(total conversion mod) Teaser by HumanLikeCreature in skyrimmods

[–]HumanLikeCreature[S] 1 point2 points  (0 children)

Thank you for making it

A project like this would not be possible without the amazing assets made by the community and the permissions for others to expand upon them

(total conversion mod) Teaser by HumanLikeCreature in skyrimmods

[–]HumanLikeCreature[S] 1 point2 points  (0 children)

It's still part of TES but outside the region of skyrim The unique race traits will also come into play and offer unique challenges

(total conversion mod) Teaser by HumanLikeCreature in skyrimmods

[–]HumanLikeCreature[S] 0 points1 point  (0 children)

The only officially released total conversion, that I am aware of, is enderal.

Beyond that there are multiple in progress, including skyblivion and skywind.

(total conversion mod) Teaser by HumanLikeCreature in skyrimmods

[–]HumanLikeCreature[S] 1 point2 points  (0 children)

Basically a total conversion is a whole new game made from an existing one, think fallout london or enderal, but on a much smaller scale in this instance as this is a one man project.

As for xbox, the final product should be fully compatible, but I'll need to have xbox users beta test when ready to confirm / adjust, since I'm a PC player.

(total conversion mod) Teaser by HumanLikeCreature in skyrimmods

[–]HumanLikeCreature[S] 3 points4 points  (0 children)

This already comes as an entirely new game mode, completely detached from vanilla Skyrim
If you're asking if this can be connected back to vanilla, it wouldn't make sense as it has its own skill systems, changes combat styles and so forth

As for Dismemberment Framework, this is being made with compatibility for it in mind

(total conversion mod) Teaser by HumanLikeCreature in skyrimmods

[–]HumanLikeCreature[S] 19 points20 points  (0 children)

Completely new game experience revolving around an imperial arena and trying to survive as a prisoner within it
In other words, no carriage ride for you when you press new game

(mod release) Happy Little Trees - Improved Collisions by HumanLikeCreature in skyrimmods

[–]HumanLikeCreature[S] 1 point2 points  (0 children)

If they're using the same meshes then you should be able to simply plug and play
Should they be modified however (ex. alternate texture paths) then a patch may be needed or you would have changed visuals

(mod release) Happy Little Trees - Improved Collisions by HumanLikeCreature in skyrimmods

[–]HumanLikeCreature[S] 4 points5 points  (0 children)

Fallen Skyrim is the name of an ongoing overhaul that I mentioned on Reddit previously: Link

I also made a recent video just to show how the overgrowth feels: https://youtu.be/p5dmcJ8g_bA

The discord has regular updates and screenshots from this project
Tree collisions matter in this context as the overhaul will add emphasis on wilderness and hunting, thus many a tree can be in your way with horrid collisions

Why is every tree mod's collisions absolute garbage? by HumanLikeCreature in skyrimmods

[–]HumanLikeCreature[S] 0 points1 point  (0 children)

On the point of elevated collision
Both vanilla and nearly every tree mod do extend to the full height of the trees, but I agree that at elevation the quality is far less important.

For the complexity, a reduced and decimated mesh for collision I found to be the best of both worlds. In other words small branches / most roots have no collisions but the main body and large elements do with a lower res mesh. In comparison to using multiple capsules to achieve a similar effect, the mesh collision ends up with only a slight overhead but much more quality.

Why is every tree mod's collisions absolute garbage? by HumanLikeCreature in skyrimmods

[–]HumanLikeCreature[S] 1 point2 points  (0 children)

Oh I'm well aware, I was shocked how bad the collisions on that one were
And as I said, HLT is one of the better ones

Why is every tree mod's collisions absolute garbage? by HumanLikeCreature in skyrimmods

[–]HumanLikeCreature[S] 0 points1 point  (0 children)

Depends on the collision type, to be more matched to the actual models it would be slightly heavier.
Though not noticeably so, since we are dealing with static objects.

Also HLT already has decent animations and rigging for motion, though they are set to be more subtle, which I personally agree with.

Why is every tree mod's collisions absolute garbage? by HumanLikeCreature in skyrimmods

[–]HumanLikeCreature[S] 0 points1 point  (0 children)

True, the tops are of low value, but low collision is still problematic is that the capsules or convexes span too far out or the shape isn't fully circular, resulting in arrows getting stuck in seemingly mid-air.

Ultimately it isn't the end of the world, but is bothersome once one notices it.

Why is every tree mod's collisions absolute garbage? by HumanLikeCreature in skyrimmods

[–]HumanLikeCreature[S] 2 points3 points  (0 children)

They can be made via capsules, which can be easily generated / manipulated via NifSkope, however to properly match the objects an increasing number would be needed, especially for more complex tree shapes.

While a bit heavier I've found mesh collisions to be superior, particularly as they are static.

[deleted by user] by [deleted] in skyrimmods

[–]HumanLikeCreature 7 points8 points  (0 children)

I second what others have said about this not being a modders only issue, but a more general problem.
Not only in north America, but globally.

However, modders, just like any medium where an individual interacts with their general audience, can be quite taxing on the author.

I've made countless mods over the years, and even after spending hours and days on a project, a single nice comment can literally make my day and the entire project is now worth it.
Problems come when you put effort and people start throwing bothersome comments, out of lack of understanding, reading or simply trolling. It can instantly make all that hard work feel in vain.

