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Post by rhodeidra on Nov 26, 2016 22:49:31 GMT 1
Hey,
if you would read the last comment to another new member, we could sure use you. So the question becomes what you want to do. Be sure to take a look at the nexus files, which are old but relevant, and or Hannes or Anathem will get back to you ASAP
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Post by rhodeidra on Nov 21, 2016 21:16:12 GMT 1
Welcome. I'm the guy who made the reddit post. We are currently almost done with the mod, but now that we have the pie, I'd love to get more cherries on top. We have 35+ interiors, most that are done, but some that could use a fresh look and touch. And we have a somewhat huge exterior that could use the same. Could you send me any work you've done, pics are ok, so I can have an idea of what might work best? For now, be sure to take a look at the nexus files and the forum's recent posts. If you have ideas, don't be afraid to share them. Add me on steam 'Rhodeida' if you want to discuss it there.
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Post by rhodeidra on Nov 18, 2016 10:25:00 GMT 1
To be perfectly honest, this extra step of Hannes translating your work is a deal-breaker for me, since we have plenty of work to do ourselves and this would simply increase the workload. Furthermore the nature of Atmora will make wirting very very very very vyer hard and restrictive. Any offer of help is to be applauded ofc so if you would want to enhance the mod you'd have to go this extra mile to either do the extra work of translation, and CK-implementation yourself or recruit a friend to assist you. Thanks very much for the offer.
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Post by rhodeidra on Nov 17, 2016 12:52:16 GMT 1
So again welcome. TO be honest I myself have some catching up to do, but before the day is over we'll see what we can do. For now, you might want to check out the nexus files quikcly in the CK and if you are up for encounters, scenes, events and scripting when needed to fill some of this cold- continent, I'm sure you'll find some great spots to place your work.
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Post by rhodeidra on Nov 7, 2016 8:18:17 GMT 1
as far as I know, that would require a script with hasLOS or an SKSE script that does something similar. I'm not experienced with this but if you get me a decent description of what you need I can certainly make the scripts.
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Post by rhodeidra on Nov 6, 2016 21:51:43 GMT 1
I only know packages in the context of scenes, but I would think it requires a bit of sandbox-package somewhere.
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Post by rhodeidra on Nov 3, 2016 20:03:04 GMT 1
Source ?
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Post by rhodeidra on Nov 2, 2016 9:40:33 GMT 1
99.98 %
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Post by rhodeidra on Nov 1, 2016 15:46:04 GMT 1
For the record, our current internal release is already no longer PS4-portable due to it's size. Any further issues are not mine, since I do not plan to do anything to ensure even PC- SSE- compatibility.
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Post by rhodeidra on Oct 21, 2016 18:05:52 GMT 1
It's because I deleted an interior cell
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Post by rhodeidra on Oct 21, 2016 18:01:42 GMT 1
Nvm I'll fix it, it's the "INVALID" value in the conditions list.
