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mercuito

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  1. And who is developing this scripthook? Alexander Blade's blog has nothing, and Ragehook dev also said nothing, who who in the field is actually developing it?
  2. I like what I read so far, seems to have potential. Just need to account for the timescale variable in the conversion of the GetCurrentGameTime() return value and I think any slomo effects that take place are not a problem since it effects the passing of game time. But I want to be sure. Once you have that, getting the initial xyz should be doable, but you would need it for the cases of bows, crossbows and spells. The method for getting the velocity is pretty solid. I'm more than glad to work with you on getting a good projectile motion model. I had to do this for my mod but I used a different means to get impact locations for projectiles. This way seems the most promising though, I just didn't like how you couldn't get the projectile speed dynamically and had to look in forms, but I definitely want to work with you in developing a good projectile prediction model for Skyrim.
  3. self.Disable() and self.Delete() is called on that placeAtMe()'d object, sorry for the confusion.
  4. I want to be sure I am doing this correctly. I create an object via script with a placeAtMe function call. This created object is not a property of another script (however I set the return value of the placeAtMe call to a variable) So, when I want to delete the object I just call self.Disable() and self.Delete() on the object along with an UnregisterForUpdate() to be safe (I only use registerForSingleUpdate, so this is just a better safe than sorry check) Is this is enough? What else would one have to do to ensure a save game won't get cirrupted or (too) bloated? Thanks all.
  5. First off, thanks for being so helpful :) Could you go into detail by what you mean OnCombatHit on a bow? I do not see this anywhere in the CK and sounds very useful to what I want to do :( I looked up the bullseye perk in the CK and all it does is apply a contact spell on the target that is hit by the player (which is just a paralysis spell). I do not see any kind of spell that travels with the arrow when it is fired. I have too thought of this, but I am currently looking for a way to "delete" that projectile like this: Player fires bow Actual player-created arrow projectile is created Script gets a reference to that projectile and deletes it Creates a two new ones via spell that fires and arrow. One replaces the bow, one is a tracer projectile that carries the explosion script for getting the impact location. Easier said than done I think though -- have to actually find a way that gets a reference to a projectile! Also, I want to ask -- the only way I know how to get the location of a projectile's impact point is to attach an explosion to the projectile that creates an objectReference that reports its location. Could I also do this another way? Like create a spell, attach to perk, and make it work like the bullseye perk but instead of paralyzing the target, spawns an object (via explosion) and have the object report its location. Also thank you for the replies man, it's a big help =)
  6. Thanks, I went with your idea and made some progress. However, this created more questions -- for example, is it possible to fire a bow via a script and control the power of the shot? For example if I had a weapon property in a script that pointed to a bow, and I did bow.fire(player), it will fire an arrow from the player with no power. I'd like to change this. Using a spell to cast a second projectile doesn't work well since the spawning position of the spell's projectile is not where the arrow from the bow's spawning point is. I guess the big question now is: How can you fire a second projectile via a script at the same starting point as a bow's arrow projectile fired by the player so the 2 projectiles follow exactly the same path?
  7. I am convinced this is impossible and would love someone to prove me otherwise. I wish to dynamically attach a script to a projectile the player would fire -- to make life simple, we can assume all projectiles of interest will be arrows. The best way this can be done is to get the player's equipped ammo, get the projectile associated with the ammo and attach a script to it. however I believe this is impossible, so does anyone have a clever way of doing this without attaching a script to every projectile in the creation kit? For bonus points if anyone knows how to get around the issues of projectiles (arrows) "disappearing" when it hits anything other than an Actor when you attach an explosion to it would be awesome. (This is a problem since if you wanted to shoot said arrow at an oiled filled lantern that would drop onto a group of enemies you are out of luck) Thank you :)
  8. I'd hate to be the one who comes in a bursts everyone's bubble, but people tend to get carried away with over ambitious mod ideas before thinking about basic things that will crop up -- and if those thins are even possible. For example, the OP's statement in more realistic combat: all weapons to be made more dangerous; even an untrained bandit hitting you in the back of the head with a two handed sledgehammer can be lethal unless you have proper armor/magic up Let me propose you with a question to get my point across, how would you get if a bandit hit you in the head, let alone the back of the head? I will save you the time from scouring the Papyrus reference, there is no function for getting body part damage. An arrow to the middle toe is just as fatal as arrow to the heart/lung/head. This is a huge roadblock in making combat 'realistic'. If you can solve this problem in 'scripting in' locational damage -- you should think about moving forward, but if you can't, take the combat overhaul out of the game for now until someone gets a solution for this.
  9. I want to simple make blood impacts last longer, allowing for bleeding effects. What would be the most effective way in implementing this i.e not adding onHit script to every weapon that plays the blood spray animation (although if someone could post an example of doing something similar to this would be appreciated) My only guess so far is to modify the bloodspray.nif animaton so it lasts a lot longer but this is something I wish to avoid. I'd rather have a script run that adds the bleeding. Bumping not allowed PLEASE read the rules bben46, Moderator
  10. Read through oblivion tutorials and get familiar with scripting, counter strike maps are just static, oblivion dungeons are interesting because of interaction with the player via puzzles, traps, etc. All that will be scripted.
  11. You should understand probably the the most fundamental reason why Skyrim is why it is. So you don't get boxed in to a build. You can branch of at any time with no real penalty compared to Oblivion. The thing you suggest just work backward. Choosing perks that you want to specialize in at the start, you are already shutting out later options. The stones allow a build specialization but they can be switched on the fly, want to learn melee faster, magic? Done. The whole point is to not hit the situation where you go, "I'll be a rogue", and later down the road you realize you want to be a rogue that uses Illusion for it's stealth mechanics and not sneak. Well, looks like you are screwed if you didn't foresee that at creation time. I love the new system for the things it does right. If my guy spend 40 hours in melee, and decides to take up magic he can don a robe and be a apprentice mage at Winterhold, sure he's an expert axeman, but that's not stopping him from pursuing magic.
  12. Getting body part that are hit seems to have been messed with. When you decapitate someone you can (correctly) get from a function (GetKillingBlowLimb) that the head was the last thing that was hit. Does not work on other parts, and only the killing blow function works for the decapitation i.e getlasthitlocation does not work.
  13. What do you mean by format? It uses direct x shading language? If so, yes. II think new vegas/oblivion "implemented" shaders dropping a d3d9 shader into the game folder or something like that.
  14. Sorry to break it to you OP, but as much as I agree in that some armors look like you are confined to Riverwood, this is a TES game, and by looking at the trend of clothing mods for Oblivion, Fallout: 3 and New Vegas it seems that armors will only become less and less suited for cold weather. I usually stick to scripts and gameplay modifications so wish I could help fight this testosterone influenced trend in TES.
  15. You better not be 24 years old mate. Just saying...
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