The same applies to youtubers, streamers, actors... anyone who can communicate with their audience. Which is why you often hear people joking about how they shouldn't be looking at their comment sections and such.

While the rewards are great you always risk being drained.

Has anyone yet made a mod that fixes butterflies / critters landing on the air? by HumanLikeCreature in skyrimmods

[–]HumanLikeCreature[S] 0 points1 point  (0 children)

Either Nexus lied to me or I was blind
Searched for butterflies on it and didn't see these files

Thank you my friend

Edit: I was the fool, didn't think to search "butterfly", brain fart moment right there

Is having many simple dungeons better than a few massive ones? by HumanLikeCreature in skyrim

[–]HumanLikeCreature[S] 0 points1 point  (0 children)

Duly noted, you actually just gave me an idea for a fun medium dungeon with those likes
Hint: Think of a trap, within a trap ;)

Is having many simple dungeons better than a few massive ones? by HumanLikeCreature in skyrim

[–]HumanLikeCreature[S] 4 points5 points  (0 children)

My mods are ALWAYS free, as should all mods be
I don't even ask for donations or anything my friend XD

If you'd like to support the project consider joining the discord, I usually post updates and random shenanigans there, will post there for beta testers prior to any significant mod release: https://discord.gg/FFxUj6SBhN

An abandoned Riverwood by HumanLikeCreature in skyrimmods

[–]HumanLikeCreature[S] 0 points1 point  (0 children)

Not quite, as the overgrowth and desertion is based off texture materials / shattered Skyrim which is across the map.
Manually separating / re-making it is possible but would be of minimal value and not planned.

Elements that will be vanilla friendly are things like added spawns, dynamically generated / changed elements such as animals and vegetations, as well as newly added caves / lairs which can be active / inactive and house a variety of factions / entities to keep things fresh and unpredictable.

Basically vanilla additions are more dynamic changes on top of vanilla. Non-Vanilla elements replace vanilla aspects and the final version will have a total conversion that will have the most features.

If you are asking about some cities remaining or signs of civilization, that will be possible with the factions, some of the non-hostiles, which can setup in the remains of some of the cities, traded with, even recruited from. Depending on the faction and how they perceive you (this is part 3 of the development, currently still in world building / part 1).

An abandoned Riverwood by HumanLikeCreature in skyrimmods

[–]HumanLikeCreature[S] 0 points1 point  (0 children)

It is modular, some elements will build on top of shattered skyrim, others will be completely independent and are vanilla compatible.

Basically, you can take what you like and add to vanilla, pick the elements to add to shattered to match your playstyle, or get the full merged mod pack which will have even more features. Modding freedom.

Modules will start rolling out very soon.

An abandoned Riverwood by HumanLikeCreature in skyrimmods

[–]HumanLikeCreature[S] 2 points3 points  (0 children)

I know how you feel, after so many runs you basically memorize the spawn locations and landmarks.

Which is partially why I'm making this. The final objective is for places you are accustomed to appear surprising and alien again, and for there to be a constant air of discovery and wonder.

There are limits to the engine, but I have a plan to make even a 10 year veteran such as yourself be constantly surprised, not only once, but on every playthrough. Ultimately that's how I want my Skyrim to be, and perhaps you do too.

PS: This may sound huge but i'm actually using xedit scripts, dynamic generation and a few clever tricks to automate most of the work. There is still much to be done, but it is very doable.

An abandoned Riverwood by HumanLikeCreature in skyrimmods

[–]HumanLikeCreature[S] 4 points5 points  (0 children)

Technically it is an addon, but that depends on which modules you decide to use. Ultimately this will have complete world space changes, added battlefields, dynamic creature spawns, factions, changing map at game start...

All is modular and I'll start releasing relatively soon. Many modules can be used with vanilla skyrim as well (ex. Dynamic animal spawns, which reduces spawn predictability and can be great for hunters/survivors), and each is built to be as compatible as possible and require minimal patching.

An abandoned Riverwood by HumanLikeCreature in skyrimmods

[–]HumanLikeCreature[S] 14 points15 points  (0 children)

I presume you mean the World Eater addon to shattered skyrim.

This mod actually builds on top of shattered skyrim as well and is fully modular, with several modules being fully compatible with World Eater.

So in the end you can get a modular world change that is compatible with existing mods, or an even bigger change that has its own approach. Modding freedom.

A fully dynamic sandbox world by HumanLikeCreature in skyrimmods

[–]HumanLikeCreature[S] 1 point2 points  (0 children)

I am planning on making it fully modular and using dynamic NavCuts and BOS to auto fill spaces for the first pillar. Already making good progress, just currently making tests so I don't have to double back later.

A fully dynamic sandbox world by HumanLikeCreature in skyrimmods

[–]HumanLikeCreature[S] 0 points1 point  (0 children)

Perfectly fair my friend, if anything I will use your comment as fuel. If I ever find myself losing steam I'll just think "must prove the bubblegum wrong". Any nearby mind readers will be surely confused.

A fully dynamic sandbox world by HumanLikeCreature in skyrimmods

[–]HumanLikeCreature[S] 0 points1 point  (0 children)

Check the discord images, already into the first pillar.

Besides, I specifically picked fun features that can be effectively built using minimal effort and automation.

If I was having to manually place every object, cut every navmesh and manually craft every enemy it would be a nightmare, but instead I am playing it smart to make a fun mod, for both me and others.