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Post by rhodeidra on Oct 21, 2016 17:57:00 GMT 1
[00:00] Checking for Errors in [05] SouthernAtmora.esp [00:16] S_Atmora_scroll_loadscreen07 [LSCR:050241F1] [00:16] LSCR \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: CELL [00:16] S_Atmora_draugrhelmet_loadscreen03 [LSCR:052D36FC] [00:16] LSCR \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: CELL [00:16] S_Atmora_polarbear_loadscreen02 [LSCR:052D36FD] [00:16] LSCR \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: CELL [00:16] S_Atmora_fish_loadscreen05 [LSCR:0501F084] [00:16] LSCR \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: CELL [00:16] S_Atmora_draugrshield_loadscreen01 [LSCR:052D36FE] [00:16] LSCR \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: CELL [00:16] MUS_S_Atmora_VolatileReaction [MUST:052D3878] [00:16] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: CELL [00:16] MUS_S_Atmora_RoundDrums [MUST:052D387C] [00:16] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: CELL [00:16] MUS_S_Atmora_ImpactIntermezzo [MUST:052D3886] [00:16] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: CELL [00:16] MUS_S_Atmora_EvilIncoming [MUST:052D388A] [00:16] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: CELL [00:16] MUS_S_Atmora_ClashDefiant [MUST:052D388E] [00:16] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: CELL [00:16] MUSCombat04CG [MUST:00000F7D] [00:16] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: CELL [00:16] MUSCombat06 [MUST:0001740F] [00:16] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: CELL [00:16] MUSCombat01 [MUST:00034186] [00:16] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: CELL [00:16] MUSCombat02 [MUST:00034187] [00:16] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: CELL [00:16] MUSCombat03 [MUST:00034188] [00:16] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: CELL [00:16] MUSCombat04 [MUST:00034189] [00:16] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: CELL [00:16] MUSCombatBoss03 [MUST:0003418A] [00:16] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: CELL [00:16] MUSCombatBoss01 [MUST:0003418B] [00:16] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: CELL [00:16] MUSCombatBoss02 [MUST:0010486A] [00:16] MUST \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: CELL [00:16] All Done!
Check that would you. Seems like you're forgetting to set something. When you find out what it was, please reply so I can fix it in the main esm otherwise I can't merge anything in it anymore.
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Post by rhodeidra on Aug 25, 2016 10:59:36 GMT 1
Hey, hope you like what you see. I'm merging right now (with some delay due to long work hours), but I sent you most of what you need to know I think to get started on the forum here. Thanks again
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Post by rhodeidra on Jun 23, 2016 7:53:36 GMT 1
Welcome First of all, tell you friend to get back to work He's been absent for too long and I need him back. Second, I'd be glad to discuss the project, add me on Steam as RHodeidra if you like, or PM me and we'll talk. For VA stuff, contact Hannes, that's his show. As for 3D models, basically if you find a subject you like and it fits, consider it a green light (please check with us first to make sure ofc). If you do not yet have experience with the creation kit, I do advise installing it and taking a quick look if you can when you can, if only for context. We can always use more unique content.
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Post by rhodeidra on Jun 20, 2016 6:46:07 GMT 1
So, welcome.
If you have any ideas for an exterior Point Of Interest, please share it in a thread in the Exterior landscaping section, ideas are always valued. For voice acting and the coordination of Voice acting, be sure to contact hannes, as he's spearheading it.
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Post by rhodeidra on Jun 19, 2016 14:43:14 GMT 1
All new people who haven't done so already: Add me on Steam as "RHodeidra"
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Post by rhodeidra on Jun 17, 2016 9:50:46 GMT 1
As stated, this weekend I'd like to get 3/4 people in a thread and we can discuss who does what, when and which requirements (mostly technical ones that need to be passed to the VAs and quality checked by yourself) apply. Meanwhile, VAs are being contacted already, but no roles have been assigned for the moment. You'll have input in that too.
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Post by rhodeidra on Jun 16, 2016 7:25:36 GMT 1
To those of you who would like to do some interior design, or exterior design, please PM me directly and I'll assign some claims right away. If you are new at the whole CK, that claim will be small and easy, if you are experienced, PM me some screenshots or an esp if possible. Follow up and feedback will be constructive, but whenever possible please provide screenshots in the PM. Those of you with the most experience will get to start on existing interiors right away ofc. As for VA (both Voice acting and coordination) , Hannes knows what to do, but read this at the very least: forums.nexusmods.com/index.php?/topic/1857435-voice-acting-tips-and-tricks-for-veteran-and-new-voice-actors/Techincal requiremtents for the end result: If you want to coordinate, I think adding me and hannes to steam (Hanor and RHodeidra) so we can chat a bit on the recruiment process, quality assurance and who coordinates with who. Perhaps 1-2 VAs per person. And yes, please try to install the CK., even if you're gonna do voice acting related stuff. You MIGHT not "NEED" it, but it sure as hell helps. Things often look very clear in the CK, while the doc might not.
