     

     

    I use both. I don't think one is better than the other really, but each has certain features that the other doesn't which is why I use both.

     

    That was what I was thinking of doing for my other adventurers.

     

    Can you use the features of both together on one NPC?

  8. Which partner mod do you consider to be the superior one? Cutthroat Mods/Blackie's CM Partner Mod Basic or The Talkie Toaster's Companion Share and Recruit mod?

     

    Do you use both?

     

    Does the two mods have a "designate house" or "hang-out here" command? I'm currently using a mod that has that feature and it's nice to be able to tell her to go home..... especially when the nagging starts. Joking aside, its kind of cool to come home and see someone in my house doing stuff by herself.

  9. PFT!! Speak for yourselves guys with regards to the armor and swords being easy to make. The three simple mods I put together took me many, many hours to complete and I'm too embarrassed to disclose the actual number of hours put in to perfect them. Version 2 of my Carsomyr mode took a very long time to finish itself, and it was only a modification to my first version!

     

    Seriously though, quest mods are scary in regards to time-consumption! I had intended on making my sword mods a quest reward but after it took so long just to make it, I had to draw the line some where. Considering that, a quest for myself as a modder will probably be out of the question.

     

    I do have an idea for a quest that I really want to do and will hopefully one day be able to actually mod it. By that time though, in comparison to the time it cost to make simple equipment, TES5 will be out. LOL.

  10. Not really a mount, but steerable ships would be cool. With docks in leyawiin and bravil. actually, since theres a ROAD blocking the topal bay from the rest of the niben, you'd need leyawiin reborn. but i cant. because it kills fps. sorry open cities.

     

    I believe there are already two mods like this. One is from Reneer and the other is something about pirates.

     

    hmmm something like....Tiger or....Dinosaurus xDDDDDDD Yeah that would be nice....

     

    I think theres also a mod like this, for the tiger that is, but it might be a panthar or something. All you'd have to really do is change the textures some to make it a tiger. There's a clannfear rideable too, that's dinosaurus-ish.

  11. A couple of my posts are missing from the past few days. They weren't in violation or anything. One of them was replying to a comment on my mod that was in reference to one of the pictures. Has anyone else experienced this?
  12. that's not exactly what i mean. that is art because of what you said. its being done in their way. what i'm referring to is mods that add utility or a spell, etc. to the game. let me give you an example, there was a mod released not long ago that added the Mythic Dawn armor as a bound spell. That's already been done a couple times so there really is no need to do that again.

     

    now, going from there, lets say you changed the armor texture a bit, or maybe added a different mesh to it. that is a change and i can see releasing that. but what i'm refering to is basically no change at all. there maybe a very small diminutive difference. in the above example, the spell was added to a different salesman rather than some of the other mods. to me, that's almost copying the person who first came out with the idea before that mod.

  13. you have to remember that a lot of new players and modders have started playing and modding. Yes, I have noticed it as well, but some things are basic mods and the new modders have to start somewhere.

    I actually got a better spell delete mod from a newer moder, much better and actually works, unlike the older ones I tried :biggrin:

     

     

    oh, i'm fine with stuff like that where it might actually improve an already done mod. what i'm seeing is litterally the same mod with MAYBE a very slight difference, like the modded spell is sold by a different vendor.

  14. Is it me or is there an increasing amount of duplicate-type mods being released. I usually keep up with the new releases and I'm seeing a lot of duplicate mods being made. Is it that hard to do a search to see if the mod you're about to make isn't already done? Just as a friendly reminder to any potential modder, especially first-timers, please just do a quick search for what you have in mind and then ask in the forums under the suggestion if you remotely think it has been done before. It'll save your time by keeping you from wasting it and save time for viewers like me.

     

    Thanks.

  15. I'd say more than 90%.

     

    wow! i wonder though if this is just because people are still getting used to the new system, the calm before the storm so to speak. i hope not for you guys' sake. that's rediculous having to spend 90% of time moderating rather than participating in the community.

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