[List] List of Mods in need of open to new mod authors

Post » Mon May 07, 2012 11:10 am

I might assume those three minor quests were just placeholders, as there are more named that same way that look finished to me. What one will really need from Iliana is a note regarding her intentions on the four Riverhold, Corinthe, Dune and Orcrest city quests. Those are completely empty, and the same applies to the King's Walk stopway and the Alabaster village.
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Ezekiel Macallister
 
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Post » Mon May 07, 2012 3:29 pm

Like I've mentioned before, I'd love to take Frans on.
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GEo LIme
 
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Post » Mon May 07, 2012 8:07 am

I just wanted to mention: if anyone is interested in working on a compatibility patch between ZuSkunks' overhaul and WEPON, I'd be open to assisting. That said, to honor the other two WEPON authors' wishes, only elements from the ESP file of WEPON could be used, and the SI Overhaul could reference meshes+textures that install with WEPON. In other words, any compatibility patch between the two would need to be dependent on a WEPON installation.
How would one go about this? I assume it is very complicated, since it would require changing all references to matrixes, enchantments, the weapons themselves, dialogues... Zu also adds a staff to the weapon sets.
I think it would be easier to users of both mods to simply use the non-SI version of WEPON (which I'm doing) and make a MOBS or OMOBS patch for Zu's mod (which would be very time consuming since there a a lot of weapons, but TES4Edit has a weapon spreadsheet which is perfect for this kind of thing. I stopped using weapon stat rebalance mods so as not to worry about that kind of thing again, and instead use Duke Patrick's combat mod which sets weapons stats on the fly with a script)

On another note, I changed all uses of SameFaction to a check for GetInFaction (so a dark seducer won't attack someone in the SEDarkSeducerfFaction, etc), but frankly I wish Zu had used a simple script effect abiliti/es added to the actors he needed to tweak instead of tweaking every script for the same lines of code... too late to change that now since the mod was done the way it was done, and I'm never again changing the base design of a mod this big (last time I tried it didn't end well... *cough*C&C*cough*)

I was also unable to replicate the crash you were having after Jyggalag is gone, everything is fine in the savegame you passed after playing it for some time. Which is not good, since I have no clue how to fix it! :(
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chinadoll
 
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Post » Mon May 07, 2012 6:37 am

This thread reminds me - Hey migck! Whatever happened to Choices and Consequences? I recall you thinking about rewriting it to be a Guild Advancement System Overhaul instead?
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Gill Mackin
 
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Post » Mon May 07, 2012 11:35 am

This thread reminds me - Hey migck! Whatever happened to Choices and Consequences? I recall you thinking about rewriting it to be a Guild Advancement System Overhaul instead?
too late to change that now since the mod was done the way it was done, and I'm never again changing the base design of a mod this big (last time I tried it didn't end well... *cough*C&C*cough*)

To sum up, at this point I'm neither willing nor able to retake Choices and Consequences, because I don't know what I was doing in it and I know that whatever I tried to do with it now would end being so vastly different from the original and current versions, that not even backwards compatibility could be maintained. A 'Guild Advancement overhaul' type of mod didn't interest me in the end, I have done all the vanilla guild quests and in my experience, the more alone they are left, the better, to avoid any compatibility issues and bugs.

I realize it was very unprofessional of me to abandon it in such a state, it is a very black spot in my 'curriculum' around here, and I guess I've made it into the ignore list of some users because of it. But I have no wish to revisit it, nor any big mod not made by me, to avoid repeating that mistake. Zu's mod is different because its Zombiemold maintaining it, not me, and I'm willing and able to help with any mod if I'm not the one responsible for it ('responsibility', yes, in the end it all boils down into a lack of maturity on my part, but that is the way I am)
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Ludivine Dupuy
 
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Post » Mon May 07, 2012 1:35 pm

To sum up, at this point I'm neither willing nor able to retake Choices and Consequences, because I don't know what I was doing in it and I know that whatever I tried to do with it now would end being so vastly different from the original and current versions, that not even backwards compatibility could be maintained. A 'Guild Advancement overhaul' type of mod didn't interest me in the end, I have done all the vanilla guild quests and in my experience, the more alone they are left, the better, to avoid any compatibility issues and bugs.

