korenogamer Posted June 2, 2009 Author Share Posted June 2, 2009 I bet it played Pong really well... :) My first PC was a 386SX back in 91 when I was in the USAF.. :) Anyway... My current ESP is uploaded and I made you a contributor so you can get to the mod and DL the file. Link to comment Share on other sites More sharing options...
korenogamer Posted June 2, 2009 Author Share Posted June 2, 2009 I just started up FOMM and selected my mod. I was running around and suddenly crashed. This same thing happened in another interior mod I was playing with. I feel so dumb.. I think I am not doing something in my interior mods that make me crash. Link to comment Share on other sites More sharing options...
korenogamer Posted June 2, 2009 Author Share Posted June 2, 2009 I made the mod available to all ... but all it is, is the cave with lockers ATM. Link to comment Share on other sites More sharing options...
korenogamer Posted June 2, 2009 Author Share Posted June 2, 2009 I came up with a different way to make this mod work.... KGIS will be a master file. Every modder, that want to use KGIS as the location to place their newly created item into the world, will be assigned a locker. When I receive a request from a modder for a locker, I will rename one of the unused empty lockers to the name of the modder. I will do this initially for every modder that I have item mods for. Each locker will have 10 unique LiveledItem lists in it inventory. When a modder that owns a locker makes a mod with new items, all they need to do is load their mod into GECK along with KGIS. Add their new items to one of the LeveledItem lists in that container. Each mod from that modder will edit 1 of the 10 lists in that locker. If a modder reaches more than 10 mods to add to their locker. They will need to consolidate a few of their smaller mods or request addional lists to be put into the ESM. Then, When a user wants a particular item mod that is dependent on KGIS, they will also need to get it as well. I understand that in the beginning, There will be a lot of updates to the KGIS master file to accomidate the initial rush of additions to the modders that use KGIS. But that is ok with me. One of the things this will let me do is completely change the cave. I'm not gonna need as many lockers as I first thought. Cause this way a single locker is not limited to a single mod. But rather a single modder. What yoiu think? I did a couple tests and it seems to work fine. If a user doesnt have any of a certain modders mods, then that lockker will always be empty. :) Link to comment Share on other sites More sharing options...
genovauk Posted June 3, 2009 Share Posted June 3, 2009 I understand that in the beginning, There will be a lot of updates to the KGIS master file to accomidate the initial rush of additions to the modders that use KGIS. But that is ok with me. Not wanting to moan or critisise but isn't this just COMM but instead of modders having shops the player gets them for free, Like cheating ??? If I'm not mistaken COMM doesn't have a great deal of modders using it so why would yours get more. I'm not trying to disuade you from doing it, by all means go for it, But If I get a mod with new items I don't simply want them in a cave... in lockers... for free. I want to at least pay for them from an npc or have them as quest rewards, If I wanted them for free I would console them to myself. I do understand how flamy this sounds and by all means ignore me but COMM already has a central base mod for modders and not many are using that so why bring out another. On top of that they need to contact you to add there locker. COMM just requires a loot list ID I think that the modder adds themselves with no need to request a space from jaysus. Also COMM is fun, there are things to interact with, A radio station even. This is just a boring old cave with lockers in them. Link to comment Share on other sites More sharing options...
korenogamer Posted June 3, 2009 Author Share Posted June 3, 2009 I was unaware of COMM. Thank you for pointing it out... It does appear that this is the same thing as their mod. But theirs is much much better. I was mainly doing this mod for 2 reasons. 1) to learn GECK. I am a brand new modder. Just started a few weeks ago. And I wanted to play and practice.2) to have a single place to go to when I make a new character instead of having to redo alot of quests or run all over the map like I did the first time around. Just to get modded items. I guess I might just miniturize the mod and just make it a personal one for me to centralize the items from all the armor and weapons mods i use. Thx again for the comments... I have a lot to think aout now. Link to comment Share on other sites More sharing options...
genovauk Posted June 3, 2009 Share Posted June 3, 2009 hey I wouldn't stop thought, I wasn't trying to make you quit or anything, People may still want it and if it also helps to learn use the geck then i'm all for it, I made a bobblehead script to be used as a master for modders to make houses with the same display stand script, but not many people (in my opinion) wanted or needed it. I still made it anyway and updated it to version 2, That helped me learn some of the scripting language. Link to comment Share on other sites More sharing options...
korenogamer Posted June 3, 2009 Author Share Posted June 3, 2009 yea ... I dont have much left to do ... I only have to create more unique lists and add them to lockers. Can more than one mod edit the landscape in the same cell without conflicting as long as they dont try and edit the same space? Link to comment Share on other sites More sharing options...
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