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http://pastebin.com/4T1nwARw I don't know why the traderoutes.esp and skyre patch are backwards after BOSS, but I'm going to overwrite that How do I combine simple armor/weapon mods? These are cluttering things up and I'm starting to edge towards the mod limit. edit: Should I let Lootification handle mods and just take its autosettings? It.. seems to do a good job on guessing, better than I'd do comparing between the stats. I have to figure out what to do with None things, but most of the stuff seems to be caught. Doctor Goat fucked around with this message at 22:36 on Apr 18, 2014 |
# ? Apr 18, 2014 20:32 |
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# ? Jun 5, 2024 05:43 |
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The Skywind team released another developer video today. Music, landscapes, models, creatures, armor -- it's positively pornographic. https://www.youtube.com/watch?v=QT0wo3q3HXc
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# ? Apr 18, 2014 20:39 |
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Saint Sputnik posted:The Skywind team released another developer video today. Music, landscapes, models, creatures, armor -- it's positively pornographic.
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# ? Apr 18, 2014 21:52 |
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Here's a mod that adds a mane to Khajiit. http://www.nexusmods.com/skyrim/mods/53120/ Pretty much just hocked it together from per-existing beards so it isn't the best.
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# ? Apr 19, 2014 00:09 |
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grrarg posted:That is insane. I had not really been paying attention to the project since I figured it would eventually explode in a drama bomb, like most major mod projects. From the looks of that video, they might actually pull it off. I really, really hope whomever is leading this isn't a giant manbaby. All of that poo poo looks amazing, and they've been continually growing and adding more and more. Balmora, Azura's Coast, Pelagia, Seyda Neen, it all looks incredible. I even recognized the first cave you generally come across (Ashurnabitatashpi or whatever it is) just outside of Seyda Neen. Plus, I just loving want ALL OF THAT GOD DAMNED ARMOR in the game right now. It's all loving gorgeous. They nailed Netch, Gah-Julan Bonemold, etc. On top of that, did you SEE those loving Dagoth Ur and Ash Vampire models? DID YOU SEE THAT poo poo? That's incredible! If this explodes in a pile of bullshit I'm going to be so loving sad. There's so much good work there. I'm actually debating contributing by tackling simple stuff like small interiors or whatever. Just to help them tick off the boxes.
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# ? Apr 19, 2014 00:19 |
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Agents are GO! posted:Just make sure you use only the most ornery voice clips for his dialog if possible. Those are great, and shouldn't be too much of a challenge to implement once I find the source files. It's the Wait/Follow/Dismiss dialogues that tend to cause the most compatibility issues when making a custom-voiced follower but anything else is fair game. quote:Thalmor/Legion/Stormcloak followers Saint Sputnik posted:I love orcs so I want more orc followers. There are only a handful in vanilla and almost no mod-added ones. My first thought is Lash, after the deliver her mom's sword quest. I imagine she'd be up to some aimless wandering and adventuring after getting the message not to return home. Saint Sputnik posted:(edit: someone earlier suggested the orc who's looking for a good death, so I hope you included that guy already.)More bards too! Talsgar would be a great choice. He already has a lot of custom dialog that you only get from talking to him a lot, and from what I've seen when I encounter him, he's no slouch in combat. ShoulderDaemon posted:Erdi should be a follower. armoredgorilla posted:Embry in Riverwood, the town drunk. He's got NOTHING going on for him and he's so happy when you give him booze that he later gives you a free dirty hat. Agents are GO! posted:Also: Hrongar? "I'm not a man. I'm a weapon in human form."
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# ? Apr 19, 2014 00:42 |
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The Mad Archivist posted:That could work - I think that initially, Bethesda's intention with Hrongar was to have him tag in as Jarl of Whiterun after a Daedric quest in which Balgruuf was to be killed; that quest was cut, though, so now Hrongar just kind of hangs out with no purpose. He isn't Balgruuf's housecarl and does seem the sort that would be restless just sitting around Dragonsreach all the time. I'm pretty sure there's still some cut voice files for Hrongar tucked away from when they removed that quest. They might not be very useful but as far as I know he's fully voiced to be a Jarl at least.
