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GitcheGumee

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Blog Entries posted by GitcheGumee

  1. GitcheGumee
    Hey, folks. This very minute, I'm working on throwing together a plugin for Play Submissive http://www.loverslab.com/files/file/2115-wip-play-submissive-consensual-ds-mod-for-petcollar-fans/.
     

    I'm doing my best to learn what I can from what I found in the CK, but I seem to be in need of a short, concise video tutorial to fill in the missing information. Is there something out there that is short and detail oriented like that?
     

    Thanks, folks.
  2. GitcheGumee
    After the (somewhat) success of Craftable Linen Wrap, I have decided to, first, reduce the number of tundra cotton needed to make it, and second, to put together a mod that contains a collection of constuctible objects.
     
    Among these objects, so far, are a few things that may go well with other mods that may make the new one a suitable companion mod.
     
    -Various embalming tools
    -Torture tools
    -Crafting tools - shovels, hammers, woodcutting axes, mining picks (all with the intention that I may be able to require them to be equipped in order to use them - let's get serious about immersion, right?)
     
    I thought about including things like non-static chairs and tables to offer as a modders' resource for someone who might be able to figure out how to use them.
     
    Also, suggestions (but not crazy suggestions) are welcomed in order to build the best possible variety.
     
    I would also like to learn how to make furniture non-static and enable havok for them.
     
    Thanks for reading, folks.
  3. GitcheGumee
    A few days ago, I found myself being aggravated by h=the fact that there are no Forsworn two handers. Naturally, I opened the CK and tried to make one handers into two handers. I changed the "one hand" option to "both hands," and increased the size of each.
     

    When I tried to Use them in the game, they came out still only being held using one handed animations. What did I miss?
     

    If I get help to fix this, I'll upload the mod.
     

    OK, that's all fixed. Now, when she draws them, there is no mesh and texture. It is invisible. There seem to be no quick, easy mods to make. They also still equip in the one hander position, at the hip.
  4. GitcheGumee
    Hello again folks! I've decided that it's time to stop avoiding the hard part of modding, and that means asking the right questions (I've asked many questions, but many of the responses to most of those questions have ranged from those that had nothing to do with what I was asking to no responses at all).
     
    In this blog entry I will change that (I hope; this seems like bugfixing). I have several projects on my agenda, some I won't ask about in case someone decides to take the ideas.
     
    Here are the projects that I will ask about.
     
    -Open Skies Trading Post
    -A new lockbox mod that I want to make
    -A bow and crossbow enchantment that tags targets with non-lethal spells
     
    Points to consider for OSTP:
     
    -I'm looking for the quest scripts that do simple (I think) things like trigger quests, advance quests, and complete quests. I understand that there is more to quest building than just scripts, but I think I should start by reading the scripts. I think I will be able to understand them. If anyone cares to name those scripts, or even a few of them, it would be greatly appreciated.
    -Among the kinds of quests that I intend to build are these basic quests: buy OSTP from the Jarl in Whiterun as if it's a saleable property like Breezehome. Also, I need to make quests such as making contact with saw mills and mines to contract materials transactions. Later I plan to try to build a complicated quest that escorts an expedition into Blackreach which will allow for materials of different kinds.
     
    Here is a link to OSTP: http://www.loverslab.com/files/file/1294-openskiestradingpost-09062014/
     
    Points to consider for lockboxes:
     
    -I would like to make tiered classes of lockboxes as in World of Warcraft; these lock boxes will be made from different classes of metals. I would like to make tiered classes of lockpicks that are craftable, lootable, and only useable with corresponding lockbox classes. I would also like to make lockpicking difficult enough that the player can't just make a ton of lockpicks and never run out.
    -These lockboxes will be lootable. I hope to be able to attach an activator to the inventory item as it is listed in the inventory; with the inventory open, the player should be able to highlight it, and press the activate button, and it will show a lockpicking interface, all without having to close the inventory. Any looted items will automatically be added to the inventory, as if a chest or strongbox were looted.
     
    Points to be considered for enchanted bow and crossbow:
     
    -I have tried to make the candlelight spell into an enchantment. It didn't work for me. The idea is to cause the candlelight spell to be cast on a valid combat target on a successful strike. This is all confusion to me.
    -The idea is to have the spell that is cast by the enchantment last longer with higher enchantment levels. This should make it impossible for those using lighting mods to darken nights and dungeons to lose track of runaway monsters or dead and lootable monsters. Help?
     
