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Mystra007

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  1. Move the mods to /brokenmods/ until they are fixed. Mods uses stuff from SMAPI and the base game. Base game changed, mods needs to be converted to 1.1 and uses the new SMAPI.
  2. Seems to be possible. I'm currently working on changing the survival script or hooking to it. (Data\scripts\source\Base\Hardcore\HC_ManagerScript) There seems to be several possibles solutions: 1) Change the survival script to work on all difficulties - | Difficulty: Easy | Bugs potential: Medium+ A bit pointless because it enable all the features of survival difficulty, the only thing different is the damage multipliers... 2) Hook to the survival script on game start and ask the player wheter he wants to enable for current session - | Difficulty: Medium | Bugs potential: Medium A bit pointless too, at least it would be possible to turn it on/off easily 3) Modify the survival script, letting players choose options by using a misc item in pipboy inventory - | Difficulty: Hard | Bugs potential: Low So that you can choose which features of Survival mode you want enabled. That way it's less pointless (would be change carry weight OFF, fast travel ON, adrenaline/weakness/diseases OFF) for me ;) Which one would you prefer? :wink: I'm going to predict 3) but it takes the longest to make. Also if a modder replace the survival script there are going to be issues when you want to remove the mod...
  3. GECK won't let me select my custom mesh after I edit the original freezer to point it to the new mesh and made a new form after closing the dialogue. I also tried to drop it in a new cell to see if I was selecting something else and it still won't let me select the object in the GECK. I'm stuck with dropping the GroceryFreezer01 item, placing it and replacing it with with my object instead :( The original mesh has 2 collision according to NifSkope, my mesh has 1 collision meshes(merged or not it doesn't work anyway) and 4 groups of tristrips: http://i44.tinypic.com/55hs8y.jpg Here the render in GECK - As you can see the glass on top is working - : http://i40.tinypic.com/1zw261w.jpg
  4. Hello, my request is a retexture of those walls: SMdEWalSol01 SMdEWalSol02 SMdEWalSol03 SMdEWalSol04 SMdEWalSol05 SMdEWalSol06 To obtain a transparent glass pane instead of a wood texture. I know there is a mod called "Lilith's Wallpaper Panels" that change the wood texture to wallpaper. But my request is for a glass panel that the player can see throught but able to reconigize that is it glass that he won't be able to go throught. I plan to use it for a museum and to protect shopkeeper stuff while still allowing the player to see them. Thank you!
  5. Do I need to get permission to upload an esp that doesn't contain any textures / meshes. But the items in it are linked to ones that the users will have to download from another mod that contains those textures / meshes. For example, if you are doing a bugfix for a mod that came in the esp format.
  6. Thank you. I ended up making the mods .esm with wrye bash. If they are updated I'll just download the new version and rename it to .esm so my savegame will be force-updated with the newer version!
  7. Actually it could just be all modular, like this: - Weekly profit + business taxation (ie: what I described) - Supply and demand (ie: oblivion mod and Dark_Author described) - Trade routes (ie: what you described) There's no reason why it wouldn't work together. I thought about it too. Here what I came up with for iron ores and iron sword(25 gold): - 2x iron ores (3 gold) make one iron ingot (7 gold) - player can mine 3 iron ores in about 6 minutes ie: 30 per hour - an NPC would probably get paid 33% (a typical number for salaries expenses paid by companies I hear often in business courses) - the mine owner can sell the ores for about 1/2 gold - thus an iron ore miner would be paid about 15 septims an hour (540 for ebony miners?!) - the trader sell the ores for 2-3 gold to a smith - the smith smelt them to make two iron ingots - the smith sell them at value to a blacksmith - the blacksmith make an iron sword and sell it to the shop owner at value - the shop owner sell it at 200% value (barter skill of around ~50 for the clients) assumptions: - veins have > 100 ores in them (but they allow you to take 3) - so they can be continuously mined till they regen - the smith/blacksmith are in locations close to each other (so they don't need a trader) hence profit for each actors: miner: 2 septims mine owner: 6 - 2 gold ~ 4 septims trader: 10 - 6 - 1(given to the merchant guild for not being a member) ~ 3 septims smith: 14 - 10 ~ 4 septims blacksmith: 25 - 14 ~ 9 septims shop owner: 37 - 25 ~ 12 septims (other stores) 45 - 25 ~ 20 septims (general store?) 