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# ? Apr 19, 2014 00:49 |
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Bug report on ASIS - it's cloning the Inconsequential NPCs. I've got four Suspicious Scribes hanging around Dragonsreach, and the traveling merchants are getting duplicated as well.
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# ? Apr 19, 2014 02:01 |
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Praetorian Mage posted:Bug report on ASIS - it's cloning the Inconsequential NPCs. I've got four Suspicious Scribes hanging around Dragonsreach, and the traveling merchants are getting duplicated as well. Presumably a feature since what's more suspicious than four identical scribes? Unless you added their ID to the exclusion list and they are still showing up. I'd wager the author used something like encSuspiciousScribe as an ID so asis auto includes them.
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# ? Apr 19, 2014 02:16 |
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LtSmash posted:Presumably a feature since what's more suspicious than four identical scribes? Unless you added their ID to the exclusion list and they are still showing up. I'd wager the author used something like encSuspiciousScribe as an ID so asis auto includes them. I know it's not a feature, because I've had this mod for a long time, and I know there's only supposed to be one. I'm also getting duplicates of named NPCs from that mod. So, do I need to find all of their refIDs or baseIDs and put them in the ASIS exclusion list?
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# ? Apr 19, 2014 02:44 |
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Praetorian Mage posted:I know it's not a feature, because I've had this mod for a long time, and I know there's only supposed to be one. I'm also getting duplicates of named NPCs from that mod. So, do I need to find all of their refIDs or baseIDs and put them in the ASIS exclusion list? I'd put the whole plugin in the ASIS exclusion list by name - I don't think it adds anything that you benefit by including more than one copy of. That's the [ModExclusions] category in ASIS.ini, iirc.
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# ? Apr 19, 2014 02:52 |
I'm sick of the standard follower interface. What's the current consensus? AFT or EFF?
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# ? Apr 19, 2014 04:00 |
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scamtank posted:I'm sick of the standard follower interface. What's the current consensus? AFT or EFF? Either one is good, but there are some mods that take full advantage of the EFF 4.0 beta out there.
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# ? Apr 19, 2014 04:20 |
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Saint Sputnik posted:The Skywind team released another developer video today. Music, landscapes, models, creatures, armor -- it's positively pornographic. Why are the adding VA. They have all the lines already, just rip them from the game. e: Why are the adding music. Can they not just rip those files from the original game?
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# ? Apr 19, 2014 04:35 |
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Rookersh posted:Why are the adding VA. I'm assuming that would fall under copyright infringement. They're already treading a very thin line with the entire Skywind project in general, ripping content straight out of Morrowind would probably force Bethesda to step in and threaten legal action.
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# ? Apr 19, 2014 04:39 |
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Rookersh posted:Why are the adding VA. You'll be able to mod both to the original way on day 1 probably. Morroblivion was really janky because nobody was voiced so you blankly stared at someone and telepathically communicated with them Are there any custom SkyUI themes, or is it even capable of being themed?
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# ? Apr 19, 2014 04:41 |
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scamtank posted:I'm sick of the standard follower interface. What's the current consensus? AFT or EFF? I'm 100% EFF. AFT and UFO all configure themselves through the follower dialog menus, which is really cumbersome if you actually intend to use followers as followers - EFF has its own menu system, uses MCM to configure global settings to the mod, and the latest beta implements it like the Companion wheel from New Vegas. ANIME IS BLOOD fucked around with this message at 06:23 on Apr 19, 2014 |
# ? Apr 19, 2014 06:21 |
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The Mad Archivist posted:I'd put the whole plugin in the ASIS exclusion list by name - I don't think it adds anything that you benefit by including more than one copy of. That's the [ModExclusions] category in ASIS.ini, iirc. Actually, I'd put it individually in the exclusion lists in RandomSpawns.ini and IncreasedSpawns.ini, so the NPCs there can still benefit from Perks, Spells, AI, and Potions. grrarg posted:That is insane. I had not really been paying attention to the project since I figured it would eventually explode in a drama bomb, like most major mod projects. From the looks of that video, they might actually pull it off. Yes but by the time they have it in a stable and playable state, it'll be time to port Morrowind into the Elder Scrolls VI engine. I doubt Morroblivion will ever get to version 1.0 (it's at .6 something right now) because most of the the devs went onto SkyWind. Agents are GO! fucked around with this message at 06:56 on Apr 19, 2014 |
# ? Apr 19, 2014 06:50 |
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Rookersh posted:Why are the adding VA. Because they can. They seem to be keeping the dialogue itself, where applicable. They're adding music because ripping the files directly from Morrowind would constitute copyright infringement and get the entire project shut down. The only thing that makes the project non-infringing is that they're making all the appropriate content themselves/updating fan-created content. That is fully within the bounds of the EULA concerning Skyrim and the Creation Kit. They can even use Skyrim assets (like the bull Netches you see in the trailer), they just can't take content from the other games (Oblivion or Morrowind) and paste it into Skyrim and call it a day.
