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Posted on: Dec 9 2008, 10:06 AM |
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Nakia  I wondered where you got too, how are you ? I am still not in a new routine yet, its hard to change the habbits of nearly a decade, 8 years as a full time webmaster, 24/7, 5 hours of admin stuff every single day to absolutely nothing in 1 day....that js a strange lost feeling. But a relaxing one. I do not even have to fight off elder scrolls fans that want to hack my website, post porn, spam my inboxes until i cannot use them and otherwise make my job 10 times harder anymore but destroying the tools i need to conduct my website business. And I certainly do not have to sit here worrying what war crime they are going to blame on me next or getting investigated because wiki people or beth moderators have been stirring up poo for me. Players often say ignore it, but that stuff above cannot be ignored, it has to be dealt with. Buddah: I saw a quote credited to you about coffee and stars, good advice mate, I will remember it now i am a normal player but for webmasters it would not work. A new perspective on a hacker is still a hacker, a new perspective will not empty the spam from your inbox that you need to use to run a website and make mods, some things cannot be ignored. I wish they could, but unfortunately they cannot. Nakia: I cannot tell you have much better I feel just not having to deal with that poo constantly. Also I have 5 extra hours to do anything i want. Most people surfed the net, downloaded cool mods and demos and did other things whilst i was making The Elder Council for them and my other mods. I never had the time for any of that until now. It was one of the things i always had to give up because of my interest in modding and other hobbies. Still anybody that mods for fun probably spends most of their time with their head in their own work in pretty much the same way I did. Good people they are, rarely a bad egg amongst them because their hearts are in the right places, unlike those power modders. Even when i start making mods for my own personal use again, I will still not have that 5 hours of crap every morning to wake up too. Starting the day with a few hundred depressing users bitchin at you wears you down after the first 365 days, but the next 365 make it a nightmare and the final 180 days after that are just ARGH!!!!!. And some users say ignore it and kick off after 1 single post from me lol....wimps  I cannot say I miss releasing stuff though, a nightmare is not something you would miss. That permanent head ache caused by stress is almost gone, the pain in my eye is going too. The feeling of tension only returns when i post within the community as I am now but even that will go eventually. Perhaps my mistake was running a website and making mods in a community that gets its rocks off being nasty to santa clause. I made my self an easy target to find and shoot at. Also there are some incredibly stupid people out there that think "I give them mods and they give me poo" is a good deal, and then they act all shocked when the mod maker turns it down the deal flat and quits. One day they will improve that offer and then mod makers will not need to quit to get away from those Aholes. Anyway, nice to see you Nakia  Giskard |
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Forum: General Mod Talk
· Post Preview: #681968
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Posted on: Dec 5 2008, 04:46 PM |
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Hello all. First Yes I have quit making mods for oblivion players, wish I could say it was fun but most people made it a nightmare so i cannot. I have updated CURP and CUO here so they match the versions released on filefront so there is no repeat of the kvatch aftermath 1.31 problem with people downloading it whilst 7.3 was out. Some mods like kvatch aftermath remain on filefront but where not uploaded here for reasons linked to recent idiots activities on nexus and that is part of the reason I quit but not the sole reason. This crap comes from all directions not just nexus. IF anybody wants to upload the missing mods here, go right a head, I do not care, I will not be here to listen to the idiots. Which was why I stopped uploading here, I was here as a site user and whilst I uploaded here so would the idiots. I am DENYING that NEW cyrodiil upgrade team permission to do anything with my work. They ignored my wishes twice, first they refused to allow any former members of my team to mod my stuff and then hi jacked my uploads here on nexus which I had expressively forbid them to do in this thread below.
http://akros.titans-server.net/forums/view...p;sk=t&sd=a
Since they are freely going against my wishes, I know give control of my mods to Dragon Captions who are also former members of my team. They may upload new versions but must leave my own versions alone.
That new TEAM is not the old Cyrodiil Upgrade Team, the old team disbanded, they just grabbed the name and have gone all out to ignore my wishes since they formed it seems.