    This sums up what I would like to ask about. To those who are waiting on Black Empire to be developed futher, just keep waiting; the things that I can possibly learn about these other mods that I want to develop will go a long way toward helping to make Black Empire a nicely rounded mod.
     
    I appreciate all help, and all idle conversation (just not in any thread or blog, so PM me for idle conversation).
     
    Thanks for reading, folks.
  5. GitcheGumee
    So I finally solved the problems that were plaguing me for a long time. The CK is running smoothly now.

    I'll make this one quick. I overhauled Sexy Important Women, but I ran into a couple of problems.

    -Two of the women that I found have no robes.

    -The anklet isn't showing on any of the women.

    TES5edit gave me an all clear, but, apparently, it's not all clear.

    I did succeed in making two patches, one for Dawnguard, and one for Dragonborn. I didn't check either of those in the game.

    Anyway, thanks for reading.
  6. GitcheGumee
    By now, many of you know about my computer plight; I can't run Skyrim anymore. This has development on hold indefinitely.

    I am, however, working on a different project; this morning I began writing a creative story that is moving at a pace that I thought I had lost when I was a teenager. I haven't been able to write creatively since I was about 19.

    Keep an eye out. I will be releasing a portion of this project only after at least three chapters are finished.

    One more thing: don't expect a screenshot comic strip; I would include screenshots, albeit few and far between, but for the obvious problem with my computer.

    Thanks, folks, don't forget to follow my blog.
  7. GitcheGumee
    So I've been having trouble with CtD and serious lag (which most recently has led to CtD), and now I'm convinced that I need a desktop gaming rig.

    Two topics interest me:

    1. What are the must have items, in terms of hardware, to pull off strong ENB, mods that add many NPCs and creatures, and high resolution textures, all while keeping a descent to high framerate.

    2. How much trouble should I have, with no experience, with building my own PC?

    I look forward to this conversation, and the possibility that my modding projects will one day resume.

    Thanks, folks.
  8. GitcheGumee
    I suddenly found myself thinking this morning, that maybe I forgot to package my .esp files in a data folder. I find this to be a pain in the ass when trying to add mods with MO, because I then have to repack the files I want to play.

    So the question is this: how many of you think it's a big enough pain in the ass to have me upload repacked files for people who want to download them in the future? I would be glad to do this if it's decided that it would be worth the effort.
  9. GitcheGumee
    I'm back with the same issue that was presented yesterday. http://www.loverslab.com/blog/152/entry-1132-a-little-help-in-learning/

    I looked it up in the CK, and, sure enough, the clothing from the mods that meant to be dependencies are just missing, rendering the NPCs that are supposed to wear them naked, except for the circlets, which are, of course, present, since they are vanilla items.

    I'm going to ask what I'm missing again, now that I've identified a big clue in this mystery; the stuff doesn't show. Am I supposed to do something with TES5edit?
  10. GitcheGumee
    Hey again, folks.

    A few days ago, I tried to blaze a trail into new territory (for me, that is). I was trying to make a mod that did two things:

    -Most importantly, it was supposed to test my ability to focus on making a mod that would have hard dependencies. I did rather well in keeping it together. Mission accomplished.

    -It was supposed to replace certain NPCs' outfits with ones that I put together from those mods that were hard dependencies. I though this would be the easy part, but I failed here.

    So what would I be missing? Is there more to it that assigning different outfits to the NPCs? I know the mod is "working" because I added a circlet to each outfit, and the circlet was present on each NPC that I assigned to wear the new oufits, but they were otherwise naked. Idgrod Ravencrone should never be naked.

    Thanks, folks.
  11. GitcheGumee
    I've made no secret of the troubles that I've faced with Skyrim CtDs. I was even considering putting all mod development on hold indefinitely due to things that were happening with my computer while playing, as well as crashing, Skyrim, thinking that my computer was about to shit its final time.

    Yesterday, I decided to try this file, even though it came with its share of dependencies: http://www.loverslab.com/topic/27122-working-vagina-hdt-collisions-hair-physics-now-with-belly-support/. Along the way, I was researching a problem I was having, and among my search results was a link to that same thread where there were listed different versions of things like HDT Physics Extension, HDT Havok Object, and the like. I had no idea that these versions were available before yesterday.

