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jwbatey

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  1. Okains Summit Okains Summit adds a new Dwemer city in the mountains bordering Morrowind. At the urging of a Dwemer logic engine (computer), the player takes the initiative to organize excavation and rebuilding of the city. To stay lore/mod friendly, the quests attempt to use base games quests as lead-ins while minimize any permanent impact to the wider Skyrim. You'll have a chance to hire crafters and shop keeps (assistants only) from other cities to work in Okains. Feedback, suggestions appreciated. (http://skyrim.nexusm...com/mods/27541/) - - - - - - - - ACTIVE QUESTS - - - - - - - - -------------------------------- FINDING OKAINS -------------------------------- Talk to Balimund (blacksmith) in Riften Follow target up to Okains Summit (go East towards Morrowind, right up the mountain trail, and follow the blood) Find key and get in Okains Read Bob's Journal Get in Control Center - turn on city power Turn off security system Get additional quests from the new quest hub -------------------------------- DWARVEN REMNANT -------------------------------- Collect followers to help you excavate the Undercity Any possible follower will have an option to help excavate 51 different people may be asked for help; quest allows 5 at a time The excavation happens faster the more people are helping First room takes 3 man-days (3 people for 1 day; or 1 person for 3 days) Full excavation takes 60 man-days (12 in game days if you have 5 people helping) - - - - - - - - BELOW QUESTS ARE W.I.P. AND NOT YET ACTIVE - - - - - - - - -------------------------------- DWARVEN REMNANT II -------------------------------- Recruit an inn keeper (Talen-Jei) Recruit a blacksmith (Asbjorn) Recruit a general store (Drifa or Bersi) Recruit an apothecary (Elgrim) Recruit a fisher (Valindor) Recruit a stable hand (Shadr) Recruit a housecarl (Mjoll, maybe. She has thieves guild quests that might break) = uses voices from http://www.uesp.net/...Spread_the_Love -------------------------------- RIFTEN RABBLE -------------------------------- 'Convince' the Jarl of Riften that Okains is not part of the Rift Maybe end up paying taxes anyway -------------------------------- MOTHER OF THE ROSE -------------------------------- Available after Arniel's Endeavor (College of Winterhold) is done --- Other possible ideas, in order of likelihood --- Add dwemer ghosts from previous games - http://www.uesp.net/...Stungnthumz.jpg Hire traders Dock out the back side of mountain to Morrowind (you can't travel to Morrowind; it's would only be for trade) Overlapping doors (with enable/disable) to select which extensions to build Underground ranch Honey farm Brewery add-on in inn Bakery add-on in inn Furniture store Select which Deadra/Divine to build a temple for (option enabled after completing relevant base game quest) Seek a court wizard from the College of Winterhold (maybe same as 'mother of the rose'?) Seek a bard from Bard's college Fight/help the thieves guild establish here A rebuilt arena (like from Oblivion; maybe with spectator gambling; maybe with enable/disable obstacles; maybe with teams) Attempt to become Emperor after either Dark Brotherhood questline (and, for lore consistency, fail. Maybe replace the Riften Jarl with an Okains citizen though, like Mjoll) The logic engine in Okains is easily expandable by other modders. Any mod can add a quest to the OkainsQuest formlist, and the logic engine will automatically give it to the player. (once the previous quests on the list are complete)
  2. Lol, yeah 100 is excessive. It's an interesting idea, that is already seen on a smaller scale in some places (like Blackreach's entry of ice/dwemer/blackreach). 10 or 20 might even be excessive. It's a ton of mapping and, if all done by the same person, would probably get repetitive.
  3. For people who search and find this thread, go here instead: http://forums.nexusmods.com/index.php?/topic/614375-ctd-help/
  4. Oddly, the CTD in question happens ANYWHERE. You can be in a completely un-modded interior and it'll crash after a few steps. Same thing if in the middle of the wilderness.
  5. Sorry, bad explanation. A single instance is modified by the mods listed... with only 5 of the mods working, this double editting doesn't cause any crash-to-desktop. Only the Dwemer Egg is mine. The other 5 are all different authors. I guess I'll just start randomly deleting branches from my ESP until the crashes stop, and then try to go from there.