CURP now contains the credits page from my website, so all resources are properly credited, Which was a concern I had after quitting. Now that has been sorted out. To my friends out there. I have stopped sharing mods with anybody and now make things for my own personal use. You may spot some stuff on youtube in the future made by a stranger that looks very much like the sort of thing i do. Maybe the same but more insane since personal use frees me of the restrictions I must obey when making mods for release and stops the idiots bitching about it constantly because they will never have that stuff. If that is the case, do not moan at them, it might be me. A nobody can do stuff I have not been allowed to do for some time and so a nobody is exactly what I intend to be. One more thing. Do not expect to see anything else by me released under any name, I learned my lesson, releasing stuff to Elder Scrolls players is asking for trouble. All the best. EDIT The new team that got formed after I quit has delibrately gone against my wishes and failed to leave my original mods online as I have asked. I logged in today to find them all gone, replaced by their versions and nobody asked me if that was okay. I have expressively told them that they could not do that on their forums and still they did it anyway. So that team is denied permission to wipe their noses on my mods from now after Ignoring my wishes for the last bloody team. I am going to specifically name who I want to continue my work and deal with it that way. Giskard |
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Forum: General Mod Talk
· Post Preview: #674256
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Posted on: Nov 25 2008, 08:12 PM |
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Can somebody pass on a message to MrSiika if they see him.
Tell him if his Cantaur that begs for his life uses a script, that script is only checked once every 5 seconds.
But the GUI quest stuff is checked much more often so if it can be done via the GUI rather than the script, it might work better.
Just sharing an idea to solve a problem, it might not work, depends how the quest was made. But there is more than 1 way to skin a cat
Giskard |
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Forum: Uploaded Files
· Post Preview: #654289
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Posted on: Nov 19 2008, 03:12 AM |
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Not again......same guy too, Hi octavius243, long time no see. I guess your plugging for the 244th account then ? They are all coming out of the woodwork today....groan... This is the design philosophy of CUO. If your going to argue what CUO does, at least understand what it was designed to do and why. http://www.novazone.karoo.net/CuoDesignPhilosophy.htmHere is an accurate record of known issues that have arisen due to our Design Philosophy in CUO. http://www.novazone.karoo.net/CuoCompatibilityProblems.htm What Octavious is saying above is something we already said in the mods own docs. Here is an extract from the CUO docs including the ESP he is refering too, notice its name has the word DIRTY in it, meaning we labeled it as DIRTY our selves dispite the fact it was made the same way as OOO was made because there was NO OTHER WAY to update those parts. So its got all the faults OOO and mods designed using the OOO system have. Which is why this module is marked as DIRTY and the rest are not. Have a read. QUOTE Dirty ESPs
All Overhauls edit the game data directly but I try not to because it causes problems with other mods. However, sometimes I must so I branded these DIRTY so you can see these are the risky esps to use if you have any concerns at all about compatibility. In most cases running these after other overhauls but before other mods will fix any problems you may hit. The load order is important because other overhauls edit the same items these mods edit so running these before overhauls would effectively turn them off.
