A New Daedric Prince
Started by
zprospero
, Oct 29 2009 12:33 AM
177 replies to this topic
#141
Posted 18 December 2009 - 11:03 PM
Nuh uh dude it'll be a long long LONG LONG time before it's finished
i can show you an image of how he will look like though like how i've based him to look??
#142
Posted 18 December 2009 - 11:16 PM
Yeah, if you want. PM it to me though.
#143
Posted 19 December 2009 - 04:09 PM
k dude
#144
Posted 21 December 2009 - 05:26 PM
Hi there, how's this going?
Now that I remember, some days ago I read a book somewhere in Tamriel that was telling about a guy who went through almost every daedric plane, and described Apocrypha as you do, but he mentioned that he couldn't see the spirits guarding the library although he could feel them, so maybe they should have an invisibility effect on them. It just came to my mind and I remembered about your mod so I thought I should post it
I haven't read the spoiler text so I don't know if this is out of date, but if you keep on with that test with the three doors and guards, could you make it that their position / order is randomized each time? That would be really cool, like if you don't care too much about the test, go to the first door to try and fail, reload, go to the second and fail, reload, go to the third... and fail again! and then you start to care about what they say. It may be a bit silly, but after all you'll be dealing with the daedric princes!
Just some random thoughts. Keep up the good work!
Now that I remember, some days ago I read a book somewhere in Tamriel that was telling about a guy who went through almost every daedric plane, and described Apocrypha as you do, but he mentioned that he couldn't see the spirits guarding the library although he could feel them, so maybe they should have an invisibility effect on them. It just came to my mind and I remembered about your mod so I thought I should post it
I haven't read the spoiler text so I don't know if this is out of date, but if you keep on with that test with the three doors and guards, could you make it that their position / order is randomized each time? That would be really cool, like if you don't care too much about the test, go to the first door to try and fail, reload, go to the second and fail, reload, go to the third... and fail again! and then you start to care about what they say. It may be a bit silly, but after all you'll be dealing with the daedric princes!
Just some random thoughts. Keep up the good work!
#145
Posted 21 December 2009 - 05:48 PM
Yes, that book is actually apart of the Apocrypha trip. Divayth Fyr gives
it to you to tell you what to expect and even attributes the creation of the
portals mentioned within to Ealdor, since the book only says a Telvanni wizard
presumed long dead.
As for the ghosts, maybe a strong chameleon spell? You have to find
and talk to one of them or else you'll never finish the quest. Either that
or they all stay invisible and Divayth or Ealdor gives you a constant effect
detect life spell.
I'm not sure how to randomize the positioning of the three guards or how
to make it so that the lying/random/truth teller is different each time. I would
like to do that though, it's Hermaeus Mora after all, it should be very tricky,
especially to keep it in line with the Nordic legends of him as Herma-Mora who
found people in the forest and tricked them to their deaths.
Overall it's coming along. I overhauled it and started from scratch so it would
be a bit cleaner, so lots of what I've shown here will look a little different.
(Although I've made myself into a liar about the 1 custom mesh thing.)
it to you to tell you what to expect and even attributes the creation of the
portals mentioned within to Ealdor, since the book only says a Telvanni wizard
presumed long dead.
As for the ghosts, maybe a strong chameleon spell? You have to find
and talk to one of them or else you'll never finish the quest. Either that
or they all stay invisible and Divayth or Ealdor gives you a constant effect
detect life spell.
I'm not sure how to randomize the positioning of the three guards or how
to make it so that the lying/random/truth teller is different each time. I would
like to do that though, it's Hermaeus Mora after all, it should be very tricky,
especially to keep it in line with the Nordic legends of him as Herma-Mora who
found people in the forest and tricked them to their deaths.
Overall it's coming along. I overhauled it and started from scratch so it would
be a bit cleaner, so lots of what I've shown here will look a little different.
(Although I've made myself into a liar about the 1 custom mesh thing.)
#146
Posted 21 December 2009 - 06:44 PM
Now one thing i can count on is this mod is going to be AMAZINGLY AWSOME
just tell me if you need help again for anything at all Zprospedude.
