1. Post #2361
    Gold Member
    MrHeadHopper's Avatar
    July 2009
    4,476 Posts
    Because there is no way to add new animations groups (someone else will have to give the right term). So there is no way to add spears with correct animations without replacing the animation for all the other weapons in the same category. Everyone will go around and poke with battleaxes, warhammers and greatsword if you install spear animations for two-handed, and if there is one-handed spears with animations then the same will happen for all the one-handed weapons.
    That's weird, I thought that was what FNIS behavior files were for. Like packages for a new animation set.

    Couldn't it be possible to make something that detects when you equip a spear/poleaxe weapon and activates a custom animation set, similar to what PCEA2 does? Detection could be by the weapon's name string.

  2. Post #2362
    Gold Member
    Jetamo's Avatar
    June 2008
    9,430 Posts
    As far as playing a modded playthrough of Skyrim right now, is there much point going for the special edition over the original?

  3. Post #2363
    KING
    of OVER – REACTING
    “No jokes allowed!!!”
    ROFLBURGER's Avatar
    May 2009
    31,917 Posts
    As far as playing a modded playthrough of Skyrim right now, is there much point going for the special edition over the original?
    I think it's all visual and more ram allocation.
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  4. Post #2364
    Gold Member
    ClarkWasHere's Avatar
    March 2009
    6,641 Posts
    That's weird, I thought that was what FNIS behavior files were for. Like packages for a new animation set.

    Couldn't it be possible to make something that detects when you equip a spear/poleaxe weapon and activates a custom animation set, similar to what PCEA2 does? Detection could be by the weapon's name string.
    Looking at PCEA2's scripts' source code, it seems possible. First, we must understand what we need to have an npc have their animations overridden.

    We need to get these pieces of information to change the animations:

    1. The NPC to have their animations changed

    2. The weapon they have equipped

    The second is easy, once you've found the first. But finding the first is the hard part.

    Because we don't know whether or not an NPC needs their animations overridden, we need a system that gets NPCs for us to check. Either quest aliases or otherwise.

    You can scan all of the NPCs that are loaded (or at least as many as you think you'd need) into quest aliases, and have scripts on each with OnEquipped events that check if they equipped a weapon, and if the weapon has a specific keyword that would mean they'd need to have an animation override.

    Then you could run a function with that valid actor passed into it to have their attack and wielding animations overridden to, let's say, a spear animation.

    Fallout 4 basically already has this hard-coded, with Keywords on weapons that determine what animations they are supposed to use. So when TES VI comes out and has this functionality, adding new weapon types will be ez pz*.

    * With the exception of still having to make the animations yourself. And use whatever weird race system that FO4 uses to append animations onto characters.



    TL;DR : It'd probably take a scripter, animator (who also would know how to use FNIS), and model+texture artist all at once to add in one weapon type and one weapon of that type for TES V with the resources that we have today.

    With the systems provided for us in TES V, it wouldn't be very optimized, I think. Maybe someone could create a framework for it, and then other animators could create their own weapon types? Probably would run terribly with all the NPC scanning tho.
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  5. Post #2365
    Gold Member
    Jetamo's Avatar
    June 2008
    9,430 Posts
    I think it's all visual and more ram allocation.
    No notable mods that are SE exclusive yet, right? Otherwise I'll probably just start downloading a bunch of "classic" mods tomorrow.

  6. Post #2366
    27X
    Rantasaurus Rex
    27X's Avatar
    July 2010
    12,239 Posts
    As far as playing a modded playthrough of Skyrim right now, is there much point going for the special edition over the original?
    monster ugrid stability and volumetric lighting, that's it. Script clogging is still a thing though reduced, and a shit ton of disparate npcs and various spells/cloaks on them will crash the fuck out of 64 as easily as 32.

  7. Post #2367
    Gold Member
    _Maverick_'s Avatar
    November 2010
    9,311 Posts
    Nope, first time I heard of it.
    Lover Slab is a pottery website that specializes in adult statue making. For whatever reason, they do a lot of Skyrim themed stuff such as very lewd statues of Mara and Azura since lewd sculptures are their speciality.
    As funny as that is, I feel that the truth should be posted anyway because LL isn't the kind of site you should go to without knowing what it is.
    Lovers lab is an mod site for games which specialises in adult mods, by far their most active subject is Skyrim, but they have mods for FALLOUT-3-NV-4, The Sims-1234, oblivion etc.
    They also do non-adult mods and often serve as a kind of safe haven for mods banned on the Nexus when they have been removed for copyright reasons, stealing etc because LL really doesn't give a shit about Nexus.