CUO_BadGuy_Specific_Loot_DIRTY.esp This esp customizes the loot found in chests at specific locations, so it matches the type of bad guy that uses that location. EG Necromancer loot in necromancer caves is a good example. This is part of my plan to make various locations feel more like the home of those that inhabit them. The edits were made to the EditorIDs not the FormIDs found in various cells so all references will be updated automatically. Also the mod is modula so you can choose to use them or not, this too is from the mods own docs. Every single ESP in the mod can be run on its own if you want, its entirely your choice. QUOTE Included Files
These files will overhaul your game in much the same way my other mods have overhauled various factions and cities in the game. Doing to the same generally what Kvatch aftermath and Origin of the mages guild did. The included esps are all optional, you can use all of them or none of them or anything in between. But together they offer the complete Cyrodiil Upgrade experience. Sorry but Octavous has been arguing a point that is clearly written down in our docs. He has tried hard to avoid mentioning the esps name he has had fault with or the fact it was made the same way as OOO. Which is clearly a mod he likes because it harms his case to reveal that information and failing to reveal key points of information like that in chats like this is an old flamer trick. I'll tell you all name of the module in CUO he is refering too. It is CUO_BadGuy_Specific_Loot_DIRTY.esp And he has tried hard to brand CUO with that addons faults even though CUO is a modula overhaul and that one is just 1 optional addon made that way because there was no other way to edit those items safely. We at least separated it from the rest of the mod and made it an optional addon for increased compatibility options. So what you see Octavious doing is mod bashing yet again, the moderators let him walk away from the Fighters guild contacts bashing he attempted a few days ago dispite never using the the mod and because of that, he is back less than a week later to do exactly the same thing again. This is mod bashing, plain and simple and I will be treating it as such. Giskard |
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Forum: General Mod Talk
· Post Preview: #641993
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Posted on: Nov 17 2008, 08:59 PM |
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Skills and perks (which is a nice feature) aside. Fallout 3 gives us a look at what morrowind on an oblivion engine would have looked like. Ignoring all the specific fallout features of course. I find it interesting, especially the improvements to the AI animations, for example how many AIs do you see leaning up against a wall in oblivion  ES5 should be very good based on what ive seen in fallout 3, providing they do not toss away the detail we all love in the ES games. I do think Beth have listened to morrowind fans about the need for more quests and factions, fallout 3 delivers that. Giskard |
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Forum: General Oblivion
· Post Preview: #639524
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Posted on: Nov 17 2008, 06:28 PM |
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I would say its Morrowind with oblivions real time combat but with the stats resulting from actions you actually did feature removed. I would certainly consider it a preview of advancements to the Elder scrolls game engine in advance of ES5 appearing and there as been some great advancements in some areas and whilst other areas work for fallout 3, they would be a total disaster if used in ES5. One of the things I am starting to notice that marks it out as very different from other games is that by default there is enough unique and special clothing to help the player look like the character he wants to play. For example using the regulator coat, the deathclaw glove, the ghoul mask and some slaver guys hat I managed to pull off a pretty convincing freddy crooger look  Thats the nightmare on elm street bad guy. I noticed some of those ignored items really do help the player get in to role, not sure if Beth intended that but the same thing was not possible in the default game, too much standard armour etc and not enough of those little things that make the difference. Giskard |
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Forum: General Oblivion
· Post Preview: #639299
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Posted on: Nov 17 2008, 06:22 PM |
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QUOTE (myrmaad @ Nov 17 2008, 02:48 PM)  Best to check the power supply. Yup, graphics cards eat up a lot of power and that would happen the moment a graphically intensive game got loaded. Turning down the settings to min should reduce the power and indicate if that is right or not. Also HEAT causes that, Oblivion needs a modern well vented tower with good air flow to work right (taking the side off is not a solution, it creates dead air). So it could be the graphics card over heading. More fans in your tower should help if thats the case but will make it worse if its a power problem. Giskard |
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Forum: General Oblivion
· Post Preview: #639293
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Posted on: Nov 16 2008, 07:19 AM |
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Yes The Cyrodiil Upgrade Overhaul unlevels almost everything to stop that. So the game at level requires some thought, charging in like rambo will get you killed but i garrentee, those unused spells and potions will get used and your stats will go up very evenly. I had 3 to 5 points in most of my stats each time I leveled up due to the need to be smart and not rush in to every cave. If you try it, get in to the habbit of keeping an enchanted weapon, a staff and some potions handy, consider the staff an emergency get out of trouble free stick  Here is a link http://www.tesnexus.com/downloads/file.php?id=20288Also there is another mod that does the same thing. Its aimed at stealthy characters, whats its name....dam T something..... Tamriel Immersion Experience thats it TIE. I hear that is pretty good but I do not have a link sorry. Giskard |
