Jump to content

09jlardinois

Premium Member
  • Posts

    50
  • Joined

  • Last visited

Everything posted by 09jlardinois

  1. In response to post #69232311. And for the next contest, can the prize plz be free tacos for life??? TACOOOOOS
  2. In response to post #69176941. #69192456, #69192726 are all replies on the same post. I'd love to help organize events for Ubisoft games (or any game that supports Shift+F2 or Photo Mode).
  3. In response to post #69166901. #69179571, #69184646, #69187881 are all replies on the same post. I would personally love to organize events like this for Ubisoft games. Their Photo Mode feature in recent games yields a lot of great results. I have quite a collection of great screenshots from these. I would do a Ubi-wide photomode contest. No prize, I don't have anything to give, but it would be fun. It would include games like AC: Odyssey and Origins, Far Cry 5, Division 2, and any others with photomode. It could also be extended to any game that has the Shift+F2 functionality, like Watch Dogs 2. Also, ajhardy, I feel your pain and second your eye-roll sigh.
  4. In response to post #69101401. #69102761, #69102896, #69102901, #69103056 are all replies on the same post. That makes a lot of sense. Sorry about the confusion. Also, if it helps for future competitions, the reason I didn't change my category after submission was I was afraid it would break the links. I wasn't sure how Nexus' link generation worked. And in hindsight, I just realized I could have edited my submission anyway... whoops.
  5. In response to post #69101401. #69102761, #69102896, #69102901 are all replies on the same post. Edit: BigBizkit and I were typing at the same time, lmao! It makes sense now. I have no reason to worry, my mistake. I feel relieved! And poor comment typing on my part. Original message (in reply to first comment). Yeah, I remember they added a category, but someone asked about it and they said that it wasn't required for this context, but would be for future contests. If they changed that rule halfway through, that's unfair. I also checked many, many times on whether or not I could submit one or more per game, and there was nothing written or stated that gave me any clue towards either answer, so I originally submitted one, and then I changed my submission to three. The rules never clarified how many you could submit, only how many could win in each game, so that was pretty unclear too. This really sucks. My submission all checks out information and link wise. It's pretty unfair -- I unknowingly disqualified myself because I was trying to do the right thing and submit my photos early on in the competition and not procrastinate. And it cost me, because the rules changed partway through without any notice. I had two weeks to update my submission accordingly, but no idea that I had to. Whatever rule changes occurred were not made known. It would have taken me less than 3 minutes to make a qualifying submission based on the changes, so difficulty or time is not a factor - it's just poor communication. I feel pretty cheated, to be honest. I guess that's the last time I try to be responsible and get things done early.
  6. So... what happened? I don't see the 3 Fallout 4 images I submitted... I triple checked that I followed the instructions. Did you change them halfway through? I submitted mine very early in the competition. Edit: I have email confirmation and everything.
  7. Flamma-damma-ding-dong, you read this in sing-song.
  8. I'm wondering where the correct place to put my post is. I want to crowdsource a list of common questions that modders have about audio recording, processing, programming, and propagation in terms of modding and video game development so I can answer them via in-depth tutorials in live streams on Twitch. This is, however, a generic question, and not specific to any modding community of any one game. Where could I post a general request for people to ask their questions about audio for modding and game development?