I realize it was very unprofessional of me to abandon it in such a state, it is a very black spot in my 'curriculum' around here, and I guess I've made it into the ignore list of some users because of it. But I have no wish to revisit it, nor any big mod not made by me, to avoid repeating that mistake. Zu's mod is different because its Zombiemold maintaining it, not me, and I'm willing and able to help with any mod if I'm not the one responsible for it ('responsibility', yes, in the end it all boils down into a lack of maturity on my part, but that is the way I am)
Thanks for the clarification. Hey, I appreciate your contributions one way or another. What you are doing is already gratis, so don't feel obligated to carry out your end of the bargain if it does not interest your creative side anyway :)
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T. tacks Rims
 
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Post » Mon May 07, 2012 1:02 am

I think http://tesnexus.com/downloads/file.php?id=20736 is a mod with several great concepts, and would be nice to see further work on it
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BrEezy Baby
 
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Post » Mon May 07, 2012 11:03 am

One final thing, which I was un-able to figure out is... after you defeat Jyggalag, the game crashes (Even with no other mods loaded) I even took this mod out, and whatever it did to my game, still produces the crash. I have yet to figure out exactly what is happening here but... I suspect the changes made to the main quest.
I think I have finally figured this one out, because I finally got the same type of crash in your savegame even with no mods loaded. The solution seems simple enough: as soon as the Jyggalag talking head starts to fade out, enter any menu like the inventory, and for some reason that escapes my comprehension that seems to fix it. I might be able to automate this by including a fitting messagebox line in the quest update, i.e. a messagebox popup is a menu too and should fix the issue, so when Jyggalag starts to fade out, how about a messagebox with something like:

Jyggalag: "Go now, to rule your realm and fulfill your destiny, Shezarrine and Sheogorath!"
Player: "Shezarrine? Oh I must be mad indeed to have become so much doing so little!"

So, I (apparently) have the solution to your crash, the script fixes to combat behavior for dark seducers, golden saints and knights of order, and I merged all the fixes from the USIP that I could find at first glance. I'm also going to fix all the bows added by this mod by setting their range to 1, to avoid any possible CTD from their use. I'll send you some files shortly.
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Caroline flitcroft
 
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Post » Mon May 07, 2012 4:42 am

This is one that has come up in discussion on the UOP thread: http://www.tesnexus.com/downloads/file.php?id=9769. As the most-endorsed house mod on TES Nexus, and the 20th-most-endorsed overall, there's a huge built-in fanbase.

This is a very popular mod, but incompatible with the unofficial official mod patches for Frostcrag, and Frostcrag Reborn does not include various key fixes that are thus excluded, such as the famous Mystic Emporium ownership bug.

Several key things for anyone looking to take this up:
-The new version should ideally depend on the original DLCFrostcrag.esp as a master, fix the various FormID issues the current Frostcrag Reborn has, and become compatible with the unofficial patches.
-Frostcrag Reborn's author has stated he will heavily advertise any new version on his mod's TES Nexus description page if the new version includes an additional functioning mage's house at the end of his questline.
-For best compatibility with The Ayleid Steps, the new version should presumably be named "DLCFrostcragReborn.esp". Alternatively, if The Ayleid Steps accounts for FormID errors which need to be removed, then the new file should be named anything but that.
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James Wilson
 
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Post » Mon May 07, 2012 4:22 am

+1 on the Frostcrag Reborn thing. I don't use it, but I do have a somewhat biased personal stake in seeing the issues with that one resolved in a manner that improves compatibility across the board. No, that doesn't mean I'm going to take up the mantle and do something about that. Not with all the other stuff I'd still like to get done before Skyrim.
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Umpyre Records
 
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Post » Mon May 07, 2012 4:02 pm

I have always preferred Frostcrag Revisited myself (Which, to my understanding has no compatibility issues at all, or at least none that I have experienced), but I am aware that reborn is much more popular (Maybe someone should fill me in as to why?)

If the project leader of Reborn has take a leave of absence, then I'll try to get a hold of him and see if he is alright with someone updating it .
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FABIAN RUIZ
 
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Post » Mon May 07, 2012 1:42 pm

I've taken Frans over so you can remove that from the list :)
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R.I.P
 
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Post » Mon May 07, 2012 5:04 pm

I've taken Frans over so you can remove that from the list :)

I'll take it off, and make a note of it on the original post. Also, thank you! Be sure to update us with a link if you get around to publishing a new version.
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Katey Meyer
 
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Post » Mon May 07, 2012 7:06 am

If the project leader of Reborn has take a leave of absence, then I'll try to get a hold of him and see if he is alright with someone updating it .