50 - 25 ~ 25 septims (arms & armors store? peoples are willing to pay more for specialized store?) jarl: 8 gold or so, assuming an import/business/whatever tax of 10%, and a sales tax of 10% on the sale value paid by the shop owner? Q: Where do bandits / warlocks / necromancers and the like fall in that? - bandits could be the miners and traders - bandits leaders or their right-hand men could be the mine owner / smith / blacksmith - bandit "clans" could own a shop as a front to their illegal activites where they could smuggle goods in town and trade stolen items / legal items - warlocks / necromancers could offer training / new spells / etc to anyone friendly to them. - warlocks / necromancers could be producer of magic items and smuggle them in cities Q: So how much septims was generated from one iron sword? Derpending on the sale price, from 103 to 116 septims That project is really large scale and complex. So I suggest something like this: 1. Implement the supply and demand part for each merchant and each merchandise type (I can only comment on what I was planning to do because I can't really flesh out someone else idea) 2.1 Add weekly income to merchants based on static factors and dynamic factors (quests done, who won the war, is alduin dead etc) 2.1.1 Make a basic script that generate that money and put it in a chest based on factors passed in parameters (DONE) 2.2 Modify shop cells to add disabled clutter/furniture that are enabled when the merchant "unlock them" 2.2.1 For each quality of furniture and each quality of clutter 2.2.2 Add "money chests" (see 2.1.1) to either the merchant shop or its vault(see 2.3) 2.3 Add vaults to shops so that merchants can start with a "treasure hoard" and add/remove to it depending on profits 2.3.1 Make several outfits for each merchant 2.3.2 Make several enchanted items for each merchant (that they can upgrade to) 2.4 Let the player purchase a part or a complete business 2.5 Guilds and moneylenders 2.6 Modify landscape 2.6.1 Larger farms 2.6.2 Worldspace for player-owned city / business HQ 3 Add traders and trade route that move between cities and villages
  8. There is a question for players at the end... Getting player feedback on the picture is my priority on this topic. Thanks! Been playing with dragon scale by modifying actor->traits->height. Homewer the dragons don't seem to scale well: - they pass throught solid objects when scale > 1 - the sounds effects are off with the actions of the dragon when scale < 1 (ie: you hear them pass overhead when they are 200 feet from you) - they only use their breath despite having several shouts when scale > 1 - they only use their "ranged breath" ie: fireball or iceball when scale < 1 - they can't seem to melee attack with a scale < 1 - their wing are rolled around their bodies with scale > 1 The dragons can't seem to cast spells (regardless of their height). Here is an ancient dragon with a scale of 0.2: http://i214.photobucket.com/albums/cc177/PSCrystalmir/dragonproblem.jpg Modders ------------ Has anyone had similar issues? Players ----------- Would you mind having more/less powerful dragons with the same size despite them being described as "hatchling" and "old"/"great wyrm" ?
  9. The configuration of the room left of your new room doesn't really allow for expansion because the roof is made for a room that is 2 pieces width. So I'd like to know if you'd rather have the house like this: xxxxoooo xxxxoooo xxbboooo xxbboooo xxxx xxxx OR xxxx xxxx xxbboooo xxbboooo xxxxoooo xxxxoooo Would a separate room be acceptable? (ie: you would go to it throught a door and get in the next room but the door wouldn't open (just teleport you) to what seems to be a new cell? (when its in the same cell)) xxxx is the room next to your new room. o is your new room, b is for the bed in the mid-section of the next room (btw: this doesn't necessarily mean I'll do that for you, just inquiring for me and potential interested parties).