  9. Okay question successfully answered, and mod has been made now. Called Quieter Draugr Shouts. For anyone else new to modding Skyrim who wants to know the steps I had to take: Checking the Creation Kit as they said led me to CrDraugrVoice as well. I found that by... 1.) Doing the Use Info thing. 2.) Following the info from that to VoicePowers thing which took a lot of time to track down the proper ones. In the end, I ended up downloading BAE (Bethesda Archive Extractor) and extracting the contents of "Skyrim - Voices_en0.bsa" found in the Data folder. Don't worry if yours doesn't say en0 at the end. 'en' just means English, so yours will be whatever country / languages you're using, and the 0 just refers to which language version. So for Spanish, it be 1, 2, 3, 4... etc based on Mexico, Portugal, Spain, etc. I think the number also correlates with your Region code in your registries. Don't worry about that - just extract the "Skyrim - Voices.bsa" with BAE. Then you get a bunch of XYZ.fuz files. Use the program Unfuzer to extract BOTH the '.lip' and '.wav' files from it. If you use a program other than Unfuzer, you will get '.xwm' files instead. XWM files are WMA files encoded with Direct X. There is a program you can use to decode and re-encode but you don't need that because Unfuzer does that for you. The reason some people might not use Unfuzer is because it flags your antivirus. Don't worry, I study cyber security and Unfuzer is not dangerous. The type of flag is raises is called a reputation flag, and it raises the lowest possible of those. A reputation flag simply means that not many people use this file. Which is obvious, because out of the billions of antivirus customers, what percentage do you really think mod Skyrim's voice files? Not very many. So it has low usage, so it sends up a reputation flag. It doesn't mean bad reputation, it just means not much is known about the file. It's new to the community. It's overly cautious, in a sense. Unfuzer is safe. If you don't think it's safe, there is a free website that uses 50+ different virus scanners and persistent file data tracking to build file reputations and scan for viruses called Virus Total. Upload the file and scan for yourself. It's clean. --------- Back to business. Use Unfuzer to extract the lip and wav files from the crdraugr folder. Now I just edited the wav files as I saw fit and used Unfuzer again to but BOTH THE LIP AND WAV files back into fuz files. Then I added them to an archive as normal. The "thundery" parts of the shouts are the wav files at the bottom - the ones with a 3. I think there's 8 of them. BUT if you only make those 8 quieter, the shout will sound weird because the first two words of it will be loud. So I processed all of them instead. And that's about it.
  10. This was immensely helpful! Thank you so much! I'm going to look for them right now and I'll post the list when I find them. I loaded Skyrim, Update, and Unofficial Update as masters. Didn't think the DLC's would matter for this. Thank you a million times a million! Edit: that UseInfo thing is handy! The CK tutorials never mentioned that. Great tool.
  11. Does anyone know the name of the Draugr shout files and their paths? Or instead, could someone help me learn how to find the filenames and paths of Skyrim resources? I want to replace the Draugr shouts with something that doesn't piss off my neighbors. They are excessively loud, and I haven't been able to find a mod for Special Edition that softens them up a bit. They sound epic, and that's great, but at 10:29 PM I'd rather not have the cops at my door. They are too loud and I'd like to fix it.
  12. When my neighbors knock on my door and threaten to call the police because they keep hearing "a loud, echoing 'reek- ho- HAAA!' ", then that is the proper time for Bethesda to stop making games, or start playing by the audio engineering rules that the rest of the professional world uses.
  13. Searching has yielded nothing. On the forum, Google and Creation Kit object window. Anybody know where to find the deafening, ear-bleeding Draugr shouts? I want to make a mod that does Bethesda employee's jobs for them and makes the audio within audio engineering standards (a.k.a. not as loud as a freaking fighter jet.) My neighbors are angry because of Draugr, and Bethesda has never heard of "audio etiquette", so now I have to do their jobs for them. TL;DR Skyrim with voices that are actually intelligible means Draugr shouts collapse buildings, neighbors mad, wanna make quieter bcuz Bethesda is incompetent and shouldn't be in business. Also Google has been unusable in the last 3 years because "let's predict everything everyone ever does" makes for bad search results. You aren't smart enough to predict properly, Google.
  14. Hey I'm back. No Need to Read: Long story short, Google is useless and my brain works too quickly for the internet apparently because I get flood control trying to search on the forums and CloudFlare blocks everywhere. Unrelated: do humans really take 5,000 years between links to process information? No, CloudFlare, they don't. I can open 15 links and decide if I need them with a 0.003 second scan of the page. It's not spam, it's normal human thinking. Anyways, I'm making a potion whose effects only work in daylight or near bright light sources. Using conditions with GetLightLevel doesn't seem to be working as expected. Is light level reversed? (0 to 150) As in, is 150 dark and 0 full light? Because my testing says so, but that doesn't seem correct since other sources on the internet say higher is brighter. Does ENB affect this? ----- conditions are as follows: GetLightLevel >= 100. forced weather 81a (fully clear) Time set to 12:00pm noon. No effect. Doesn't work.
