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So I've had zero time to work on the house for the nexus upload, but that should change after tomorrow. Any final notes/bugs/recommendations?
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# ? Aug 23, 2015 17:21 |
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# ? Jun 4, 2024 19:52 |
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did you implement the farm? the wizard corner's little garden is nice but it's extremely hard to grow certain crops there (most notably creep clusters and jazbay grapes) because of how cramped it is.
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# ? Aug 23, 2015 17:26 |
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Excelzior posted:did you implement the farm? the wizard corner's little garden is nice but it's extremely hard to grow certain crops there (most notably creep clusters and jazbay grapes) because of how cramped it is. No I haven't, I'm thinking about how best to do it still. I think my plan so far is to dump that fertile soil area and turn that into a doorway/trapdoor somehow to an attaching space/cave, where I could play with different dimensions. It's just finding something that doesn't look very out of place. I don't want to use the starting cave because I think it's weird when parts of the house are outside there, which was the main reason I moved the tanning rack in. The wood cutting area just didn't fit anywhere else and looks really good right there. Like I said, I've had zero time but come Wednesday I'll have lots. Mazz fucked around with this message at 17:32 on Aug 23, 2015 |
# ? Aug 23, 2015 17:30 |
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Praetorian Mage posted:Wouldn't making it a toggle be simpler? Or do you just not care for that idea? The buff is simpler and fits in with Skyrim better. There are lots of temp buffs in the game, but few to no toggle abilities. If the duration is long enough to not require babysitting, it's functionally the same as a toggle anyway. Just a bit more active so it's like a combo of sorts. If it were a non-combat ability like night eye I think a toggle would be more appropriate, but combat tends to benefit from breaking out of the "just click the same thing repeatedly" mold.
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# ? Aug 23, 2015 22:15 |
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Can anyone recommend a mod to control how fast experience is gain, say if I wanted to level up at 2/3s or half the default rate?
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# ? Aug 24, 2015 00:50 |
SkyTweak lets you gently caress with the dials.
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# ? Aug 24, 2015 00:50 |
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^^^ Community Uncapper also allows this, as well as providing a lot more options if you want them.
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# ? Aug 24, 2015 02:06 |
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Mazz posted:No I haven't, I'm thinking about how best to do it still. I think my plan so far is to dump that fertile soil area and turn that into a doorway/trapdoor somehow to an attaching space/cave, where I could play with different dimensions. It's just finding something that doesn't look very out of place. I don't want to use the starting cave because I think it's weird when parts of the house are outside there, which was the main reason I moved the tanning rack in. The wood cutting area just didn't fit anywhere else and looks really good right there. Would you like to know a fun fact ? The walls that surround the Mannequin section, you can walk through them. From the Mannequin side that is. Works on my set up anyway. Tzarnal fucked around with this message at 19:02 on Aug 25, 2015 |
# ? Aug 25, 2015 18:59 |
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Tzarnal posted:Would you like to know a fun fact ? The walls that surround the Mannequin section, you can walk through them. From the Mannequin side that is. Works on my set up anyway. Interesting, I'll have to look at that. AFAIK they were just floor pieces I turned vertical, but who knows.
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# ? Aug 25, 2015 19:11 |
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Short new Skywind video.
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# ? Aug 26, 2015 01:15 |
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Mazz posted:Interesting, I'll have to look at that. AFAIK they were just floor pieces I turned vertical, but who knows. Should be easy enough to fix, just put collision planes on them.
