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Lyrahel

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  1. Hi guys. All I want ist to give Dogmeat an alternative name. This shouldn't be too hard to figure out right? D: Nobody was able to do this yet. There should be a way with console commands, right?
  2. Alright! WOhoo! It is working. Thanks to Darren83 and some awesome troubleshooting sessions xD I am finally able to get my Follower to use "bound" weapons. We kinda cheated a bit on that one by making a bow that is not a bound weapon, but just simply looks like it and have it force equip instead of summoning in the beginning of a fight. The "downside" to this is that it actually takes about 3-5 seconds for the follower to actually summon his weapon. This applies now to both his one handed sword and his bow. :) I will implement this as part of my follower backstory. Him only being able to summon such powerful weapons by taking some time to focus. Parteeeytaiiimuuu :D
  3. I noticed just now that apparently there is a character of the "interesting NPC's" mod which uses bound weapons called Rumarin. I will look into his Actor file in a few.
  4. I will try just that in a few. Currently I am trying extreme combatsstyles. like only magic or only range. And right now I am using the vanilla spells to be sure it is not my custom spell messing everything up. And it really doesn't even work with the vanilla stuff. Soooo... I didn't screw up my spells xD.
  5. I just did rename everything by deleting the numbers in the beginning AND the package kicks in like IMMEDIATELY. :D That is a big relief, but still... He is still punching the air like an idiot xD He still won't use the bow. :(
  6. Hi Guys, I have created new bound weapons and gave them new arrows aaaaand I went through everything... Enchantments, Arrows, the Projectile files, the MagicEffects, the weapons themselves and even set up fitting combat styles for my follower... BUT all he can do at the moment is fight at close range with his boundsword weapon. If I tell him to fight ranged, he will summon his bow with arrows instead, but decides to punch people or sometimes not even fight at all... At first I thought maybe his combatstyle is messed up, but his Followerpackages are being controlled by a globalvariable, which should work just fine. The only thing that bugs me a bit is the following script in the BoundBowFFSelf file: Scriptname BoundBowEffectScript extends ActiveMagicEffect ; Modder's Note - this feature was removed for functionality reasons. However; I'm leaving the script in for anybody who may want to play with bound arrows. -JB Ammo Property boundArrow Auto MagicEffect Property BoundBowFFSelf Auto EVENT OnEffectStart(Actor Target, Actor Caster) ; debug.trace("Bound Bow - Effect Starting - add and equip bound arrows") caster.additem(boundArrow,100,TRUE) caster.equipItem(boundArrow, TRUE, TRUE) endEVENT EVENT onLoad() ; debug.trace("Bound Bow caught Cell Attach") if !(getCasterActor().hasMagicEffect(BoundBowFFSelf)) ; debug.trace("Bound Bow - Cell Attached, script active, but effect not found on "+getCasterActor()) dispel() endif endEVENT EVENT OnEffectFinish(Actor Target, Actor Caster) ; debug.trace("Bound Bow - Effect Finishing, remove any bound arrows") caster.removeitem(boundArrow,caster.getItemCount(boundArrow),TRUE) endEVENT The Property BoundBowFFSelf points at it's magiceffect and shows the ID of the magiceffect, but no matter what I do in my custom magiceffect it shows the NAME no matter what I do. I know it is just a small difference and I don't even think that might be the issue at all, but you can never be too sure, right? http://i.imgur.com/rNFSxPP.jpg And here is a Video on the Issue: http://youtu.be/c11EffgFYU4
  7. I am currently trying to have my Actor summon a bound weapon as soon as combat starts, but I want first to look at his level. If he is below level 10 he will summon a small onehanded sword. If he is over level 11 and below level 20 he will summon a two-handed sword and if he is above lvl 21 he will summon a bow. So this script just checks what level my actor is and swhat weapon he will summon. That is basically it. Thank you so much. Compilation successful and I learned something today. :D
  8. Hey guys, I got a little problem with me scripting. I got the following script and I want to get the level of my actor before a fight starts so he will summon a bound weapon, but it should depend on the level he is currently on. Scriptname ToniBoundSPellscast extends Actor spell property boundSwordRightweapon auto spell property boundSwordweapon auto spell property boundBowweapon auto int i = self.getlevel() event OnCombatStateChanged(Actor akTarget, int aeCombatState) if(aeCombatState==1) if (i <=10) boundSwordRightweapon.Cast(self, self) elseif (i>=11 && i<=20) boundSwordweapon.Cast(self, self) elseif (i >=21 ) boundBowweapon.Cast(self, self) endif endif endevent I think the problem is the underlined line. I don't know how to get the current level of my actor and store it in an int or float so I can make the comparison down below. :( Anyone got a simple solution? I have been trying to find something on the creation kit papyrus page and searched for other people with a similiar problem, buuuut it seems I am very bad at searching.
