JaySuS Mods for TES V: Skyrim

Post » Sat May 26, 2012 4:12 pm

Okay i just need a bit of confirmation on the levelled lists from this mod. I looked in Wry Bash for the place number of JSwords.esp and saw that it was 0B...

http://i176.photobucket.com/albums/w172/Illius_photos/Mod%20Problems/Skyrim/JaySuSMod.jpg

As far as i know a 0 stays a 0 in Hexadecimal and letters do not have Hexadecimal versions so it stayed 0B. I edited the JSwordsDistributionScript.txt as mentioned on the description page from the JaySuS Swords mod. Ones called up in the console with bat JSwordsDistributionScript i saw this in the console...

http://cloud.steampowered.com/ugc/596961299991400503/C3398BB28B2D3AE0C157477D223B812237CC4E5C/

The screenshot shows that it was succesful, and when i scrolled up in the console all the lists that are in the txt file where there. But still i am a bit curious, should i worry about the two "Script command not found" or is that harmless and did i do everything correctly?

Also since you usually need to retype a batch file every time you first start the game up, i want to ask if i need to do this with this batch file as well or was this one time enough?
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Laura Tempel
 
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Post » Sat May 26, 2012 8:01 pm

The batch file seems to simply write the two comments ("JaySuS Swords were successfully...", "It might take...") into the console so that you can see them, as there is no "print" command ("write this text into the console window"). The game expects that a line in the file is a script command, so it reads the first word ("JaySuS", "It") as if it were a command. They obviously aren't, so it produces the error message and get ignored.
That last thing is important - it's perfectly harmless.
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Tanya
 
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Post » Sat May 26, 2012 2:10 pm

The batch file seems to simply write the two comments ("JaySuS Swords were successfully...", "It might take...") into the console so that you can see them, as there is no "print" command ("write this text into the console window"). The game expects that a line in the file is a script command, so it reads the first word ("JaySuS", "It") as if it were a command. They obviously aren't, so it produces the error message and get ignored.
That last thing is important - it's perfectly harmless.

Thanks Varana that is good to know, now i will have to wait and see when the first weapons start to appear on enemies. :smile: ( I waited for 7 days, so hopefully not long.)
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XPidgex Jefferson
 
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Post » Sun May 27, 2012 1:10 am

@JaySuS Swords

V12 released!!!

-v11b-v12
-added partial Dragonbone weapon set
-added Legionaire's Sword
-improved balancing
-slightly different mesh and fixed blood for heavy crusader
-removed distribution script completely until CK gets released (old version still works for those that got it)
-akavirii sabers only forgable with advanced smithing or ebony perk
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josh evans
 
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Post » Sat May 26, 2012 6:18 pm

-added Legionaire's Sword


Hi Jaysus. The Legionaire's Sword is absolutely gorgeous! Thank you so much for your hard work!
I am having an issue, which I posted to the nexus thread as well. My LS seems to be missing a frog?
Here is a screenie to illustrate:

http://cloud.steampowered.com/ugc/487749280741896815/6A00C881DDB98FF2CAE79B38D7D0DA4A883D91ED/

Apparently the sun was too bright for my character in this shot, lol. :cool:
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leni
 
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Post » Sun May 27, 2012 4:33 am

no, i dont deliver any frogs with my swords, you have to bring your own usually...
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Anthony Santillan
 
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Post » Sat May 26, 2012 2:36 pm

Your works is incredible. Makes me wanna roll a warrior. Could you pleaseeeeee make more daggers? I play either a rogue or a mage :( , It would be epic if you would do us rogues such service :biggrin:

Edit: A sharp dagger with the dibella hilt would be awesum :D, black/gey/gold hilt colours or so...
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Gaelle Courant
 
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Post » Sun May 27, 2012 2:14 am

no, i dont deliver any frogs with my swords, you have to bring your own usually...