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# ? Aug 26, 2015 03:35 |
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Agents are GO! posted:Should be easy enough to fix, just put collision planes on them. Yeah that was my plan. Weird though, none the less. On another note, I've been trying to add the farming/flora area but I just can't find a place where it both 1. will work well given how things have to be put together in the CK, and 2. looks like it fits in with the rest of the cell. Option 1 would be a trapdoor to another room, but I can't think of a single good place for that trapdoor that doesn't feel out of place. That, and then I have to build another whole room that is aesthetically interesting, which really means a cave with natural lighting for the most part, and that's tedious as all hell as I don't have any sort of real plan on how to do it in my head. Option 2 is I could extend the hallway another section, and add in another room across from it for balance (kids room I guess, cant think of anything else), but this involves shuffling the entire rest of the house over from that point, and then trying to fill it in. It also breaks up the symmetry of everything. Option 3 is removing the entire bathing area thing, and putting it there. Hell of a lot of work still, and I'm not sure what I make is going to look as good as that does right there. This is also all or nothing, because as soon as I starting moving big things, the only good way to revert changes is to restore a backup. I don't know what to do goons. I'm leaning towards option 3 and thinking on how I could make that work without actually removing the fountain, just pushing it backwards or something. At the moment though I haven't made much progress. Mazz fucked around with this message at 07:19 on Aug 26, 2015 |
# ? Aug 26, 2015 07:12 |
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Mazz posted:On another note, I've been trying to add the farming/flora area but I just can't find a place where it both 1. will work well given how things have to be put together in the CK, and 2. looks like it fits in with the rest of the cell. What about some sort of root cellar with raised beds of soil, like a greenhouse? Add a few magical grow lights, and you could have a pretty big underground "greenhouse" without the need to model natural stone walls and such. Just make it a stone hall full of planters. That would also make the trap door more logical, since presumably the room would be deep below the main building.
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# ? Aug 27, 2015 10:26 |
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The green water bug is really annoying me. It's preventing me from doing anything underwater, which locks out a lot of things (Spectraverse for instance). I've verified, uninstalled/reinstalled, disabled depth of field and radialblur, and tried the green water fix mod. Nothing's worked . Modlist: code:
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# ? Aug 27, 2015 16:00 |
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Goredema posted:What about some sort of root cellar with raised beds of soil, like a greenhouse? Add a few magical grow lights, and you could have a pretty big underground "greenhouse" without the need to model natural stone walls and such. Just make it a stone hall full of planters. That would also make the trap door more logical, since presumably the room would be deep below the main building. I'm sitting on the idea for a couple days though, see if anything good comes to mind/I can flesh out the details before tearing things up.
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# ? Aug 27, 2015 17:01 |
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Grey Elephants posted:The low particles and no shadows mods were added after I started having the problem. I also have ENBoost, which was added afterwards as well. My graphics card is an Intel HD 4000. Is there anything I can do? Make sure DoDepthOfField (?) in skyrimprefs.ini is turned to 0. Did you try this mod too? http://www.nexusmods.com/skyrim/mods/14007/
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# ? Aug 27, 2015 17:52 |
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Mazz posted:Yeah that's not far off from what I'll likely end up doing. The nice part about using real doors is that they are actually portals to different spaces, so I won't have to make any big changes to the existing space. I'm only casually following along with this whole conversation, but if you're talking about portaling to diferent world spaces just to grow vegetables, why not put them outside the house, like in the yard? Like how people grow stuff? If I'm remembering correctly what home mod you based it on, the front entrance is sort of hidden away and there's not a lot of space directly outside the door, but surely there's one reasonably flat patch of earth somewhere in the vicinity?
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# ? Aug 28, 2015 01:40 |
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Gyshall posted:Make sure DoDepthOfField (?) in skyrimprefs.ini is turned to 0. Those were the first things I tried.
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# ? Aug 28, 2015 01:47 |
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Grey Elephants posted:Those were the first things I tried.
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# ? Aug 28, 2015 01:51 |
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Raygereio posted:Just to get the obvious out of the way: If you're using MO, did you make sure to edit the skyrimprefs.ini in your MO profile? ...
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# ? Aug 28, 2015 02:05 |
Punch the plug-in button in the top row, you want the .ini editor. MO maintains its own special set of configuration files, separate from the normal ones.
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# ? Aug 28, 2015 02:21 |
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So I've got the weirdest issue with the mod I'm making. Skyrim simply refuses to let me enter a cell I created. Both COC and load doors just show a loading screen and then just dump me back where I started, unless I coc from the title screen. And if I coc from the title screen, once I leave the cell I can't reenter.