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# ? Apr 19, 2014 07:34 |
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Gonkish posted:Because they can. They seem to be keeping the dialogue itself, where applicable. This is pretty much the reason I hope they never, ever make a sequel to Baldur's Gate. gently caress sake, imagine if either 1 or 2 had come out like five years later - the Tutu conversion of BG1 to BG2's engine never would have loving happened thanks to the crackdown on copyright violations. Agents are GO! posted:Yes but by the time they have it in a stable and playable state, it'll be time to port Morrowind into the Elder Scrolls VI engine. Assuming we ever get an ESVI. Will Zenimax even survive if TESO goes belly up?
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# ? Apr 19, 2014 07:46 |
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Zenimax has oodles of money. They are a publisher that can actually afford to gamble on the investment for a MMO.
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# ? Apr 19, 2014 08:03 |
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I hope so. They're still a lot smaller than someone like EA, I'd think - I don't think they could write off such a loss nearly as easy. In other news, I had an epiphany over how to work the new followers into the B-Team without altering any vanilla quests - I'd make a new composite quest that would have pieces of dialogue chain-conditioned to specific NPCs and the completion of specific quests - if everything works correctly, then it will slot in the same piece of dialogue across every NPC the B-team adds as a follower on the completion of whichever quest or task they give you that will be used to kick them into the correct factions and make sure their RelationshipRank is correct. Once that's done, then whatever follower mod they are using can take over and add and dismiss them as it needs (though a mod like FVE is still going to be necessary for non-standard voicetypes) I'll try to use the same generic dialogue shared by all the voicetypes so I can minimize the amount of dialogue I need to create. For all the faults of Gamebryo and Papyrus, the quest system Bethesda designed really is something else - it can be so arcane but really ridiculously flexible. I also made this splash screen for the page: http://static-3.nexusmods.com/15/mods/110/images/53129-1-1397880916.png ANIME IS BLOOD fucked around with this message at 08:46 on Apr 19, 2014 |
# ? Apr 19, 2014 08:40 |
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Gyshall posted:Zenimax has oodles of money. They are a publisher that can actually afford to gamble on the investment for a MMO. To be honest, I don't even know why they bothered with TESO but there it is, being all mediocre at even being mediocre. I know MMOs take years to develop, but at what point did they say "Hey, this is basically a copy of every MMO made since WoW came out, let's pump a few more million into it! It'll sell like hotcakes and totally destroy Blizzard!"? I don't know how the expected to make money, but I hope ZeniMax doesn't go belly up because of it, because I love Bethesda in all their lovely, cobbled-together hamster engine glory.
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# ? Apr 19, 2014 09:17 |
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Agents are GO! posted:Yes but by the time they have it in a stable and playable state, it'll be time to port Morrowind into the Elder Scrolls VI engine. I don't know it feels like Skywind is going substantially faster than Morrowblivion ever did. Not to mention that Skyrims game experience in general hold up much better now than Oblivion did 2 years after its release.
