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FiLTHYESKiMO

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  1. Hi guys, I've released Project Legacy to the Nexus a little early because of my recent neglect to this community. You can fetch it at the link below. http://www.youtube.com/watch?v=rBOPc8fjPns Features: - Set your Birthday. - Birthday Perks. - Real-time hair growth. - Real-time beard growth. - Real-time dynamic scarring. - Functional barber in Whiterun. - All features togglable in the menu. Download it here: http://skyrim.nexusmods.com/downloads/file.php?id=12968 I hope you enjoy, because I am exhausted.
  2. http://www.youtube.com/watch?v=rHzut3Ul5kA&feature=youtu.be NPC aging in the works.
  3. http://www.youtube.com/watch?v=-MAuQ-S1eUY Dev Diary on our progress.
  4. I completely understand your skepticism. I was too, to begin with. But I've given this a lot of thought, and I know how it can be done now. It's by no means an easy task, but it can be done. And once the foundation has been laid for the core of the mod, then Project Legacy can become the ultimate hub for custom quests. Yeah, this is going to be a daunting procedure, but imagine the pay off in the end. If you know anyone who might be interested in lending a helping hand, be sure to let me know.
  5. Hi guys, UnGodlike Productions (www.ungodlikeproductions.com) is looking for some talent to join their crew. The work is unpaid but can definitely create some opportunities for those interested in the game development industry! Project Legacy: I am looking for some talented modelers, quest designers, and coders to become a part of one the most ambitious gaming mods of all time. Project Legacy is designed to create an ever evolving world where the player ages, begins a family, and dies. The mod will be released in installments of, what I like to call, generations. The first generation is, of course, the story of the Dragonborn, but that is only the beginning. When you die your child takes over and becomes the new protagonist of Skyrim, and everything that the player accomplished through the main story will affect the second generation play-through. Think of it as never ending story driven DLC to your favorite video-game! I've covered a lot of ground already with this mod, especially a lot with the hard-coding (player aging, dynamic scarring, real-time facial hair growth, dynamic health, etc) but I need talented and creative people to help me build this up! So, please, if you've got a few hours to spare a day join the team! I am looking for: - Concept Artists - 3D Model Designers - Level Designers - Lead Quest Designer - Writers - Coders - Musicians - Voice Actors - Graphic Arists You can see development progress here: http://www.youtube.com/user/ProjectLegacySkyrim/videos Let me know if you are keen on becoming part of the team! Would look great on your CV. Edited by FiLTHY ESKiMO, Today, 04:34 PM.
  6. Project Legacy will be ready for download this evening. First features include a working aging system. This is just the spine of the mod, after this many amazing features will be added.
  7. Scriptname HumanAging extends Form GlobalVariable property GameHour auto GlobalVariable property GameDaysPassed auto GlobalVariable property PlayerAge auto Perk property AgePerk1 auto Perk property AgePerk2 auto Perk property AgePerk3 auto int property Stage auto Event OnInit() RegisterForUpdateGameTime(1) EndEvent Event OnUpdateGameTime() float TimeOfDay = (GameHour.Getvalue()) float CurrentAge = (PlayerAge.Getvalue()) float DaysPassed = (GameDaysPassed.Getvalue()) if (TimeOfDay == 0) ActorBase PlayerBase = Game.GetPlayer().GetBaseObject() as ActorBase Race PlayerRace = PlayerBase.GetRace() float DayCount = (DaysPassed / 356) float Age = (CurrentAge + DayCount) PlayerAge.SetValue(Age) Debug.Notification("A new day has come. You are now " + PlayerAge.GetValue() + " years old.") If (PlayerRace == "Redguard" || "Imperial" || "Nord") If (Age <= 40) && (Stage == 0) Stage += 1 elseif (Age >= 41) && (Age <= 60) && (Stage == 1) Stage elseif (Age >= 61) && (Stage == 2) Stage += 1 elseif (Age == 100) && (Stage == 3) UnregisterForUpdateGameTime() endif endif endif EndEvent Here is the code: Here are the problems. - It doesn't seem to be changing the value of my custom made "PlayerAge" variable. - It is not updating at 0000 like specified. Any ideas?