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# ? Aug 28, 2015 02:22 |
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Nerd Of Prey posted:I'm only casually following along with this whole conversation, but if you're talking about portaling to diferent world spaces just to grow vegetables, why not put them outside the house, like in the yard? Like how people grow stuff? If I'm remembering correctly what home mod you based it on, the front entrance is sort of hidden away and there's not a lot of space directly outside the door, but surely there's one reasonably flat patch of earth somewhere in the vicinity? No, its not that complicated. Any time you use a real door or trap door it just acts as a portal or sorts, so I can use the same cell but not actually have the things attached to the structure itself.
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# ? Aug 28, 2015 03:33 |
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Can anybody reccomend some good backup management software, preferably freeware?
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# ? Aug 28, 2015 14:39 |
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VAgents are GO! posted:Can anybody reccomend some good backup management software, preferably freeware? Like, Version control? Try Git if you're working with ESP stuff. Otherwise, something like SyncBackFree should be fine.
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# ? Aug 28, 2015 15:20 |
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Gyshall posted:V I just want something that will make backups On a schedule so I don;t have to remember.
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# ? Aug 28, 2015 19:53 |
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oh for CHRIST'S SAKE http://www.idigitaltimes.com/bethesda-plans-revisit-skyrim-paid-mods-after-fallout-4-459131
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# ? Aug 28, 2015 22:02 |
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Has anybody else tried Summerset Isles? I've been wandering around in it for a few hours now, after reaching the point in the main quest where I get told to buzz off and go play some side quests for a while. It feels like they picked up a JRPG and put it into Skyrim. None of the NPCs seem to have any schedule packages. They all just wander around randomly in some small area, waiting to say hello, and most of them are apparently shut-ins. You have to go in their house, and most of them just say "greetings", if they say anything, which doesn't exactly make up for the loading screens. People guarding things won't threaten you, and the mine I discovered wasn't actually being mined, or even occupied by bandits. So far I've found one bazaar (based on Riften), zero inns, and zero explanations for anything I've encountered, aside from the annoying teleportation orbs. The reviews on the Nexus say the main quest is pretty good, but I don't know what sort of atmosphere they're going for. So far I've discovered two interesting things, some weird constructs and that the king has been turned into a dog, and only the first lady I've met seems to be minutely fussed about either discovery. Unless it gets much better, it'll just be confusing, and there's zero reason for my character to be involved in it. Hell, the lady who initiates the main quest pretty much tells you at the outset that you can choose to gently caress off back to Skyrim, and it really won't matter. As a general note, you have to swim a lot. There are passes through mountains that only lead anywhere if you're prepared to dive down to crush depth looking for holes in the wall, and at least one house with a front door that can't be reached from outside, and can't be used to even get outside due to the overhang on the porch, so the only way in or out is through two gates and a trapdoor you have to swim to. If you're not using SPERG or don't have some other passive, waterbreathing or power effect going, you should probably stock up on potions before you go. I think the alchemy stand in my one marketplace was carrying one potion, so it's not like you can stock up once you get there.
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# ? Aug 28, 2015 22:16 |
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ANIME IS BLOOD posted:oh for CHRIST'S SAKE If anyone was surprised by this you are far too gullible for this (gaming) world. Paid modding is coming no matter how hard we kick and scream and games will be even more buggy and unfinished because of it. Modmakers will grovel in the corner with the scraps Bethesda deign to bestow upon them while bathing in money themselves. In the dark hallway nearby, you stand, mewling: "i-i-i just want a complete game... please..." The publishers and developers will snicker to themselves and say "release the hounds" while modmakers rise to a truly alien stance and howl in a inhuman voice barely even resembling laughter anymore, or anything you were prepared to hear. You last thought as the dogs disembowel you go to the times you could download CBBE tittymods for free. It is the end times. You are dead.