  15. Hey, I decided to post here after hours of frustrated Googling and creationkit.com scrounging and Reddit and forum Nexus searching. Google search results are insanely terrible these days, which makes it difficult for programmers and modders and anyone looking for tutorials on anything. Google tries so hard to predict the "hidden meaning" in whatever you're searching based on past searches, but that philosophy is fundamentally broken when there ISN'T any hidden meaning in what I'm searching, when I search things bluntly, precisely, and deliberately. If I search "wedding cakes" yesterday and "Skyrim food mods" today, Google is so dumb, it will show me 1,000 results for "wedding cake mods for Skyrim". I'm going absolutely nuts out of my skin and mind and body and black, black soul with this ridiculous Google trying to be too smart bullcrap. Sorry, rant over. ---------- The reason I came here is for something super simple that "tries too hard" Google can no longer provide: Does anyone know of a website with tutorials on how to make potions using Creation Kit? creationkit.com doesn't seem to have any. Couldn't find any on YouTube either. I imagine the process is not just, "duplicate existing potion, change values, save and play" right? There's obviously much more to it than that, I'm assuming. Which is why I was looking for a tutorial. ---------- I want to make a simple potion from two or more ingredients (sleeping tree sap, fire salts, and others) in a cooking spit that has a splash effect and has the magical effect of damaging affected enemies as long as they are in sunlight or near fire sources. Basically, kind of like what parsnip and hogweed sap do to you in real life.
  16. Thank you! That didn't fully answer my question, but you got me in the right direction. Knowing the 'ak' helps a lot. But, yes, you can name the akActionRef anything on function call. But knowing how the language refers to itself helps understand specifically what the parameter is referring to, and your explanation of 'ak' helped me figure that out. So being an "action reference" of a form, I think it goes like this. In many OOP languages, you can make a function inside of a file or class (depending on the language) that is global. Then, you can also make a function that is local to that class. And then, when you extend a class, you can overload that function and make a version specific to the child class. So I think, in this case, akActionRef is referring to the overloaded OnActivate( ) function (the 'action', so to speak) found inside the object class in question, which is a child of object reference class. So, for instance, if the script was on a door, akActionRef would not be referring to OnActivate's return value, but rather the OnActivate return value that is unique and specific to the Door class, extended from xyz. So thank you. Your answer helped me come to the conclusion. so 'ak' is just prefix notation (that a lot of programmer hate, but I personally love) and ActionRef is just referring to the overloaded function. Sort of a function:thisoverloadedfunction( ) kind of thing. Not sure what the C# or Java equivalent would be. Can't remember much of C++ and I'm currently only working in Python, C, and Lua. But I'm sure there's an equivalent in those languages.
  17. Hi all, I know what akActionRef does and how to use it, but I can't seem to find the official definition on the Papyrus help section of the Creation Kit wiki, or through Google. Is there a good resource for finding official definitions of these things? What's the "ak" stand for?And why is it Action Reference and not Object Reference (generically)? (See below)Is ActionRef only for objects that can be activated?Or does ActionRef refer to the actual activator element itself? For example, does akActionRef point to the specific activator element of the code of the respective ObjectReference, or does akActionRef just generically refer to an activatable object? I know this question is maybe unnecessary, but I'm a veteran coder in many other languages, so I take things like this very seriously. It helps one understand the technical limitations of a parameter like ObjectReference and its corresponding argument on a more fundamental, logical level. It lets you instantly recognized what can and can't be done with an argument. Thanks for your help and expertise, -John
  18. Codsworth remade with 8 arms filled with various power tools / cooking utensils - err... I mean hobbyist surgery equipment... with a rusted white medic paint job to be used as a maniacal face-slicing doctor at your settlement. Complete with surgeon's mask and a chainsaw or two. And an 6-fingered hand with needles for fingers. Also he refuses to perform his duties unless classical music is playing.