  10. Personally I'd like that really authoritative cop voice saying "GET DOWN ON THE GROUND NOW! DO IT NOW!" for that shout ;)
  11. I wanted to do a basic economy mod inspired by DMG II 3.5 business rules. Basically each merchant would have a chest with money, and money would be added based on their business skills, number of helpers, location, what quests you did, etc... ie: The Warmaiden would get extra profit if you sided with the imperials because their orders are now flourishing thanks to you. The money could then be used by the merchant to upgrade his shop (extra income in the future), improve their barter money, buy new furnitures (go from glazed clutter to gold clutter for example, and get noble-type furnitures), buy extra guards/bodyguards, upgrade their shop locks, etc... Bandit and intelligent NPCs would get those as well - ie: anything that might realistically trade with the cities in the Holds. That would give a basic foundation on which to build in the future - what do you think? sounds good? I had an idea that Nazeem could be a moneylender in Whiterun based in his Wintersand Manor - he's the jarl advisor on the town economy because he's the center of it. He could buy/sell you gold/silver bars at a 5% fee (ie: sell to him at 95% buy at 105% instead of using bartering) because those are trade bars. It would probably be compatible with a companion supply/demand system too - because it just add/remove gold to a chest based on a number of profit variables and allow you to take part in it. Here are some calculations I already made: Farms income is really low because farms in skyrim are as big as gardens... They also have a lot of debt (about 1/3 of income per week). Market stall get a low income too - no protection from theft, costumers cannoot sit somewhere, no protection from elements, etc... Those are _average profit per week_, average income is 6.5 to 10x that. When looking at these numbers keep in mind that any dude in skyrim can cut 6 wood in 8 minutes and make 5 septims on each. Thats about 225 septims an hour just for cutting wood. If the same dude is chilling around gloombound that would be about 3000 septims an hour (assuming the mine owners let you take 3 pieces from each vein for free and the vein contains more than 3 pieces). WHITERUN (estimated weekly tax income: 16000 septims/week) ======== Chillfurrow Farm: ~ 90 septims/week ------------------------------------ Battle-born farm: ~ 128 septims/week (shared with the Battle-born noble family) ------------------------------------ Pelagia farm: ~ 102 septims/week -------------------------------- Arcadia Cauldron ~ 890 septims/week ----------------------------------- Carlotta Valentia ~ 51 septims/week ----------------------------------- Fralia Gray-Mane ~ 305 septims/week (shared with the Gray-Mane noble family) ----------------------------------- Eorlund Gray-Mane ~ 890 septims/week (shared with the companions and the Gray-Mane noble family) ------------------------------------ Belethor ~ 128 septims/week ---------------------------- Warmaiden's ~ 765 septims/week (shared with Steward when Whiterun is neutral) ------------------------------ Companions hall ~ 1785 septims/week + trainers cut (40%) -------------------------------------------------------- Stony-Creek Cave ~ 408 septims/week (shared with nearby imperial camp (protection racket)) ==================================================================== Orotheim ~ 357 septims/week ======================
  12. I may do it next weekend, send me a PM next friday to remind me
  13. I've been exploring the CK to allow me to give items to anyone in the world while playing and expecting to stay equipped. Naturally, due to the "outfit system" the equipped items are eventually reverted to the default outfit from the CK (unless the actor is a follower who is currently following you). I've tested with Embry dialogue, so I can give him apparels and weapons. What I did was to set him as a teammate but without favors, open the gift menu, then clear the follower flag. He does wear what I gave him, but eventually it is cleared to the default outfit. The only alternative to equip everyone in the world as you want is to set them to teammate. They won't follow you, but: - They will draw their weapon when you do - Their crimes will be blamed on you - They will sneak when you sneak Obviously this is not an acceptable behaviour. So here are some ideas: 1) Add a script to each NPC to intercept an event. In the event the NPC would be set as teammate, then the flag would be cleared. The NPC would re-equip the best items he/she have. - Let's say you gave equipment to 100 NPCs... this would probably be very slow no? - What event? (I already tried packagechange and it doesn't work) 2) Overwrite Outfit.psc?? 3) Overwrite Actor.psc assuming the setoutfit function is used by the game...
  14. NOTE: This is for my personal use, "an ESP mod" wouldn't be released on the nexus. How do I make an ESP mod where I change NPC inventory (via outfit) to items from several other ESPs? The only two methods I know of: 1) Turn the "several other ESPs" into masters and make my ESP depend on them. What if the esm change? Is it going to have next to no effect on the savegame like ESP updates or is it going to be worse? 2) Remake all the items from the "several other ESPs" into my own ESP Anything else? I tried to just set the other ESPs as checked in the CK and my own as active. But in-game the NPCs are naked even thought showinventory and pickpocket show the items as "worn" (That is after I disabled/enabled the NPC to "refresh" it). You still can't force an ESP to depend on other ESPs in Skyrim with Wrye Bash right?
  15. This does not answer the question at all. The CK has no separate items for the flawless/epic/legendary/etc version. According to the temper recipe for dwarven boots in the CK it create the object 'ArmorDwarvenBoots'. There is no separate version for each of the variation you can produce with tempering in the object list - or the constructableobject recipe would have listed them. On your second point, you don't need a papyrus function to add a weapon to an NPC - just drag the weapon to its inventory, no outfit required (unlike armor).
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