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Post by rhodeidra on Jun 11, 2016 8:55:17 GMT 1
Right now, I think you and Hannes here might want to consider teaming up on voice acting (depending on if you either want to help coordinate, or do acting yourself) We also have room for more interiors, is there anything you've made you can show me, so I can get a feel for what you might wanna tackle?
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Post by rhodeidra on May 14, 2016 10:06:56 GMT 1
Heyi and welcome Giants, yes, everyone was hoping for giants on Atmora but a lack of resources and people made me cancel it completely, so if we managed to fix that, It would be spectacular. Please spend a few minutes reading the most recent posts on the forum, and we'll see what we'll be implementing soon Add me on Steam under the same name if you wanna discuss it
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Post by rhodeidra on May 9, 2016 20:54:05 GMT 1
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Post by rhodeidra on May 2, 2016 23:06:28 GMT 1
Hey man, I'm working with Sheson to perfect the newest iteration of DyndoLOD to generate LODs for new lands mods like mine, I could give you one now but it has a few tiny issues I need to fix first.
When I have a decent LOD export, I'll send it over for a first impression.
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Post by rhodeidra on Mar 16, 2016 7:56:32 GMT 1
Yes please
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Post by rhodeidra on Mar 15, 2016 14:55:57 GMT 1
Lightable lanterns
Warning: if you know someone else has already made a script to do what you want: USE THAT ONE If you know some else is MAKING something you need, WAIT untill after the merge If it doesn't exist, and noone is making it => Make it
1: place your lantern WITH lit candle ingame 2. please a second lantern with the candle OFF ingame, EXACTLY IN THE SAME SPOT. EXACTLY. 3: edit the lantern with the light ON, set "start disabled" 4: Find one of the activators I made, using "atm*activ" 5: Duplicate one of those activators 6: Rename it "S_Atmora_<yourPurpose>Actvator 7: Edit the activator, by changing the interaction strings (2 textboxes which contain the text that is displayed to the player when he points to it at close range) 8: Remove any scripts that are attached to the newly created activator. 9: Select the a lantern, press the 'T' in a box and find the newly created activator, it will now be placed over the lantern. 9: Move and resize (press 2) the activator so it will be available to the player on the correct place 10: edit the activator, set all rotations to 0.0001 on both, and on the primitive tab set "player activation" to checked.
At this point you should go ingame to see if the activator is present and show up with the correct text in the correct place.
11: Using the top post, make a new script, call it in this case "S_Atmora_LightLantern.psc" in the skyrim/data/scripts/source/southernatmora/ folder 12: Paste this inside:
What the script does is, when the activator is activated it will disable the unlit lantern and enable the lit one But there will be no light yet.
13: CTRL-B to compile, and a new file is created called S_Atmora_LightLantern.pex (don't worry about this) 14: Set the lanternOn Property by selecting the latern with the candle in the renderwindow 15: Set the lanternoff Property by selecting the latern withOUT the candle in the renderwindow 16: add a NON-shadow light near/in the lantern. 17: edit the light and set "start disabled" 18: go to the enable parents tab, "select in render window" and click the lantern with the candle ON. Now when that lantern is enabled, so will the light.
Save, and that should be it.
