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AndalayBay

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Everything posted by AndalayBay

  1. I'd love to see some UI changes too. I like Darnified or Dark Darn, but I'd love to see a background that looked more like parchment or leather.
  2. You could use IsPCSleeping to confirm that the PC is sleeping. Unlike Oblivion, WakeUpPC appears to be only a console command, which makes no sense to me at all. If indeed it's only been implemented as a console command, then you'll need to ask the SKSE guys to add it. They can add functions that have been implemented as console commands really easily, apparently.
  3. Skyrim XP Skyrim XP is a levelling system replacement aimed at bringing the Dungeons & Dragons character progression ruleset to Skyrim. Unlike in Oblivion, skills are no longer tied to attributes, but the levelling system is still easily exploited in some areas and unnecessarily difficult in others. There is also no experience reward for completing quests or tasks, other than money and equipment. With Skyrim XP, you gain experience points for performing a variety of actions, including but not limited to completing quests, defeating enemies, picking locks and smithing weapons & armour. When you accumulate enough experience points, you will gain a level, granting you points to spend on improving whichever skills you prefer, instead of advancing skill levels by using them. Each level allows you to increase health, stamina or magicka, and pick a single perk, just like in Skyrim's original system. Dungeons and Dragons Style Levelling Even if you've never played a game using the Dungeons and Dragons ruleset, you're most likely familiar with the core principle its based on. The experience point system is used in almost a majority of titles featuring any kind of character progression (also known as RPG elements), from Dragon Age to Mass Effect, Deus Ex to Battlefield, Fable to Kingdoms of Amalur: Reckoning, this way of improving the proficiency of your character through experience points is and has been almost a standard in video game for many years. In short, each accomplishment such as killing enemies, completing quests and finding secret locations grants you a relative number of experience points, of which you need a certain amount to get to the next level. With each level up, you improve your character in ways that are thematically unrelated to how you acquired the experience points. Given the significant differences between Skyrim's levelling system and the Dungeons and Dragons ruleset, Skyrim XP includes balancing measures taken to ensure that the player levels at an appropriate pace along with the rest of the world and its challenges. Design I will be working on the design of Skyrim XP over the next few months. I need to devise the levelling algorithm — how many points you need for each level — and I also need to determine how many points quest rewards should give, as well as all the other point earning opportunities. At this point, I think that the miscellaneous tasks that grant experience points will be restricted to activities like smithing, creating potions and enchanting, in other words activities that require skill. However, I would like your opinions on what should give the player experience points. I will be updating this thread with details on exactly what tasks will grant the player experience points. Also, once I start designing the level-up screen, I will post screenshots and ask for feedback on that as well. Features/Details I'll post the design decisions or features here as I progress. Unused training sessions will carry over to the next level.
  4. You might want to mention that TES V Acceleration layer is no longer needed with the 1.4 release. Another favourite of mine is Smart Souls. It needs to be updated to work with the latest release, but hopefully shadeMe will be able to get to that next week. I haven't seen Categorized Favorites Menu listed either. Another nice mod.
  5. See my reply on Beth You can't use the con version in scripts, but there is an alternative.
  6. Yeah, it's supposed to be two spaces after a full stop, like periods and colons, but as you said, html strips those out. We've settled on one space for dialogue since you're pressed for the number of characters anyway. You can use one space or two spaces for journal entries, but the font the game uses for journal entries seems to make enough room with just one space. Whichever you pick, be consistent. That was our tester's complaint. And yeah, the grammar and stuff is important. It really stands out, so take the time to get it right.
  7. Good work Khett. I read through it all. Very thorough and I think you covered all the points. If you're a modder getting your mod tested, don't discourage the nitpickers. Believe me, if you've worked for years on a mod, it is blinking bloody hard to see your masterpiece ripped apart by a tester. But if you are fortunate enough to have a nitpicker, encourage him or her. It will drive you crazy, but in the end, it's worth it. You can choose which bugs to fix and which ones are just too picky and so you ignore. We had a tester who actually complained about the number of spaces we had between sentences in the journal entries... But she helped us build a solid mod that had very few issues when released to the public. And she definitely used Khett's "mayhem" technique. Because of her, we had to put a check in to prevent players from running ahead of an escort at one point. We put a custom message in that scolded her for being impatient. Nobody has found that little Easter egg, yet. Getting your mod tested isn't easy, but it will pay off in the end. Just take a deep breath and work through the bugs they find. You are creating a solid product - don't forget that.