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Forum: General Mod Talk
· Post Preview: #636969
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Posted on: Nov 16 2008, 06:51 AM |
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The correct way to move object once it becomes part of the players saved game is to delete it and replace it with a new one. That forces it to update the save and moves the object in the game be it a new game or an old game. Scripted objects must be persistent and must be moved that way too, otherwise they remain where the player first saw them. Btw I use that trick a lot, especially in kvatch aftermath so i am very familiar with it. That should be what you need to know. Edit: Since this is for a city mod I will explain something else. Deleted items automatically return if the mod that disabled them is later removed. So to allow people to uninstall your work later safely, you should delete and replace that item, not disable. Disabled items remain disabled in players saves even if the mod is removed. Quest makers need to know this stuff, its quest making 101 but the trick will help you too. BTW it helps other mod makers if you keep the original street layout and it helps the AI if the streets are wide and mostly clear. AI path finding has not improved much in 18 years. PS pm me here if you need any further advice, I do not mind helping modders if they need it  Giskard |
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Forum: General Mod Talk
· Post Preview: #636946
· Replies: 7
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Posted on: Nov 15 2008, 05:19 PM |
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QUOTE (cheese24 @ Nov 15 2008, 04:50 PM)  QUOTE (octavius243 @ Nov 15 2008, 04:25 PM)  You tell me? It was you who made an issue of it. I just gave a truthful answer to remotecontrol... please tell me how you can give a truthful answer when you never played the mod? No he has not, had he played it, he would not have posted what he posted. So he already answered that question whether he knows it or not. People forget they can fool other players but they cannot fool the mod maker. Giskard |
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Forum: General Mod Talk
· Post Preview: #635734
· Replies: 40
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Posted on: Nov 15 2008, 04:59 PM |
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QUOTE (octavius243 @ Nov 15 2008, 03:50 PM)  OK, I didn't know the 500 gold reward was hardcoded. Of course the bad combat AI is Beth's fault, and something that has aggrevated me since Morrowind. But it doesn't excactly help the situation when you have one companion who rushes into melee, while the other fires fireball arrows. That made the mod unplayable for me. But I'll check out the new version. octavius243 I'll be truthful here, you sound like your flame baiting here or at the very least nit picking and calling what amounts to an opinion a SERIOUS FLAW, but 'll give you the benefit of the doubt and reply. If that is not your intension, I recommend you lighten up a bit. 500 gold is not hard coded, its a script that deals with rewards for standard beth fighter guild contracts. Beth have the advantage of hired voice actors that will work reliably and have DVD disks so they can record as many lines as they like, I am a mod maker, I have to find people to record lines which is not easy and I have to upload those lines and there are limits. Organizing voice acting on its own because of the number of people that let modders down is a nightmare. So like all mod makers i do what i can with what I have. So I choose 500, which is the standard reward for leveled 20 to 25 player characters in beths own fighters guild quests and other quests. And if you think that is too high, understand this 1 point, I happen to think oblivions whole economy is wrong so your complaints fall short of mine. its all too high, one rumour suggested 500 was years pay, so what does that say about potions worth 300 and the cost of various items in the game ? Either way thats an issue with oblivion not the mods made for it. The new fighters guild contracts has custom AIs designed to fight according to the style of combat they should have. Eg archers prefering range, barbarians prefering close up fighting and it is based on CUOs fighting styles for those types of characters so it is CUO material your seeing. But that is an on off switch in all of oblivions combat styles. They do not say "well lets start at range" if their AI says close combat. They do only what they are told to do and nothing else and they can only be told to do 1 thing. Beths AI can only handle questions like should i attack, should i retreat. That is more or less the sort of thing it was designed to do. Idle routines are much better and vastly improved in Fallout 3. The rest is scripted or otherwise programmed as a set of linear instructions. For example you will never see an AI that is told to walk from Anvil to the imperial city suddenly deciding to drop by an Inn for a bite to eat. Its AI is unable to make those decisions. Btw AIs are a hobby of mine, Oblivion offers me few real options here for improving the ones in the game. Giskard |
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Forum: General Mod Talk
· Post Preview: #635707
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Posted on: Nov 15 2008, 04:06 AM |
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octavius243: QUOTE (octavius243 @ Nov 14 2008, 10:32 PM)  That mod had some serious flaws when I tried it:
Way too much gold in reward for simple tasks. 500 fold for 5 Creab Meat, IIRC.