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# ? Aug 28, 2015 22:34 |
If it's going to the draconian lengths that we're expecting, I'll be very surprised if the whole bethesda.net enforcement mechanism survives more than a week before it's cracked and bypassed.
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# ? Aug 28, 2015 22:38 |
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Dongattack posted:If anyone was surprised by this you are far too gullible for this (gaming) world. Paid modding is coming no matter how hard we kick and scream and games will be even more buggy and unfinished because of it. Modmakers will grovel in the corner with the scraps Bethesda deign to bestow upon them while bathing in money themselves. In the dark hallway nearby, you stand, mewling: "i-i-i just want a complete game... please..." Still, there could be a bright side - PC gamers could move en masse to games that don't pull this kind of thing, of which there'll be plenty, and that in turn will inspire the makers of those games to make better, more robust toolsets. Bethesda have had a stranglehold over RPGs with modding support for a while, which is exactly what's led to this complacency.
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# ? Aug 28, 2015 23:35 |
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Dongattack posted:If anyone was surprised by this you are far too gullible for this (gaming) world. Paid modding is coming no matter how hard we kick and scream and games will be even more buggy and unfinished because of it. Modmakers will grovel in the corner with the scraps Bethesda deign to bestow upon them while bathing in money themselves. In the dark hallway nearby, you stand, mewling: "i-i-i just want a complete game... please..."
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# ? Aug 29, 2015 00:07 |
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I can't wait for the what.cd of modding looks like
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# ? Aug 29, 2015 01:48 |
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Honestly, Skyrim had a great run and when Bethesda sends it into the long night, I'll be ready to bid it a fond farewell and move on. Won't be worth going to the trouble to pirate my mods and sort out how to make them work together. With modding behind paywalls TES6 is going to be a catastrophe and it's amazing that Bethesda is so blinded by short term greed that they can't see it coming. Eric the Mauve fucked around with this message at 05:20 on Aug 29, 2015 |
# ? Aug 29, 2015 05:16 |
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If nothing else, I'd kinda figure that they're aware of Gategate and can imagine what that would be like with real money and a contract to which they are a party.
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# ? Aug 29, 2015 05:27 |
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"Come on guys, surely they've learned from their mistakes by now!"
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# ? Aug 29, 2015 05:36 |
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Dongattack posted:If anyone was surprised by this you are far too gullible for this (gaming) world. Paid modding is coming no matter how hard we kick and scream and games will be even more buggy and unfinished because of it. Modmakers will grovel in the corner with the scraps Bethesda deign to bestow upon them while bathing in money themselves. In the dark hallway nearby, you stand, mewling: "i-i-i just want a complete game... please..." Can this be the title of the thread? Like, the whole thing?
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# ? Aug 29, 2015 06:09 |
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I wonder if Pete Hines is also running JEB!'s presidential campaign, with jumping on landmines repeatedly and such.
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# ? Aug 29, 2015 06:35 |
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I've been using skytweaks to slow down leveling on my new playthrough. I've been adjusting dials and everything was going fine, but now I can't hit level 10. I get my last skillup, the bar resets, I get the cool level up shouting thing, and the game popups up ever few minutes that I should open the skillmenu to level up. Except the skill menu just says skills, and not level up, and when opening it, I don't get to choose health/stam/magic, and I don't have a skill point. I haven't adjusted skytweaks in a few levels before then, and going in and fiddling with things doesn't seem to fix it either. Any ideas? Edit: Nevermind, I guess the bar is just hosed up. counterfeitsaint fucked around with this message at 11:28 on Aug 29, 2015 |
# ? Aug 29, 2015 11:03 |
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# ? Jun 4, 2024 19:52 |
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I haven't really had time to check it out in depth, but someone's putting together a comprehensive guide to Skyrim modding: http://www.nexusmods.com/skyrim/mods/54609/ Associated Bethesda forums thread about an addition focusing on scripting (which I'm looking forward to tbh): http://forums.bethsoft.com/topic/1513978-modding-skyrim-scripters-edition/
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# ? Aug 29, 2015 14:53 |