#147
Posted 22 December 2009 - 04:44 AM
yeah, sometimes it's better to start again from the begining to clarify things, it's good to know that you still working on it. About the ghosts, assuming that they are in a static position, you could run a script when the player enters apocrypha to track each one's position and then move them randomly in those positions. Then for the door you could move the doors themselves with the same prodecure. Something like:
That's how I'd do it, but there are more ways. In the second random I've set the var "posOcc" to the unused position. You can use a short as index, but it should correspond to the positions stored, maybe using an array. I hope it helps.
set pos1X to getposX ... set pos1Y to ... ... set pos3Y to... set rnd to getRandomPercent if rnd <= 33 ghost1 to pos1 set posOcc to 1 elseif rnd <= 66 ghost1 to pos2 set posOcc to 2 else ghost1 to pos3 set posOcc to 3 endif set rnd to getRandomPercent if rnd <= 50 if posOcc == 1 ghost2 to pos2 set posOcc to pos3 elseif posOcc == 2 ghost2 to pos3 set posOcc to pos1 else ghost3 to pos1 set posOcc to pos2 endif else if posOcc == 1 ghost2 to pos3 set posOcc to pos2 elseif posOcc == 2 ghost2 to pos1 set posOcc to pos3 else ghost3 to pos2 set posOcc to pos1 endif endif ghost3 to posOcc
That's how I'd do it, but there are more ways. In the second random I've set the var "posOcc" to the unused position. You can use a short as index, but it should correspond to the positions stored, maybe using an array. I hope it helps.
#148
Posted 22 December 2009 - 05:11 AM
Yes, they do stay in the same place at all times.
Now, the same door needs to be behind same
ghost for this to work according to Pallas' instruction,
you need to find the random liar, unless there's someway
to make that randomized, (but finding the liar or truth teller
is the easy part) so the right door has to stay behind him.
I think I got it. Using your script here, and then adding
a Quest variable that's randomized similarly, I can use
that to control the dialogue so that they are randomly
assigned their truth teller/liar/random answers.
Thanks! Kudos to you. That helped a lot. Now this already
hard puzzle is going to even harder.
Also, I found a bug in the book trap script.
If you die by the trap when you load up again
the trap still kills you, but the books don't appear.
If you quit the program and then open it again it works.
Any idea why?
Now, the same door needs to be behind same
ghost for this to work according to Pallas' instruction,
you need to find the random liar, unless there's someway
to make that randomized, (but finding the liar or truth teller
is the easy part) so the right door has to stay behind him.
I think I got it. Using your script here, and then adding
a Quest variable that's randomized similarly, I can use
that to control the dialogue so that they are randomly
assigned their truth teller/liar/random answers.
Thanks! Kudos to you. That helped a lot. Now this already
hard puzzle is going to even harder.
Also, I found a bug in the book trap script.
If you die by the trap when you load up again
the trap still kills you, but the books don't appear.
If you quit the program and then open it again it works.
Any idea why?
#149
Posted 23 December 2009 - 12:48 AM
I changed the ghosts so they're pretty much invisible now, I was worried about being
able to find them, but I forgot that they're all reading. So now there are books floating
in midair turning their own pages. It really adds to the creepiness of the place and
makes you have to notice or literally bump into and 'feel' them.
Thanks of reminding me of that, grmblf.
Does anybody know what might be
causing the problem with the book trap?
The code is essentially:
Did I miss something? Do I need a conditional statement for part of this?
What's really weird is after I reload the save and go back to Apocrypha all
the books are arranged around me, most clipping through the floor.
Any ideas?
able to find them, but I forgot that they're all reading. So now there are books floating
in midair turning their own pages. It really adds to the creepiness of the place and
makes you have to notice or literally bump into and 'feel' them.
Thanks of reminding me of that, grmblf.
Does anybody know what might be
causing the problem with the book trap?
The code is essentially:
begin onActivate bookRefXX.MoveTo ...;over and over and over player.addSpell...;the part that kills you end
Did I miss something? Do I need a conditional statement for part of this?
What's really weird is after I reload the save and go back to Apocrypha all
the books are arranged around me, most clipping through the floor.
Any ideas?
#150
Posted 23 December 2009 - 05:57 AM
Not really... might it be some kind of weird cell reset? Are those books marked as permanent references so they don't respawn? Don't know if it has something to do, though. Maybe you save a variable before entering, so the var is already changed next time you enter and therefore it doesn't trigger the effect? If this helps, you can print quest vars into the console using:
good luck!
printC "%.2f" myQuest.myVarwhere 2 is the number of decimal values you want it to print, "%.f" is enought for integers. It may require obse.
good luck!



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