  8. Oi! I haven't read through all that yet, but looking good so far. You've certainly covered a lot of material. I do have one comment. In this section: Very true, but there are times when you do want to copy the UOP changes into your mod. You certainly don't want to copy all of them, but if you are modifying something that the UOP fixes, you should copy the UOP's fix in as well. These fixes aren't the purpose of your mod, and as you say, you would normally leave the UOP to do its job, but if you don't replicate the fixes then your mod may wind up undoing the UOP's fixes. We've got users who don't have a Bashed Patch and even if they do, some of the changes we make would override the UOP fixes anyway. For example, we needed to modify the script on the Dark Brotherhood Sanctuary door. When we did that change, we had to copy the UOP's fix to that script as well. You will find a similar thing if you modify a NPC. Let's say you add extra dialogue to an existing NPC. If that NPC has some fixes from the UOP, those changes should be replicated. Arthmoor recommends making these changes as well and has done the same thing with his mods, where required.
  9. I can't remember. But if you download it from Beth, then that version would be configured to run without the disc. The version DaMage linked might work too - I suspect it would be set up to run without the disc as well.
  10. Did you see this? Also if you do a web search for "daggerfall dosbox", I found several links. At one time there was even a complete package with DOSBox configured for Daggerfall already, but I'm not sure if that's still available. The last time I played Daggerfall, I had an old PC (Pentium MMX!) kicking around and used that. Unfortunately it gave up the ghost last year...
  11. We've just discovered that there is NO CONFLICT with Shezrie's Woodland village. I've updated the OP with the new conflict list.
  12. Got another one: the Dibella temple quest. It starts with being told to talk to Degaine in Markarth. If you do, he tells you he wants you to steal a statue from the temple. Well I don't want to steal a statue, but there's no option to tell him that. Then it turns out if you do go and steal the statue, you can do it so that you intentionally get caught, which then gives you the option of helping the temple! This whole thing sounds really warped to me.
  13. Geez, this looks worse than I thought. I've been following this since TK first suggested it, but as I find out more about it, I'm agreeing more all the time too. Beth really skimped on this aspect of Skyrim. Good work, TK. I'll help you with it if you like.
  14. New version is now available here at TES Alliance. Thanks DarkRider
  15. Vorians has just released an update to Skingrad Outskirts to resolve a conflict with DBC. If you're using that module of Unique Landscapes, please grab the update.
  16. Excellent. I was just going to suggest a few more things we might try - glad to see they aren't needed. Have fun
  17. Thanks Ysne - we're keeping our fingers crossed. Version 1.1 Released The main changes in this version are the release of the Unique Landscapes patches which Vorians was so kind to do for us and the addition of another side quest. He also edited the DBC plugin itself to reduce the number of patches needed - yes I had to relinquish control for an evening - it was very traumatic! File has been uploaded to Nexus already and I'm currently uploading it here. Could some kind admin please import it into Downloads once it's finished?** Changes: several landscape edits to reduce number of patches needed for Unique Landscapes - thanks Vorians generated silent voice files so Elys Universal Silent Voice no longer needed fixed minor dialogue issues pulled in voice acting (not complete) various fixes to SQ01 - Infiltrate/Assassinate moved Skingrad keys quest marker inside house give player lighthouse key if they don't have it fixed Hermit's disposition calculation fixed conditions on some of the generic dialogue so Watcher and/or Arquen didn't say lines altered landscape around Zannadil Manor to fix conflict with the Ayleid Steps added path grids to Stronghold rooms adjusted landscaping around Joanna's cabin. Fixed path grids minor fixes for SQ04 - Cold Blood and Steel, including resetting the global subtitles added another side quest: SQ03 - Blood and Gold So that brings the number of side quests up to 4 in addition to the main quest. We will be adding 4 more side quests and that will complete Awakening. **Edit: It's done now.
  18. It sounds like somebody is missing. There have been players who have had that problem and it's usually a mod conflict. The first step is to sort your load order with BOSS. If that doesn't work, then you'll need to create a bash patch, which requires Wrye Bash. You have another mod in your load order that is interfering with Arquen's AI packages. And if you want to post spoilers, please use spoiler tags. Highlight the text that should be in spoiler tags and pick Spoiler from the Other Styles drop-down list box.
  19. We are preparing a hint file. Where are you stuck? You can use spoiler tags. I was going to post an update because we have a new version that's in testing right now. Vorians has completed the patches for Unique Landscapes and is waiting for us to release the new version before he can release the patches, so there will be a new version released in a few days.
  20. You also need to read the memory requirements for your motherboard. You can't just stick any memory in there. Some motherboards will only accept memory with certain timings, so you might be stuck with 9-9-9-24 or whatever.
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