    As said the main focus of the site is fetish mods, ranging from vanilla to some of the most debased and horrible sexual links out there, there are no rules and NOTHING is too far for them. What you might think as horrendous, for them is a quiet night in. I remember one mod for FALLOUT NV that allows you to take a knife slice open a women's stomach and rip out her uterus to then eat. That is the kind of level they are on.
    Interestingly enough, depictions of children in sexual mods where only recently removed and banned and users complained about this.
    But paradoxically on the completely opposite end of the scales we have some fantastic mods by them who I'd whole heartedly recommend, such as college days (I'll find the exact link later) which completely revampes the college questline to make it so you actually need to study and become an actual magical student in order to progress.
    So LL is often seen as a wildly extreme but useful site.
    Just know what you're getting into if you go there.
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  8. Post #2368
    Gold Member
    DiscoInferno's Avatar
    November 2008
    15,435 Posts
    When does the crashing occur? When you load your save? When you randomly walk around the world or what? What are your system specs and did you set up Crash Fixes/ENBoost properly? Do you use LOOT to sort through your load order?


    I also have some modding suggestions.
    First of all, uninstall high-res texture DLC and grab the High-Definition version of this. http://www.nexusmods.com/skyrim/mods/57353/?

    Uninstall Skyrim Distance Overhaul/SkyFalls mods and grab DynDOLOD

    I believe SkyMills is still required if you want to keep the blades moving.

    Flora Respawn Fix can be replaced with Wiseman303's Flora Fixes.

    And your water mod is a bit outdated, if that water.esp belongs to the one I think it does, you should probably get Pure Waters or Realistic Water Two as they have DLC support.

    You're also missing an xEdit Merged patch and a Bashed Patch. http://wiki.step-project.com/Guide:M...have_Conflicts

    I also recommend TK Dodge since its been updated recently and has practically no delay as opposed to Dodge Mod. http://www.nexusmods.com/skyrim/mods/20923/?
    Think it has a few more customization options as well.
    It happens just randomly when walking about and once mid-conversation. I did set up crash fixes correctly, as far as I know. And I have used LOOT. I use the outdated mods because they're smaller and simpler.

  9. Post #2369
    Gold Member
    subenji99's Avatar
    May 2005
    4,063 Posts
    such as college days (I'll find the exact link later) which completely revampes the college questline to make it so you actually need to study and become an actual magical student in order to progress.
    http://www.nexusmods.com/skyrim/mods/56699/?
    The dev actually split off the sex portions into its own mod. If you want it, it's called Sleep for Credit.

  10. Post #2370
    Gold Member
    DiscoInferno's Avatar
    November 2008
    15,435 Posts
    It happens just randomly when walking about and once mid-conversation. I did set up crash fixes correctly, as far as I know. And I have used LOOT. I use the outdated mods because they're smaller and simpler.
    MAde a batched patch, which resulted in a new bug of freezing the game after I died. Reinstalled all that crash fixes stuff and that seemed to have solved it. Can't say whether I get more time to play, because I was fighit the Kilkreath Cunt Malkoran, he of the bullshit Ice Storm spell. Only this time he's also got a staff of stalagmites so he's extra difficult. So I very quickly discovered the restart-on-death bug.
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  11. Post #2371
    Gold Member
    MrHeadHopper's Avatar
    July 2009
    4,476 Posts
    TL;DR : It'd probably take a scripter, animator (who also would know how to use FNIS), and model+texture artist all at once to add in one weapon type and one weapon of that type for TES V with the resources that we have today.

    With the systems provided for us in TES V, it wouldn't be very optimized, I think. Maybe someone could create a framework for it, and then other animators could create their own weapon types? Probably would run terribly with all the NPC scanning tho.
    Crappy that they don't have an existing per-keyword on equip system for TES. I thought that was how they made warhammers and greataxes differ from greatswords on their idles and move animations.

    If it used quest aliases or cloaks then it probably would be too performance heavy for any ongoing Skyrim32 installation right now. Nice to think about though.

  12. Post #2372
    KING
    of OVER – REACTING
    “No jokes allowed!!!”
    ROFLBURGER's Avatar
    May 2009
    31,917 Posts
    Crappy that they don't have an existing per-keyword on equip system for TES. I thought that was how they made warhammers and greataxes differ from greatswords on their idles and move animations.

    If it used quest aliases or cloaks then it probably would be too performance heavy for any ongoing Skyrim32 installation right now. Nice to think about though.
    Yeah, they actually don't use keywords for attacking. The weapon itself says "hey use these HARDCODED animation sets" and if the player attacks, the animation says "ok this is the type of animation you should use"
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  13. Post #2373
    Gold Member
    ClarkWasHere's Avatar
    March 2009
    6,641 Posts
    Crappy that they don't have an existing per-keyword on equip system for TES. I thought that was how they made warhammers and greataxes differ from greatswords on their idles and move animations.