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Post by rhodeidra on Mar 15, 2016 13:39:46 GMT 1
Example: a ladder that will allow people to climb higher using a ladder, BUT NOT REALLY. 1: place your ladder ingame. 2: Find one of the activators I made, using "atm*activ" 3: Duplicate one of those activators 4: Rename it "S_Atmora_<yourPurpose>Actvator 5: Edit the activator, by changing the interaction strings (2 textboxes which contain the text that is displayed to the player when he points to it at close range) 6: Remove any scripts that are attached to the newly created activator. 7: place 2 xmarkerheading objects: one near the top of the ladder where the player is meant to teleport up to. and one at the bottom when the player teleports down. 8: Select the bottom markerheading, press the 'T' in a box and find the newly created activator, it will now be placed over the markerheading. Do the same for the other xmarkerheading 9: Move and resize (press 2) the activator so it will be available to the player on the correct place on the ladder (suggested at eye level to the player at the bottom and at the top of the ladder on the top) 10: edit both activators, set all rotations to 0.0001 on both, and on the primitive tab set "player activation" to checked. At this point you should go ingame to see if the activators are present and show up with the correct text in the correct place. 11: Using the top post, make a new script, call it in this case "S_Atmora_TeleportLadder.psc" in the skyrim/data/scripts/source/southernatmora/ folder 12: Paste this inside: What the script does is, when the activator is activated it will move/teleport the player to the destination 13: CTRL-B to compile, and a new file is created called S_Atmora_TeleportLadder.pex (don't worry about this) 14: Edit the activator object (not the placed ones, but the base object) and add this script in the scripts tab. 15: Edit the activator object (not the placed ones, but the base object) and set the PlayerRef property of the script to 'player (any)', so any time an activator like this one is placed that property will be filled with the player by default 16: edit the BOTTOM activator (the one placed in the render window), select "select from render window" to set the "destination" property, and click the TOP xmarkerheading 17: edit the TOP activator (the one placed in the render window), select "select from render window" to set the "destination" property, and click the BOTTOM xmarkerheading Save, and that should be it. zikul.tumblr.com/post/73865829885/creation-kit-tutorial-for-invisible
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Post by rhodeidra on Mar 1, 2016 21:27:18 GMT 1
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Post by rhodeidra on Feb 11, 2016 8:22:53 GMT 1
Install this. www.sublimetext.com/3Then, install this: packagecontrol.io/installationInstall this: github.com/Kapiainen/SublimePapyrusUse Method 3: BUT. Once you get the zip file, add the files into C:/program files/Sublime text 3/packages/ CTRL+SHIFT+P, type in "SublimePapyrus INI". An option called "SublimePapyrus: Create default INI file" should show up this is where i am stuck, and anathem7x says he has the same issue Select it and a file called SublimePapyrus.ini will be created in My Documents. This file contains paths to compiled scripts, script sources, the Papyrus compiler, and paths to libraries you wish to import (optional). Edit the paths according to where you have the relevant files (usually where Skyrim has been installed). If you want to have the INI file in another folder, then you can set it via the user settings (Preferences -> Package Settings -> SublimePapyrus -> Settings - User) with the setting "ini_path". The value of that setting should be an absolute path to a folder that will contain the INI file or a file with the .ini Now, download this file anywhere, but I suggest you place it into skyrim/data/scripts/source/southernatmora/ en create a new folder just for you there. www.dropbox.com/s/a3xot34p17s043j/S_ATMORA_TEST_SCRIPT3.psc?dl=0In your skyrim/data folder, there will be a rar file, called scripts.rar. Rightclick> extract here and overwrite all. Go to the script file. Tool>Build system and click "Papyrus". NOT Papyrus batch. Now click your script in Sublime text 3, and CTRL-b. You should have just compiled your first script. I does nothing except check if the player entered a trigger If it did not work, you did not follow these steps correctly. Yes I'm sure. I tried it twice last night to make sure and used Anathem7 as a test-subject. After that, you should just try and screw around. www.nexusmods.com/skyrim/mods/70883/?This is a good guide, read it all and SLOWLY. If you do not understand it, google it. If you want examples, I wrote dozens of scripts that can be found in the MOD/mods/SouthernAtmora/scripts/source/southernatmora/ folder.
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Post by rhodeidra on Jan 28, 2016 20:55:21 GMT 1
Oh and add me on steam as "RHodeidra" if you want to discuss.
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Post by rhodeidra on Jan 28, 2016 20:53:29 GMT 1
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Post by rhodeidra on Jan 24, 2016 14:15:12 GMT 1
Hey, and welcome to the forums.
First of all, thanks for coming. I hope you like what you see.
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