To quote Frostcrag Reborn's TES Nexus page:

============================================================
AUTHORS NOTE:

I have officially ended my Oblivion Modding career. It is a true cliche that artists never complete their works, and such is the case with Frostcrag. There are many things left undone, or done poorly that I would change. Unfortunately my life has taken me down different paths of game design (expect to see more of my works in different venues) consequently those ideas will now never be implemented.

Because of that I am now Opening this MOD to the world as An OPEN SOURCE production. If you create a fix or a new version please just credit me for the work I did, and add a link to your download page to my TesNexus page so they can find the original should they desire. Obviously this is based on the honor system, so it relies on the new authors integrity to give credit where credit is due, but also upon the users to keep new authors honest should it be found they are claiming credit where they shouldn't.

Final Request: Please with all due haste would some aspiring mod author add a new and functioning mage's guild house to be activated at the end of the avalon quest... This is the top most request of users I receive so you will have a built in audience. If you just create a patch, I will advertise it heavily on this description page so you get more users.

Indefiance

============================================================
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Tracy Byworth
 
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Post » Mon May 07, 2012 4:27 pm

Revisited and Reborn both share the same underlying problem: They replace the original DLC file with their own version. This is where the compatibility issues come from for anything else that wants to modify the official DLC. You're no longer actually dealing with the official DLC once someone replaces the file.
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CxvIII
 
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Post » Mon May 07, 2012 2:14 pm

I think Crossbows of Cyrodiishould be picked up again so it can utilize the new OBSE animation functions and have proper animations when drawing, shooting, and reloading the crossbow.
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lucy chadwick
 
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Post » Mon May 07, 2012 6:27 am

List of Mods in need of / open to new mod authors
So, I decided to take the liberty of messaging these mod authors for permission to update/continue their work, and, to my surprise, they responded and have been completely happy to pass on the work and excited that they still have fans.
Elsweyr the Deserts of Anequina [color="#00FF00"]

You really should have pm'd me on Nexus first and asking me first before saying this. I have certainly not given permission for anyone to take over the entire mod. Dependent mods are usually fine, but I would prefer people pm'd me first to let me know what they planning.
LogicDragon is currently working on a patch for it anyway to fix and update a few things and has already released the first part of this, so his work will be given precedence in any case.

@dAb
"Quests" like NQDDune, NQDOrcrest, etc. are not actual quests. NQD is the abbreviation for non-quest dialogue where general town dialogue is stored. Your mention of "Alot of floating rocks and landscape tears" sounds like some serious sort of mod conflict as there should be no landscape tears and very few floating stones in the playable sections of the mod.
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Marion Geneste
 
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Post » Mon May 07, 2012 12:33 pm

You really should have pm'd me on Nexus first and asking me first before saying this. I have certainly not given permission for anyone to take over the entire mod. Dependent mods are usually fine, but I would prefer people pm'd me first to let me know what they planning.
LogicDragon is currently working on a patch for it anyway to fix and update a few things and has already released the first part of this, so his work will be given precedence in any case.

@dAb
"Quests" like NQDDune, NQDOrcrest, etc. are not actual quests. NQD is the abbreviation for non-quest dialogue where general town dialogue is stored. Your mention of "Alot of floating rocks and landscape tears" sounds like some serious sort of mod conflict as there should be no landscape tears and very few floating stones in the playable sections of the mod.

Illiana, you have my apologies. I added this mod based on word of those posting in this thread. More than one person confirmed it so I posted it without consulting you (The only one on the list in which I did so.)

I'll take it off if you do in fact plan on finishing it.
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bonita mathews
 
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Post » Mon May 07, 2012 11:01 am

Illiana, you have my apologies. I added this mod based on word of those posting in this thread. More than one person confirmed it so I posted it without consulting you (The only one on the list in which I did so.)

I'll take it off if you do in fact plan on finishing it.