    So I squared away all of those mods, got rid of the ones I was using, and what do ya know? ALL of my troubles went away. Not just somee, but ALL. I still have a bit of lag here and there, but that isn't any trouble. The important thing is that I spent most of yesterday playing Skyrim, and actually being able to enjoy the mods I had loaded (loaded more mid-game without any issues), and the CtD problem did not occur once all day. I'm happy to have resolved things finally.

    Since I'll not have to put off developing mods now, it is time to invite others to read over the scope of Black Empire (OSTP already has a document that does this; it's available for download in early blog entries). Let me admit that I still have only a rough understanding of scripting, despite help from two reliable sources, but I shall learn scripting.

    Among the help I'll need (without giving away too much about the mod too early) is experienced armor and weapon designer(s), character creation expert (both for unique NPCs and messes of generic ones), someone to help keep quests and dialogue trees straight, possible voice acting (yeah, right, right?), someone to help, and teach me, how to integrate objects and whatnot from other mods to make it stand alone, and someone to help build a somewhat large worldspace. If there is anything else I'll maybe think to include it later.

    This is a lot of work, but I don't really have the ability to think on a small scale, and a lack of an opportunity to work with others makes a project fizzle.

    Thanks for reading, folks.
  12. GitcheGumee
    OK, so the more I read about how scripts operate, the more I'm convinced that a simpler approach is needed. The good news is, I have the simpler approach figured out, to an extent,

    This is what I was planning, generally speaking:

    -Script start
    -NPCs differentiate between player and followers
    -NPCs favor attacking player
    -Attack against player applies a spell
    -Script end

    OK, so that seemed to be getting confusing, so this is the alternative strategy:

    -Script start
    -NPCs attack whichever target is nearest (presumably the player, since the player usually triggers NPC attacks)
    -On successful strike against target, wait "x" seconds
    -After "x" seconds, apply spell
    -Script end

    Although there are as many steps to complete the alternative script as there are to complete the original script, the complications of "finding the player" and attacking the player first are completely removed, leaving the assumption that the player will be attacked first based on the fact that the player should initiate combat or stumble blindly upon the NPCs.

    The simplicity of the alternative will also allow for the inclusion of a timer before the spell is applied; since this spell mimics paralysis poisons, the timer will give the illusion of the poison working into the circulatory system of the victim before it takes effect.

    The only questions left are, "Where can I find (nearly) specific instructions for something similar?" and, "How much wood could a woodchuck chuck if a woodchuck could chuck wood?"

    Honestly, despite the extensive reading that I've done, I still have no idea how to "phrase" things; I have done the Bethesda tutorial, but there doesn't seem to be any indication that it can actually help my case.
  13. GitcheGumee
    Hey, folks.

    I am enjoying my new job, but I have tomorrow off. I think I'll use tomorrow night to mess around trying to write scripts for Black Empire for the first time.

    If anyone feels like conversation tomorrow night, feel free to start one; I'll have LL open almost the entire time I'm on.

    I'm looking forward to the task of scripting for the first time.

    Thanks for reading.
  14. GitcheGumee
    Hey, folks.

    I just wanted to say that I have been watching, and even participating in a select few conversations, lately, but I have mostly been watching quietly.

    I started studying a tutorial for enchanted arrows today (someone supplied the Black Empire support topic with a video), and it will be a while before it really sinks in.

    I have been away mostly because I got a new job, and coordinating that with modding hasn't been possible, but I have a few days off right now (before the bulk of the work starts) so I'll be trying to learn what I can so I can actually expand Black Empire like I want to do.

    Thanks for reading.
  15. GitcheGumee
    The Coming Black Empire is an expansion of my first mod, Crippling poisons, in fact, Crippling Poisons is now obsolete.

    I built this mod to take a break from OSTP, and put to the test many things that I have learned over the past six months; I still haven't put all of that in the mod, but it should work well enough to be a stable part of the game at this point, while actually using game mechanics instead of the console.

    There isn't much that I would like to say here, so I'll let the mod do the talking.

    Please provide feedback either here or in the Black Empire support thread.