  19. FIXED: Router Firmware Update Pings normally, no loss
  20. Other notes that I forgot: using Google DNS 8.8.8.8 and 8.8.4.4
  21. Locale Details # My location: U.S. / Chicago area # My ISP: Time Warner # Result of ' ping filedelivery.nexusmods.com ' (see below for instructions on how to ping): Ping request could not find host filedelivery.nexusmods.com. Please check the name and try again. # My connection speed / type: 100Mbps, cable # Anything special about my connection ( e.g. load balanced or university connection ): Nope # My Environment: ( Windows / OSX / Linux ) Windows 10 Pro x64, legitimate copy # What Antivirus / malware used: Norton Antivirus (Norton Security / Norton 360), updated to latest File Details # Mod Page: All # File Name: All # File URL for download: Any # Download method: Fileserver UK/EU/US/ CDN ( Choose 1 ): US # Downloading Via: Website / NMM / Other: Website, Manual Problem Details # Please explain the problem you're experiencing in as much detail as possible: 404 on all downloads. Actually maybe not technically 404. It's a "Server not found" in latest Firefox. No ad blocking, no tracking blocking. Cloudfare BS again? Idk if you guys use Cloudfare, but Cloudfare hates me because I open links and click them very quickly and the makers of Cloudfare are slower humans that actual sloths, so they think that anything faster than 0.02ms is spam because they're useless at their jobs. Cloudfare is like Clownfare. Test download # We have setup a test download from our CDN. This is a completely random, unusable file that is 500MB in size. Please download this file (linked below) and report back whether you experience the same issue downloading this file as you do using the downloads on the site normally. Test download failed, same error.
  22. Hey, I get it. There's already iHUD. iHUD is great. I play with it. It's in my load order right now. Everyone loves a good hide-the-UI mod. But you know who REALLY gets the immersive aspect of HUD minimalism? Metro 2033. Let's make an Immersive HUD mod together. Codename: Fallout 2033. Have a quick read - it's a short article, I promise. It's all about Metro Series' marvelous achievement of minimalist and immersive invisible HUD. So what do you say, community? Think we can pull this off? I want to gather a mod team. We'll take all of the classic HUD elements of Fallout 4 and FPS / RPG's (save for the vital pip-boy) and we'll turn them into gameplay features and seamless immersion. Let's do away with a health meter and have sounds, sights, and physical cues instead. Who wants to glance at an ammo meter when you can check the barrel of your gun for a life-saving spare bullet? Pesky rads? Give me a real-time Gieger counter! There are so many better ways to convey survival information in a video game, as Metro has shown us. So why not put the survival aspect back into the post-apocalyptic survival game? The aspect of fear, panic, the unknown - the coin toss, guessing game of "can I last a second longer or will I die?" Let's give the player their OWN Perception check and make them rely on combat awareness and sheer will to live. HUD's are great. They're important. Giving the player information about their status and surroundings is a pretty common and vital element in any game. But it's actually the LACK of an HUD that makes Metro 2033 S.P.E.C.I.A.L. Sorry. That joke was inevitable and we both know it.
  23. Thank you sir!!!!!! That was insanely helpful. I went through the whole tutorial and have now succesfully merged dozens of mods. This tool is amazing! You bring up a very good point about the controversy surrounding re-uploading merged mods. I had not thought of that aspect. It seems to me like this service wouldn't really be possible, unless I can convince mod authors to let me merge their plugins for them. The only real way I see this working is if all mods use installers, and some sort of program was written for the installer to automate the merging process based on whichever plugins are chosen. However, another way to accomplish that is to create some software that "crawls" fomod installers and automatically generates every possible merge and permutation, then injects them back into the installer. The problem with that is that the mod size would bloat significantly. It seems I've hit a barrier where I need to decide how this service would function, or if it's just not feasible in the end. I'll have to think on this more. The fact that Merge Plugins is built on FO4Edit is quite promising - that makes me wonder if similar programs can be extended from XEdit that automate merges based on permutation. It also makes me wonder if there would be a way to create a "boilerplate" merge that has the greatest common data from each permutation, or maybe from like-bundles, and only injects the final unique data sets on request. This would solve the problem of bloat, and also increase installing speed and create less preparation. This would require a lot of programming, however, and an extremely deep understanding of the Creation Engine, which I don't have.
  24. Companion. NPC. "Hello!" *turns back* WTF Is there any mod out there that makes Companions and NPCs actually LOOK at you when they talk to you? I remember there being one like this a couple years ago but I can't remember the name. I googled for fifteen minutes and decided it was just my imagination. I can't find it anywhere. Try Bing? LOL Nexus forums search is no help because it only accepts exact strings... kind of super weird, but whatever. Been that way for years. I'm used to it now.
×
×
  • Create New...