I'm not sure I follow, mate? From my observation the rest of the swords in the mod have working frogs no problem? :shrug:
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Ladymorphine
 
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Post » Sun May 27, 2012 2:13 am

currently they can only be forged :/
but you dont need to be especially good at smithing to make most of them [img]http://www.gamesas.com/images/smilie/wink.gif[/img]

Yeah, I think some of them may be a bit TO easy in that regard. I really wanted and Akivari battle blade for role play reasons. I felt a bit cheap when I realised I was effectively forging an ebony greatsword without the perk, and improving it using steel ingots instead of ebony. I could see it being easier to improve but harder to make, or vice versa, but why both easier to make and easier to improve?
My personal suggestion would be that Akivari weapons should require void salts to improve. Makes them nicely mystical, fits well with real world methods of sharpening (polishing), and further removes them from being clones of ebony weapons.

(I know, I know - why worry about balance in a one player game? And yeah, I still had to get the ebony perk to actually make it better than my skyforged steel blade, so its not game breaking by a long stretch.)
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Gemma Archer
 
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Post » Sat May 26, 2012 4:56 pm

I'm not sure I follow, mate? From my observation the rest of the swords in the mod have working frogs no problem? :shrug:
Might be that the word "frog" is the problem here, as it is quite technical and not common knowledge. It might be helpful if you would specify what exactly you mean. :)
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carrie roche
 
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Post » Sat May 26, 2012 9:31 pm

Great. Already have to worry about compatibility with Weapons of 3E, and now this. I'll have to see what kind of keywords you've put on these so I can make my perks reflect them appropriately. Just so... MANY weapons to keep track of.
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Naomi Lastname
 
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Post » Sun May 27, 2012 5:51 am

This was the 1st mod i wrote down to add to the game as soon as my PC arrives. These are awesome.

Maybe someday we will see a Jaysus Armor's?

Also...if they are going to add Glass weapons I am surprised they didn't add Ceramic Weapons too. Super sharp but brittle as hell, but would probably make a good weapon for a rogue as it could be used exclusively for stealth kills.

I haven't looked through all the swords you have made Jaysus...but have you made any with a serrated edge?
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Captian Caveman
 
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Post » Sat May 26, 2012 5:08 pm

Might be that the word "frog" is the problem here, as it is quite technical and not common knowledge. It might be helpful if you would specify what exactly you mean. :smile:



Ah yes, my fault. Its the leather bits that hold your sheath or scabbard to your belt. :) At present the Legionare's Sword floats off the body with nothing holding it.
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Danny Warner
 
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Post » Sun May 27, 2012 4:16 am

@mr kroekie
you realize that dibella is a dagger yet?
i mean that blade is tiny lol... just as long as her legs i think ^_^ ...if somin can even be that long O.o

@lucifer
no idea if i made any with serrated blades, check it out lol...

@paladin
what keywords? O.o

@frog
wear some armor then maybe until i might some day bother to change that on this particular sword... back in tamriel noone needed frogs... spoiled nords... prolly eating froglegs too!
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Penny Wills
 
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Post » Sun May 27, 2012 12:03 am

@frog
wear some armor then maybe until i might some day bother to change that on this particular sword... back in tamriel noone needed frogs... spoiled nords... prolly eating froglegs too!

Okay, I just wanted to point it out in case it were an error. All the other one-handed swords have one so I'm simply making a bug report. :)
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Nicola
 
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Post » Sat May 26, 2012 7:21 pm

lol thx for pointing it out :)
added them on the 4 new swords... step by step...
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Andrew Tarango
 
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Post » Sun May 27, 2012 5:00 am

finally found a workaround for some of the CK EULA illegalities i believe...

i will turn jasus swords into an ESM without the CK and use the CK only to create addons for my master mod, like the levelled list distribution quest script, that way bethesda and their buddies can only take ownership of that quest script for example but not the content contained in the master mod which was not created by the CK

the only problem i still face is that the EULA is generally void in germany as it simply breaks a bunch of property laws and hence i could not sign it even if i wanted to without breaking the law and hence any use of the CK would actually be a breach of the liscence agreement i need to sign to use it

furthermore do i not wholly grasp the consequences yet what would happen if someone used a modders ressource or somin, the modders ressoruce could be available under GNU or public domain yet beth would require you to sign over all rights to that asset and hence break those public domain or GNU and co rights handed out with the modders ressource, therefore basicly all use of modders ressources would be illegal if the mod using em would have used the CK to be made... good luck steam workshop lol... specially once acta gets active -.-
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Sabrina Steige
 