    Thanks folks.
  16. GitcheGumee
    Ok, folks, I'm almost ready to release an expansion of my first mod. One thing remains; I need people, I prefer those who don't use OBIS, to check the bandit drops for frequency of the poisons that are included in this mod.

    Three things need to be addressed; first is whether or not the poisons are too commonly found while looting bandits, and the second is whether or not the vendor, located outside Grave Concoctions in Falkreath, carries the proper poisons and ingredients for whatever level your character is currently. The third thing that needs to be addressed is the cooking pot/spit; visit one of these and experiment away!

    If you're interested, send a private message.

    Thanks, folks.
  17. GitcheGumee
    Hey, folks.

    I just decided to call it a night with the CK; I accomplished an entire rebuilding and expansion of my first mod, Crippling Poisons, but now I'm at a loss for how to deal with a particular problem.

    First of all, here is my forward progress: I created three crippling poisons, each with a greater escalation of effects than the previous poison. I also remade Slaver's Frostbite Venom (SFV) with exactly the same effects that it had before I lost the mod a few months ago (quite the memory there). I also remade Frostbite venom XL exactly as it was, and I even made it craftable at a cooking pot.

    In addition to this, I made a leveled list with all of these items, and stuck it in another leveled list to be read by a merchant NPC. I also made that merchant NPC. Along the way, I spent several hours trying to get merchant dialogue to appear in game. I became fed up with the trial and error method that was producing the same predictable result; I made a new character to test the mod, and, for some reason, the merchant dialogue appeared, and now I have to figure out how to streamline the new mod so it doesn't require a new game. Once I selected The merchant dialogue, I found a completely empty page where saleable items are meant to show up. I spent another hour trying to figure that one out.

    So, now I am going to take 'er easy, and try not to get burned out over this new problem.

    Thanks for reading, folks.
  18. GitcheGumee
    Hey, folks.

    Soon I'll be revamping my first mod, Crippling Poisons, and making it obsolete in favor of a better title and carefully thought out effects for those poisons. At that time, the poisons will still not be craftable, so anyone who has a talent with math will be allowed, at that point, to develop any kind of mod that will make them craftable.

    But, that's not what I came here to talk about tonight (You can get anything you want at Alice's Restaurant).

    I came to say that I'll be diving into Skyrim looking for the mechanics of followers, but more specifically, the mechanics that allow the PC to be followed by NPCs. If anyone can point me there faster than I can look for it, and then find it, please do.

    Thanks.
  19. GitcheGumee
    Some time ago, I build the farmhouse building for OSTP using Riverwood Trader as the framework. Among the things I need to do to clean up my mess is rename the interior to Open Skies Trading Post.

    To accomplish this, I need to know if I should do this in the CK or TES5edit; I have OSTP open in TES5edit ATM, and I'm hesitating to do anything to it, since I don't know enough about the program to continue.

    I don't want to screw things up after all the work I have completed, so HELP!
  20. GitcheGumee
    Hey, folks, this is just my attempt to provide myself with links to the information that I will be using over the course of building Open Skies Trading Post. I have asked questions in the forums, and now, I am consolidating most of that here, where I have links directly to the information I will need.

    New modders, this may be helpful to you.

    http://www.loverslab.com/topic/37469-proper-procedure-for-changing-texture/

    http://www.loverslab.com/topic/36577-procedure-for-removing-dependencies-wo-rebuilding-the-mod/

    http://www.loverslab.com/topic/36438-procedure-for-merging-esp-files/

    http://www.loverslab.com/topic/29093-equipping-npcs-with-created-weapons/
  21. GitcheGumee
    Another version of Open Skies Trading Post has been uploaded.

    I added a LOD door and interior called "The Crown's Courier." This will be the headquarters of the courier service that will be the mailmen between the player and suppliers/potential suppliers. I actually navmeshed it, even though it is small, put a little clutter around. There are no couriers yet; there is much that I have to learn, and I intend to work systematically, as in all things.

    I also lengthened the work space at OSTP; there is more room, but I didn't bother to fully complete the work on the enclosure to make it match up. I'll do that when I'm better rested, but for now, I'm tired, and sleep is calling.

    Sorry to make this one so short and under-detailed, but I did start late in the day on learning new things as it is.

    Again, here is the original outline for my plans, as well as another that I made up. I may have to update the original to stay in step with what I have planned so I don't forget things.