Some of the companions (at least one of the Bruma ones) are equipped with arrows that do area damage. Combined with poor AI, it resulted in the other companion getting fried.
Has this been fixed? No idea if beth fixed the 500gp reward, best ask them, they chose 500gp as a reward for fighters guild quests between level 20 and 25 not me. AI in the old version is 100% beths too so best ask them about that whilst your there telling them oblivion is seriously flawed. And the arrows, I chose them, so its hardly a SERIOUS FLAW since it was what I wanted them to carry. Oh and those ESPS i voluntarily labeled as DIRTY to help players spot the ones that are likely to conflict. You know the ones, they are made the exact same way as OOO. Thought you might find that fact interesting. Where as the none dirty ones where made my way and designed to avoid conflicts completely. As myrmaad's picture showing 2 potions demonstrates, the original is still there in the game to be used by any quest or mod that needs it, ZERO conflicts possible. Nice, clean safe and you still get the cool new potion bottles jannix made with no chance of them conflicting with any new potion bottle mod that comes alone:) But as you pointed out, the OOO way is not so flexible  So I have already avoided any "does this potion mod conflict with your potion changes" question  I am just sat here waiting for some player to make a potion mod so somebody can ask me that question. Oh one more thing, the CUO version of Fights guild contracts was totally revamped as every doc i ever wrote for it explains most clearly if any player with a REAL interest in CUO cares to find out. Anybody with a "REAL" interest in CUO should check the docs for information because the fighters guild contracts was totally revamped for CUO so whilst it was good before, its even better now. Giskard |
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Forum: General Mod Talk
· Post Preview: #634739
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· Views: 1045
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Posted on: Nov 11 2008, 04:01 AM |
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Hello all. Well the team where going to announce this but a combination of my working speed, their hardware problems and some of them just having a very dippy day sort of prevented it. So I'll make the announcement my self. The team do what they do after this post. The old Fighters Guild Contracts is now available again as part of the Cyrodiil Upgrade Overhaul, it has been revamped and released as CUO_FightersGuildContracts.esp and is in the CUO release linked below. http://www.tesnexus.com/downloads/file.php?id=20288The new CUO_FightersGuildContracts uses some of resource pack material and has all the NPCs revamped to match those already in CUO so the old fighters guild contracts now has a completely new feel about it whilst still doing the original job. It should blend in nicely now with CUOs other changes. Also it features some new heroes for you to fight against as well as friendly heroes that will help you do some contracts. Yes i am very much aware players used those extra guild members as companions because they respawn, so now they are a little more interesting than before, your about to see some CUO AI tactics working for you for a change  You will notice FGC now fully supports the CUO New Faction Dialog addon if its installed too, so expect the back guys to have something new to say as well. You can use the new CUO_FightersGuildContracts on its own but not with the old fighters guild contracts enabled. So yes you can install both without issue and switch between them freely, but no they cannot be enabled at the same time. Check out the CUO v5 for the latest FGC release and remember to update the Cyrodiil Upgrade Resource pack too, if you already have it, you need the esm and the last pack to update your game correctly. Enjoy Giskard |
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Forum: General Mod Talk
· Post Preview: #628229
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Posted on: Nov 10 2008, 08:58 PM |
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I have gotten this error whilst uploading with Firefox v3.0.3 QUOTE Forbidden You don't have permission to access /members/upload/getprogress2.php on this server.
Additionally, a 403 Forbidden error was encountered while trying to use an ErrorDocument to handle the request. It relates to a broke progress bar that seems to not effect the upload at all but just fails to update it. Giskard |
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Forum: Feedback, Suggestions and Questions
· Post Preview: #627638
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