    If it used quest aliases or cloaks then it probably would be too performance heavy for any ongoing Skyrim32 installation right now. Nice to think about though.
    It'd probably be only one quest searching for aliases if we're talking about a framework that allows you to register for specific keywords.

    It'd be the framework quest getting all the aliases, and sending modevents out with the actor as an arg to other mods that use a premade framework script that handles all the work for the modder, so that they'd only have to fill in script properties.

  14. Post #2374
    Gold Member
    SpartanXC9's Avatar
    November 2010
    5,358 Posts
    So after playing Skyrim for the thousandth time it feels rather small. What would happen if I selected thevland and doubled it's size by 2 or 3?
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  15. Post #2375
    Gold Member
    cdr248's Avatar
    August 2009
    15,082 Posts
    So after playing Skyrim for the thousandth time it feels rather small. What would happen if I selected thevland and doubled it's size by 2 or 3?
    the game would probably be more boring
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  16. Post #2376
    Gold Member
    ClarkWasHere's Avatar
    March 2009
    6,641 Posts
    So after playing Skyrim for the thousandth time it feels rather small. What would happen if I selected thevland and doubled it's size by 2 or 3?
    If you know how, please do it and come back with the results!

    I remember someone else doing something like that once, but I can't remember the details.

  17. Post #2377
    Gold Member
    Ganerumo's Avatar
    September 2011
    27,969 Posts
    If you know how, please do it and come back with the results!

    I remember someone else doing something like that once, but I can't remember the details.
    http://www.projectmanager.f2s.com/mo...lx2/index.html

    Download links are dead, however.

  18. Post #2378
    Gold Member
    _Maverick_'s Avatar
    November 2010
    9,311 Posts
    So after playing Skyrim for the thousandth time it feels rather small. What would happen if I selected thevland and doubled it's size by 2 or 3?
    Just double the whole of Skyrim?
    Can you do that?

    Oh my god that would be amazing.
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  19. Post #2379
    Gold Member
    DiscoInferno's Avatar
    November 2008
    15,435 Posts
    So, is Enderal any good? I know this is the Elder Scrolls thread but I don't think it has it's own thread. It is a Skyrim mod after all. What are it's key good points and bad points? If I just want to play an Elder Scrolls-esque game without every cunting enemy being resistant to best element, would Enderal satisfy that or has everything got anti-freeze in its veins in that game too?

  20. Post #2380
    jonu67's Avatar
    September 2012
    4,104 Posts
    Enderal is great and it's story/writing is fantastic, it's content rich, has fantastic characters, new mechanics, etc etc, definitely give it a play, not sure what you mean by "best element" though.

  21. Post #2381
    Resident IFAP Phantas- magor- iologist
    Wulfram's Avatar
    July 2010
    8,412 Posts
    can you do a standalone installation of Enderal or would I need to disable all my current mods and use it on my current installation? Its something I've been curious to try too.

  22. Post #2382
    Gold Member
    SpartanXC9's Avatar
    November 2010
    5,358 Posts
    There's no resize tool for land in the editor?

  23. Post #2383
    Gold Member
    cdr248's Avatar
    August 2009
    15,082 Posts
    Enderal is great and it's story/writing is fantastic, it's content rich, has fantastic characters, new mechanics, etc etc, definitely give it a play, not sure what you mean by "best element" though.
    disco has a frost fetish
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  24. Post #2384
    jonu67's Avatar
    September 2012
    4,104 Posts
    can you do a standalone installation of Enderal or would I need to disable all my current mods and use it on my current installation? Its something I've been curious to try too.
    First things first, if you have an ENB, uninstall it.

    Secondly, it does replace your data folder, but makes a backup copy for when you want to go back to Skyrim, so once you remove Enderal it'll put everything back to the way it was before installing, so any mods that you have installed are safe, however, follow Gophers instructions in this regard, at 2:38


    disco has a frost fetish
    How terribly ironic with the name Inferno.
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  25. Post #2385
    Ott
    Gold Member
    Ott's Avatar
    June 2012
    6,352 Posts
    There's no resize tool for land in the editor?
    Just setscale everyone down to 0.25, I'm sure nothing will go wrong
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  26. Post #2386
    Gold Member
    DiscoInferno's Avatar
    November 2008
    15,435 Posts
    can you do a standalone installation of Enderal or would I need to disable all my current mods and use it on my current installation? Its something I've been curious to try too.
    Been following the second option of these two guides for installing Enderal when you're a MO user.



  27. Post #2387
    Resident IFAP Phantas- magor- iologist
    Wulfram's Avatar
    July 2010
    8,412 Posts
    Been following the second option of these two guides for installing Enderal when you're a MO user.

    vids
    I use NMM unfortunately. However, I'll follow the video Jonu linked and make a profile thats just a clean slate to install it over. Thanks for the help though!