Friendly suggestion: Do the asking yourself. Don't rely on word of mouth that permission is granted, as it is so easy for someone to mistakenly believe they read somewhere that someone else has said one thing when they really said something entirely different. Keep listing those mods!
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*Chloe*
 
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Post » Mon May 07, 2012 9:30 am

I'm leaving on vacation tomorrow so I'll try one last time:
Zombiemold, did you receive my email with a link to my version of Zu's mod? I tried PM you but its impossible, probably because your folder is full. I emailed you but got no response. Maybe you did read it and I'm being a bit obnoxious, its just that I like to be reassured that my communication efforts are not in vain.

Anyway, if you do try the file out, PM me any further issues dealing with Zu's mod, and I'll see them in Monday, or maybe today if you manage to see this before I'm gone.
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Angus Poole
 
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Post » Mon May 07, 2012 7:25 am

I'm leaving on vacation tomorrow so I'll try one last time:
Zombiemold, did you receive my email with a link to my version of Zu's mod? I tried PM you but its impossible, probably because your folder is full. I emailed you but got no response. Maybe you did read it and I'm being a bit obnoxious, its just that I like to be reassured that my communication efforts are not in vain.

Anyway, if you do try the file out, PM me any further issues dealing with Zu's mod, and I'll see them in Monday, or maybe today if you manage to see this before I'm gone.

Yeah I did get it, not sure why the pm system isn't working... I do have a lot of messages in my profile though, I'll have to clean em out.

I'll take a look at the file, give it a play through on my vampire char, and see if I can make the boss tweaks that I had made to my other esp. (Also the racial eye tweaks.)

Then, we can release it on Nexus after if it turns out alright :D Thanks again man, can't wait.
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Laura Mclean
 
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Post » Mon May 07, 2012 6:17 am

while not a mod, I think GECKO could use some attention, such as increasing it's memory limit to allow for much larger merges to happen without crashes. Then again this is the thought of a thoroughly exhausted mind trying to do things in pieces and merge them into a master file when completed.
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X(S.a.R.a.H)X
 
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Post » Mon May 07, 2012 1:22 pm

+1 on the Frostcrag Reborn thing. I don't use it, but I do have a somewhat biased personal stake in seeing the issues with that one resolved in a manner that improves compatibility across the board. No, that doesn't mean I'm going to take up the mantle and do something about that. Not with all the other stuff I'd still like to get done before Skyrim.

This sounds like something I could do/would be interested in, as it always annoyed me it replaced the official DLC. I'll look into it :D.

while not a mod, I think GECKO could use some attention, such as increasing it's memory limit to allow for much larger merges to happen without crashes. Then again this is the thought of a thoroughly exhausted mind trying to do things in pieces and merge them into a master file when completed.

Isn't that related to a limitation with java, rather than how GECKO was written??
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noa zarfati
 
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Post » Mon May 07, 2012 2:58 pm

That I'm not sure to be honest. If it was possible to have done it all in c++ I'm sure it might be a lot better and more powerful with the ability to do massive merges. I'm not a programmer, nor do I want to be. I'll script in game stuff enough to get by but the hard code? I'm good, I like to go without migraines for awhile.
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Jade MacSpade
 
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Post » Mon May 07, 2012 2:12 am

Yeah I did get it, not sure why the pm system isn't working... I do have a lot of messages in my profile though, I'll have to clean em out.

I'll take a look at the file, give it a play through on my vampire char, and see if I can make the boss tweaks that I had made to my other esp. (Also the racial eye tweaks.)

Then, we can release it on Nexus after if it turns out alright :D Thanks again man, can't wait.
If you don't mind, I'd rather the boss and racial eyes tweaks be in their own separate files, since they aren't actually bugs, though if the boss fights are as impossible as they sound, maybe it does really need tweaking. I wonder if Zu defeated them himself?
You can make patches to the main file instead of editing it directly by using either esmifying in Wrye Bash or the CSE (way better), I guess you know already.
Did Zu give you editing access to his mod page? That would be preferable to making a new page for this update. Ideally Zu's mod would remain in the 'main file' area and the latest fixed .esp would be uploaded in the 'updates' area by you.
Also, see if you can finish your playthrough with the khajiit character you sent for testing, I think I solved the CTD thing but it might not work for you.
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KRistina Karlsson
 
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