  8. This is pissing me off. I've written a perfectly fine script for aging. I've tried to add it to a quest but each time I do, it crashes. I've sent the script to others and they can add it to quests without a problem. The code: Scriptname HumanAging extends Quest GlobalVariable property PlayerAge auto GlobalVariable property GameDaysPassed auto Perk property AgePerk1 auto Perk property AgePerk2 auto Perk property AgePerk3 auto int property Stage auto Event OnInit() RegisterForUpdateGameTime(24) EndEvent Event OnRegisterUpdateGameTime() ActorBase PlayerBase = Game.GetPlayer().GetBaseObject() as ActorBase Race PlayerRace = PlayerBase.GetRace() float Age = PlayerAge.Value float DayCount = GameDaysPassed.Value PlayerAge.SetValue(Age + (DayCount / 356)) Debug.Notification("A new day has come. You are now " + PlayerAge.Value + " years old.") If (PlayerRace == "Redguard" || "Imperial" || "Nord") If (Age <= 40) && (Stage == 0) Stage += 1 elseif (Age >= 41) && (Age <= 60) && (Stage == 1) Stage += 1 elseif (Age >= 61) && (Stage == 2) Stage += 1 elseif (Age == 100) && (Stage == 3) UnregisterForUpdateGameTime() endif endif EndEvent
  9. I've modified it. You live longer than 50 years. Also, you don't necessarily die at a certain age but the chances of dying are higher. You may live to be 100, but you'd need a great f***ing diet to live that long. :) Scriptname HumanAging extends Forms {Player aging system.} int TheYear = GameYear.GetValue() int Age = PlayerAge.Getvalue() int property DayCount auto int property Stage auto int property DayCount auto Perk property AgePerk1 auto Perk property AgePerk2 auto Perk property AgePerk3 auto Function AgePerks() ActorBase PlayerBase = Game.GetPlayer().GetBaseObject() as ActorBase Race PlayerRace = PlayerBase.GetRace() float GameYear = GameYearVar.Value If (PlayerRace == "Redguard" || "Imperial" || "Nord") If (Age <= 40) && (Stage == 0) Stage += 1 Game.GetPlayer().AddPerk(AgePerk1) elseif (Age >= 41) && (GameYear <= 60) && (Stage == 1) Game.GetPlayer().AddPerk(AgePerk2)Stage += 1 elseif (Age >= 61) && (Stage == 2) Game.GetPlayer().AddPerk(AgePerk3) endif endif endif endif endFunction Event OnInit() RegisterForUpdateGameTime(24) EndEvent Event OnRegisterForUpdateGameTime() AgePerks() PlayerAge.SetValue(Age + (DayCount / 356)) EndEvent
  10. Scriptname HumanAging extends Forms {Player aging system.} int TheYear = GameYear.GetValue() GlobalVariable property GameYearVar auto int property Stage auto float Age = PlayerAge.Getvalue() int property DayCount auto Perk property AgePerk1 auto Perk property AgePerk2 auto Perk property AgePerk3 auto Function AgePerks() ActorBase PlayerBase = Game.GetPlayer().GetBaseObject() as ActorBase Race PlayerRace = PlayerBase.GetRace() float GameYear = GameYearVar.Value If (PlayerRace == "Redguard" || "Imperial" || "Nord") If (GameYear <= 220) && (Stage == 0) Stage += 1 Game.GetPlayer().AddPerk(AgePerk1) elseif (GameYear >= 221) && (GameYear <= 231) && (Stage == 1) Game.GetPlayer().AddPerk(AgePerk2)Stage += 1 elseif (GameYear >= 241) && (Stage == 2) Game.GetPlayer().AddPerk(AgePerk3) endif endif endif endif endFunction Event OnInit() RegisterForUpdateGameTime(24) EndEvent Event OnRegisterForUpdateGameTime() DayCount += 1 AgePerks() if (DayCount == 364) PlayerAge.SetValue(Age + 1) DayCount = 0 endif EndEvent You are now supposed to be able to view your characters age. If anyone notices anything off with this script, let me know. EDIT: This will only count your players age from the first day the script is installed so it would be recommended to start a new game. I am, however, working on a way to calculate your age from the game hours played--which means it will work with any existing save.
  11. I am fairly certain this line is giving you troubles. string property x auto maybe one of the three following work: string x auto or string x = "" or int property x auto
  12. ScriptName LevelingUpWeapon extends ObjectReference int property xp auto string proprety x auto Event OnObjectEquipped( Form Weapon, ObjectReference akReference ) <----------------- Note: akReference gonna be something else later (This note isnt in the script its just so you can understand a bit more) If (Game.getplayer().IsInCombat() == true) x = Game.GetPlayer().GetCombatTarget() <----------------- Note: akReference gonna be something else later (This note isnt in the script its just so you can understand a bit more) Debug.notification("You Are In Combat With " + Game.GetPlayer().GetCombatTarget() + "." ) if x.getkiller() == game.getplayer() Debug.Notification("You Killed An Ennemy") Debug.notification("Your Weapon Gained 1 xp") xp += 1 endif EndIf EndEvent I fired the GetCombatTarget too soon. It was trying to retrieve the target before it existed. Maybe this fixes it?
  13. Try this ScriptName LevelingUpWeapon extends ObjectReference int property xp auto x = game.getplayer() .getcombattarget() Event OnObjectEquipped( Form Weapon, ObjectReference akReference ) <----------------- Note: akReference gonna be something else later (This note isnt in the script its just so you can understand a bit more) If (Game.getplayer().IsInCombat() == true) Debug.notification("You Are In Combat With " + x + "." ) if x.getkiller() == game.getplayer() Debug.Notification("You Killed An Ennemy") Debug.notification("Your Weapon Gained 1 xp") xp += 1 endif EndIf EndEvent
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