  9. I am aware, I love Berserk, the detail on Zodd's sword looks incredible, can't stop drooling and wanna help you guys with voice acting, when you come to that point. xD GRIFFITH!!!! s#*&#33;. Berserk is my top manga out there, like ever made in its genre. It is so great that Miura finally continues it.
  10. Completely in german. Yaaay! Looking great. When is it done?`Where can you get it? There seems to be no information on a release date. :/ Aaaand do they have english voice acting too? Not that I wouldn't understand german.. I am a german, but I personally don't enjoy the german voice acting in most cases. There are some older gems that can win me over on the german voice acting. (Gothic 1 & 2 for example)
  11. I think there are lots of people out there, who've been struggling to create their own custom voiced follower, like I did so far. The quantity and quality of the tutorials out there is not as good as it could be and most of them miss out on the fact that you HAVE to create your own DialogueFollower Quest as well as a DialogueFavorGeneric quest to get your own personal follower working. You'll also need your own voicetype and duplicated formlists for NPCFollowerVoices to get everything going, but the most important part is that you have your script commands linked to your duplicated DialogueFollower Quests or else your follower won't even have his dialogue appear. So many guys have been asking on how to fix this problem and I have been searching a lot too until I found a very underrated tutorial that gave me that small detail of information that is needed to get a basic custom follower running. I am working on a follower myself right now and I am taking existing mods like "Sofia the funny fully voiced follower" to see how other modders handled their work, which helped me out a lot so far. (Thanks again to JJ by the way.) What would be a most welcome mod in my opinion is a basic follower framework, where everything is already set up. All you'd need is to know which quests are the ones you have to work with and where you'd have to write/record your custom voice into. I think an advanced/extended tutorial on how to create a custom voiced follower would definitely be needed. I'd do it myself, but I am not as advanced in scripting and don't have all the knowledge that is probably needed. This is of course just an idea. :)
  12. This is a tricky thing. So far I've only found 1 tutorial, that wasn't that much in depth, but it helped me out a lot. You basically need to make duplicates of the DialogueFollower and DialogueFavorGeneric Quests in the CK. And then re-create everything within the dialogue views. You will need your own voicetype and add it to also duplicated Formlists for your voice type. The best tutorial I had that at least got me till that part was this one: It is a 10 part series and he goes through a lot of mundane stuff that you gotta go through. Don't be worried by the dislikes and stuff. It IS a very important tutorial. Something everyone misses out on. I wish someone would create a better tutorial or something like a BASIC CUSTOM FOLLOWER SETUP. So that you'd only have to edit everything like you want it to. :wink: s*** I should write this in the request Mod topic. This was the first I found, but I came across lots of issues. This tutorial should be your second step after doing the 10 part series I linked above. So you won't come across any issues. :smile:
  13. Hi there Sam. I wanted to write you a pm, but apparently you can't receive them xD. So I'll just write here. My name is Toni and I just recently joined the forums, because I have started working on a follower. I also am trying to get myself involved in some projects out there as a voice actor and I bet there are quite a few, who have already offered their services to you, but I definitely wanted to give it a try. :) I've got a sample of my follower mod in my signature, in case you want to check out how well I perform on my current level. :D So far I can only show you one character, but I will try to get more examples ready for tomorrow. :)
  14. Toni Sattler (Lyrahel) Latest Update: 07/04/2014 Age: 26 Gender: Male Active: Newbie/Yes Experience: Trying to get into more projects. So far there are a few, but they are not fully released yet. Voicetypes: I'll try whatever you want, except females. I could try an old granny though. xD Voice Samples: I didn't focus on voice acting that much before and just had my ball with it, but I want to get involved in way more projects in general and maybe meet some nice people along the way. Here are some examples of what I am currently doing: I am showing this video for the Voice Acting only. xD http://youtu.be/HnFbnPLNUT8 And here is a Voice Reel of me imitating some League of Legends Characters: (Don't worry about the small background noise, this is an older Recording.) http://www.newgrounds.com/audio/listen/556772 About: If you want to let my try some character/s just write me a PM. :smile: I won't bite.
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