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Post » Sat May 26, 2012 6:00 pm

is this modd adding over or conflicting with the armory of tamriel mod?
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Matt Terry
 
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Post » Sat May 26, 2012 8:02 pm

no... my mods usually are totally conflict free as i do not change vanilla content at all... usually...
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hannaH
 
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Post » Sat May 26, 2012 10:10 pm

finally found a workaround for some of the CK EULA illegalities i believe...

i will turn jasus swords into an ESM without the CK and use the CK only to create addons for my master mod, like the levelled list distribution quest script, that way bethesda and their buddies can only take ownership of that quest script for example but not the content contained in the master mod which was not created by the CK
Just curious - did you do that for Oblivion and Fallout/NV as well? That part of the EULA is there since Morrowind, so it's not really something new (and I wouldn't worry too much about it).

the only problem i still face is that the EULA is generally void in germany as it simply breaks a bunch of property laws and hence i could not sign it even if i wanted to without breaking the law and hence any use of the CK would actually be a breach of the liscence agreement i need to sign to use it
I'm not a lawyer, but the general practice seems to be that the act of "signing" (or agreeing to) such a EULA is not in any way illegal. It's the producer's (i.e. in this case, Bethesda's) problem: They can't enforce their claims legally. That's why contracts in Germany often contain a "salvatorische Klausel" (no idea what's that in English): "Sollten einzelne Bestimmungen dieses Vertrages unwirksam sein, bleibt davon die Wirksamkeit des Vertrages im übrigen unberührt." Or words to that effect. I won't bother to skim through the CK EULA legalese to look if something like that's in there, but in general:

If parts of the EULA are ineffective according to German law, that's Bethesda's problem, not yours.
Usually in this context it's no one's problem, though, as that part of the EULA (Bethesda "taking over" something without consent, and AFAIK even at all) simply has never been envoked since, like, 2002.
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Ronald
 
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Post » Sun May 27, 2012 2:32 am

well yes and no, thing is that they added a few more lines in the context of the steam workshop which signs all rights to valve, beth and affiliates to anything uploaded no matter whether on nexus or steam...
the old clause only applied to content created with the CK not everything you upload

in regards to the salvatorian clause, which is indeed in the CK EULA too, if the EULA is not conform to german law the liscence agreement gets terminated without further notice meaning that i would use the CK illegaly or unliscenced or not be allowed to use it at all, its not simply getting void allowing me to do whatever i want...
this however means that if i make a mod with somebody elses assets aka modders ressources that i can not sign the EULA as it would either be void or enforcable, if its void i am not permitted to use the CK and if it gets enforced i broke the property rights of the ressource owner which is an offense in german law and therefore every mod containing public domain or GNU assets of a 3rd party are all illegal, at least in germany, either by breaching beth's rights as CK owner or the ressource uploaders rights of public domain, etc... its a paradoxon which does not allow for the use of 3rd party assets aka modders ressources in any way... something a damn huge percentage of all mods do and which is probably something bethesda's lawyers didnt think through at all when coming up with the wording of that EULA

spinning that further... imagine what modders could do once ACTA or SOPA get enacted (against which i am actaully)... no more steam or bethesda...
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JUDY FIGHTS
 
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Post » Sat May 26, 2012 11:54 pm

@JaySuS Swords

V13 released!

-v12-v13
-added Baskethilt Sword
-added Bastardsword
-added Ancient Sword
-added Legendary Corundum Blade
-turned esp into esm to allow for plugins
-some slight balancing


leveled lists still only as experimental addon since the AddForm script function seems to be broken atm
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Kaylee Campbell
 
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Post » Sat May 26, 2012 6:17 pm

These weapons are lovely, Great work jaysus!.
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ANaIs GRelot
 
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Post » Sat May 26, 2012 10:47 pm

@JaySuS Swords

V13B update released!

-fixes Gungnirs inventory model and the baskethiltswords upgradability
-still has the bug with some post process graphic injectors, no idea why
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Hayley Bristow
 
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Post » Sun May 27, 2012 12:58 am

Thanks for this! All your swords look incredible :)
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Margarita Diaz
 
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