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# ? Apr 19, 2014 09:26 |
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Gonkish posted:To be honest, I don't even know why they bothered with TESO but there it is, being all mediocre at even being mediocre. I know MMOs take years to develop, but at what point did they say "Hey, this is basically a copy of every MMO made since WoW came out, let's pump a few more million into it! It'll sell like hotcakes and totally destroy Blizzard!"? I don't know how the expected to make money, but I hope ZeniMax doesn't go belly up because of it, because I love Bethesda in all their lovely, cobbled-together hamster engine glory. TESO is a game where Restoration staves hurt things. How the hell does that work? I can understand Restoration damaging the undead, but everything else? In any case, I doubt it will sink Zenimax if it fails. Tzarnal posted:I don't know it feels like Skywind is going substantially faster than Morrowblivion ever did. Not to mention that Skyrims game experience in general hold up much better now than Oblivion did 2 years after its release. Yeah, the jump in quality is bigger from Oblivion to Skyrim than it is from Morrowind to Oblivion. Plus, Dragonborn probably saved the Skywind team a lot of time by adding in lots of Morrowind-esque assets for them to use hassle-free. Praetorian Mage fucked around with this message at 09:43 on Apr 19, 2014 |
# ? Apr 19, 2014 09:39 |
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The Mad Archivist posted:This is pretty much the reason I hope they never, ever make a sequel to Baldur's Gate. gently caress sake, imagine if either 1 or 2 had come out like five years later - the Tutu conversion of BG1 to BG2's engine never would have loving happened thanks to the crackdown on copyright violations. Does Baldur's Gate: Enhanced Edition count? That was remade from scratch on BG2's engine a year or two ago.
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# ? Apr 19, 2014 09:45 |
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Gonkish posted:Because they can. They seem to be keeping the dialogue itself, where applicable. I thought they were ripping stuff out of the original games, or was that an earlier iteration? The guys over at Beyond Skyrim insist that Skywind and Skyblivion are violating the EULA, which sucks because it seems like a lot of their work would overlap and could be shared to speed up both projects.
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# ? Apr 19, 2014 15:22 |
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Alasyre posted:I thought they were ripping stuff out of the original games, or was that an earlier iteration? The guys over at Beyond Skyrim insist that Skywind and Skyblivion are violating the EULA, which sucks because it seems like a lot of their work would overlap and could be shared to speed up both projects. Morroblivion did that and it's incredibly obvious. Skywind seems like it's using the original assets as placeholders while they recreate basically everything from scratch. That's just how it looks to me anyway.
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# ? Apr 19, 2014 15:44 |
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Yeah, I'm probably overestimating the overlap, anyway, considering the differences in landscapes, especially for Vvardenfell.
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# ? Apr 19, 2014 15:59 |
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Praetorian Mage posted:I know it's not a feature, because I've had this mod for a long time, and I know there's only supposed to be one. I'm also getting duplicates of named NPCs from that mod. So, do I need to find all of their refIDs or baseIDs and put them in the ASIS exclusion list? Sorry should have put a I guess. But extra spawns of npcs matching inclusions and not exclusions is by definition a feature. It is based on EditorID not name. EditorID does not show up in game so you need either the ck or tesedit or something to see it. Unless that mod has any npcs you want extra spawns for I'd go with agents' suggestion and put it in the modExclusion section of the increased and random spawns inis. Alasyre posted:I thought they were ripping stuff out of the original games, or was that an earlier iteration? The guys over at Beyond Skyrim insist that Skywind and Skyblivion are violating the EULA, which sucks because it seems like a lot of their work would overlap and could be shared to speed up both projects. I think the very first iteration used some placeholder ripped stuff and they got an angry letter. Now its all new or skyrim assets nd not against the EULA or violating copyright but still not allowed to be discussed on the official forums. Which bethesda is free to do since its their site and they could ban discussing dogs if they wanted. Edit: I have an alpha version of Signature Weapons but for skyrim that I've been putting off working the bugs out of because it means actually bug testing in skyrim. Anyone hate themselves enough to want to help with that? Also someone over on the bethesda forum inadvertently gave me a great idea for making Signature Armors work so if the kinks with weapons get worked out armors will probably follow soon after. PM me or steamID LtSmash fucked around with this message at 16:50 on Apr 19, 2014 |
# ? Apr 19, 2014 16:35 |
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I'm running into a really bizarre problem, and I am hoping someone here can give me some insight as to how to solve this problem. When running ENB and Project ENB, when I launch the game directly from the SKSE launcher, everything looks perfect. When I launch with SKSE via Mod Organizer, with no additional mods loaded at all, I get massive artifacting, as if my video card was failing. If I close the game and load from the SKSE shortcut again, things are once again perfect. I really want to use mod organizer to load a laundry list of mods, but I can't figure out why it's causing these issues and how to avoid them.