  6. So I have a mod called 'Dwemer Egg'. Usually works OK, but one user started getting CTDs.... but only if 6 mods are loaded together: The Dwemer Egg, Black Marsh, The Reserve, Elvenwood, Moon Path, Royal Mansion It's easily reproducible. It goes away if ANY of the mods are deactivated. Using both the CreationKit and TESVsnip, all mods look clean. There are a few conflicts, but none between all 6: NAVI - all of them (but every mod has this reference) PlayerBookShelfContrainer - blackmarsh and reserve A collision marker - blackmarsh and reserve NobleChest01 - elvenwood/reserve NobleWardrobe01 - elvenwood/reserve AlftandWorld - royal/dwemer (neither mod actuall modifies this area, but the CreationKit keeps marked it as edited) Disabling any one mod fixes the crash. Enabling all six brings the crash back. Any ideas on how to troubleshoot this further? I have a few other users also reporting CTD, but this is the only one that was reproducible.
  7. Can you post your code? GetPositionX has worked in every situation I've tried. Papyrus spawned objects, cell references, actors, etc.. Without seeing the code, my only guess is that your code is (for some reason) only running on 'new' objects (like if dropped), and doesn't recheck the position afterwards. As an example, if I grab one of those flying buckets into inventory and then drop it, it won't fly anymore (unless I re-target it)
  8. GetDistance doesn't work reliably. You need to get each x/y/z, then calculate it using distance = math.sqrt((x2-x1) * (x2-x1) + (y2-y1) * (y2-y1) + (z2-z1) * (z2-z1)) I know this works, because I'm using it to throw miscobjects at a target using Havoc impulses: http://youtu.be/EfbEYfR41Xc (The floating light is the target at the moment)
  9. Here's my first step. The bucket is currently tied to a floating marker while I get the code and physics constants set. Example: http://youtu.be/QS0utkcnbrk Scriptname EngineerFlyScript extends activemagiceffect Idle Property JumpFall Auto float force = 50.0 int fly=0 float aX float aY float aZ float lastX float lastY float lastZ float nowX float nowY float nowZ float iX float iY float iZ float lastTime ObjectReference TheObject MiscObject Property ObjectToFollow Auto Event OnEffectStart(Actor Target, Actor Caster) fly=-4 TheObject = BucketTarget.PlaceAtMe(ObjectToFollow) TheObject.SetMotionType(TheObject.Motion_Keyframed) float TrigAngleZ = 0 float LRangle float UPangle float currenttime ; hold object in front of user for a second While(fly < 0) LRangle = Game.GetPlayer().GetAngleZ() if ( LRangle < 90 ) TrigAngleZ = 90 - LRangle else TrigAngleZ = 450 - LRangle endif UPangle = -Game.GetPlayer().GetAngleX() ;aX = Game.GetPlayer().GetPositionX() + math.cos(UPangle)*math.cos(TrigAngleZ)*300 ;aY = Game.GetPlayer().GetPositionY() + math.cos(UPangle)*math.sin(TrigAngleZ)*300 ;aZ = Game.GetPlayer().GetPositionZ() + 75 + math.sin(UPangle)*300 aX = BucketTarget.GetPositionX(); + math.cos(UPangle)*math.cos(TrigAngleZ)*300 aY = BucketTarget.GetPositionY(); + math.cos(UPangle)*math.sin(TrigAngleZ)*300 aZ = BucketTarget.GetPositionZ(); + 75 + math.sin(UPangle)*300 TheObject.TranslateTo(aX, aY, aZ, 0, 0, 0, 1000, 0) utility.wait(0.5) fly = fly +1 if(fly>-1) fly=1 endIf endWhile ; set object to be simulater by havoc TheObject.SetMotionType(TheObject.Motion_Dynamic) float vX float vY float vZ float speedX float speedY float speedZ float vLength lastX = TheObject.GetPositionX() lastY = TheObject.GetPositionY() lastZ = TheObject.GetPositionZ() lasttime = Utility.GetCurrentRealTime() While(fly==1) nowX = TheObject.GetPositionX() nowY = TheObject.GetPositionY() nowZ = TheObject.GetPositionZ() currenttime = Utility.GetCurrentRealTime() speedX = (nowX - lastX)/(currenttime-lasttime) speedY = (nowY - lastY)/(currenttime-lasttime) speedZ = (nowZ - lastZ)/(currenttime-lasttime) LRangle = Game.GetPlayer().GetAngleZ() if ( LRangle < 90 ) TrigAngleZ = 90 - LRangle else TrigAngleZ = 450 - LRangle endif UPangle = -Game.GetPlayer().GetAngleX() ;aX = Game.GetPlayer().GetPositionX() + math.cos(UPangle)*math.cos(TrigAngleZ)*300 ;aY = Game.GetPlayer().GetPositionY() + math.cos(UPangle)*math.sin(TrigAngleZ)*300 ;aZ = Game.GetPlayer().GetPositionZ() + 75 + math.sin(UPangle)*300 aX = BucketTarget.GetPositionX(); + math.cos(UPangle)*math.cos(TrigAngleZ)*300 aY = BucketTarget.GetPositionY(); + math.cos(UPangle)*math.sin(TrigAngleZ)*300 aZ = BucketTarget.GetPositionZ(); + 75 + math.sin(UPangle)*300 vX = aX - TheObject.GetPositionX() - speedX/4 vY = aY - TheObject.GetPositionY() - speedY/4 vZ = aZ - TheObject.GetPositionZ() - speedZ/4+80*(currenttime-lasttime) ; adjust for gravity if currently stationary in z ; do not ever force down... let gravity work if(vZ<0) vZ = 0 endIf vLength = math.sqrt(vX * vX + vY * vY + vZ * vZ) vX = vX / vLength vY = vY / vLength vZ = vZ / vLength ; * math.sqrt(math.sqrt(vLength)) / 2 force = 10 ;TheObject.ApplyHavokImpulse(vX, vY, vZ, force * math.sqrt(vlength)) if(vLength>60) vLength=60 endIf TheObject.ApplyHavokImpulse(vX, vY, vZ, vLength) if(vLength>300) ;Game.GetPlayer().TranslateTo(TheObject.GetPositionX(), TheObject.GetPositionY(), TheObject.GetPositionZ(), Game.GetPlayer().GetAngleX(), Game.GetPlayer().GetAngleY(), Game.GetPlayer().GetAngleZ(), 100, 10) endIf lastX=nowX lastY=nowY lastZ=nowZ lasttime= Utility.GetCurrentRealTime() utility.wait(0.25) endWhile EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) fly=0 Utility.SetIniFloat("fInAirFallingCharGravityMult:Havok", 1.35) UnregisterForUpdate() Game.GetPlayer().StopTranslation() EndEvent Event OnUpdate() if(fly==1) Game.GetPlayer().PlayIdle(JumpFall) ;Game.GetPlayer().TranslateTo(aX, aY, aZ, UPangle, Game.GetPlayer().GetAngleY(), LRangle, 200, 200) Game.GetPlayer().PushActorAway(Game.GetPlayer(), 1) force=1000 fly=0 Game.GetPlayer().ApplyHavokImpulse(iX, iY, iZ, force) Game.GetPlayer().PlayIdle(JumpFall) ;game.ForceFirstPerson() ;Game.EnablePlayerControls(abLooking = true) ;Utility.Wait(0.1) RegisterForSingleUpdate(0.1) endIf EndEvent ObjectReference Property BucketTarget Auto
  10. I was messing around with the TranslateTo options to add 'flight' to my mod, but you'll clip through things. Then I tried the havok impulse generation. It won't work; you get ragdolled and can't control the direction. What I think WILL work: 1) spawn anobject that's about the size/shape if the player, but transparent 2) apply the impulse to this new non-player object, based on the player's angles 3) TranslateTo the player towards the now flying object No need to mess with gravity either. Landing might hurt though. * 'Flight' is in quotes because I'm thinking of something along the lines of the Fizzy Pop from the first Willy Wonka movie.
  11. I've already started on a dwemer/engineering mod: Dwemer Egg Has a hidden city, robot and dwemer followers and the start of a questline. I thought it would make sense for the engineer guild and the dwemer quests to evolve in parallel, with the engineer guild being the way you 'rescue' some of the dwemer. Hit me up if you want to merge.
  12. In my mod I've added an underground city and allow fast-travel from it. Normally fast-travel works fine, but if I try to go to a certain zones (Dragon Reach, Blue Palace) from my new city, the character ends up in the grey void. Doing anything (except hitting escape) will then freeze the game. If I try to go to any lo0cations in the Wilderness, it works fine. Any ideas? Link to mod is: http://skyrim.nexusmods.com/downloads/file.php?id=9275 (The zone causing the issue is reachable via 'coc jdwem' - fast travel from hear to DragonReach gives a grey screen - Esc key still works)
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