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# ? Apr 19, 2014 17:44 |
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Mistikman posted:I'm running into a really bizarre problem, and I am hoping someone here can give me some insight as to how to solve this problem. Did you make sure to turn off AntiAliasing and Anisotropic Filtering in the MO SkyrimPrefs INI File? Easiest way to do that is to add the Skyrim Launcher to the MO executables list and run it once.
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# ? Apr 19, 2014 18:02 |
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Gonkish posted:To be honest, I don't even know why they bothered with TESO but there it is, being all mediocre at even being mediocre. I know MMOs take years to develop, but at what point did they say "Hey, this is basically a copy of every MMO made since WoW came out, let's pump a few more million into it! It'll sell like hotcakes and totally destroy Blizzard!"? I don't know how the expected to make money, but I hope ZeniMax doesn't go belly up because of it, because I love Bethesda in all their lovely, cobbled-together hamster engine glory. Yeah it is a bummer, I honestly haven't even looked into the game other than knowing it is "MASSIVE MULTIPLAYAR ELDAR SCROLLS" and that just not seem fun to me. e: I mean come on when the server population gets low you can't even mod in more NPCs e2: what about titmods
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# ? Apr 19, 2014 18:04 |
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Say I want to play Skyrim with SPERG. Should I use some other rebalancing mods with it, or is it enough? (I plan on playing a magic-oriented character this time)
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# ? Apr 19, 2014 18:15 |
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The Mad Archivist posted:Lash is perfect, I didn't even know she had a quest, as she never gave me one. The quest comes from her mom, the smith in the orc stronghold south of Markarth. And I understand about the world encounters, when I was reading about the wandering bard it said he'll respawn on death and things like that, so I can see encounter NPCs being overly complicated and buggy. e: Hog Butcher posted:You'll be able to mod both to the original way on day 1 probably. Morroblivion was really janky because nobody was voiced so you blankly stared at someone and telepathically communicated with them I can't wait for the mods of Skywind itself, turning the whole place into a burned out apocalyptic shitheap in the 4th era.
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# ? Apr 19, 2014 18:40 |
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Smol posted:Say I want to play Skyrim with SPERG. Should I use some other rebalancing mods with it, or is it enough? That's all I use - SPERG + Apocalypse + Dwemerverse (+ Midas Magic and Midas Magic Evolved if you feel like being Super OP.) Edit: all I use rebalance wise, I should say.
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# ? Apr 19, 2014 18:55 |
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Rookersh posted:Why are the adding VA. I guess if you write music you might not be any good at texture or modeling work. The 'Azura's Coast' track here is pretty drat good, haven't listen to all of them yet but hey! Good start!
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# ? Apr 19, 2014 19:11 |
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How viable are bound weapons in SPERG? Not looking anything crazy but it would be cool to have them at least the level of legendary regular weapons.
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# ? Apr 19, 2014 20:34 |
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Anyone getting the following when running ASIS with the new inis?code:
E: Nevermind, I'm an idiot that thought his ASIS was up to date. Beeb fucked around with this message at 21:05 on Apr 19, 2014 |
# ? Apr 19, 2014 21:00 |
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# ? Jun 5, 2024 05:43 |
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The Mad Archivist posted:This is pretty much the reason I hope they never, ever make a sequel to Baldur's Gate. gently caress sake, imagine if either 1 or 2 had come out like five years later - the Tutu conversion of BG1 to BG2's engine never would have loving happened thanks to the crackdown on copyright violations.
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# ? Apr 19, 2014 21:42 |