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LogRaam

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    Skyrim
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    Fallout

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  1. Hi folks, New diagrams have been posted about Duel 5 (the version designed for WIS V). You'll find it at bottom of description page on Duel's Nexus page. This should describe well the new staggering engine implemented into Duel 5. Keep in touch! Duel Nexus page - LogRaam
  2. Duel Combat Realism 5 updated. I found a way to use a cloak spell AND avoid the brawl bug. Bow sniper gameplay rebalanced for the best experience ever. Full support of very large scale battlefield. I'll upload Duel on the "soon to come" dev server. In the mean time, you can download the new version directly from the Duel's Nexus page. Duel 5 still have to be tested with WIS V. Anyone? - LogRaam
  3. Duel Combat Realism V just released. This new release is designed for better suit WIS V. Need to be tested by players for feedback. This release will be uploaded to WIS when we'll have a new project website. Duel on Nexus: http://skyrim.nexusmods.com/mods/2700/ - LogRaam
  4. More info about this issue: Here's the trace when player hit a Draugr, and Draugr got targetted by the spell: [06/20/2012 - 10:40:21PM] hit recorded [06/20/2012 - 10:40:21PM] Try to cast a spell from akAggressor to me [06/20/2012 - 10:40:21PM] mySuperPower property: [sPELL < (92002038)>] [06/20/2012 - 10:40:22PM] try to damageAV me And here's what is traced when Draugr hit player: [06/20/2012 - 10:40:03PM] hit recorded [06/20/2012 - 10:40:04PM] Try to cast a spell from akAggressor to me [06/20/2012 - 10:40:04PM] mySuperPower property: None [06/20/2012 - 10:40:04PM] error: Cannot call Cast() on a None object, aborting function call stack: [Active effect 1 on (00000014)].mySuperPower.OnHit() - "mySuperPower.psc" Line 109 [06/20/2012 - 10:40:04PM] try to damageAV me So, property binding don't work when Magic Effect is linked to Player. But it work when binded on a monster or an NPC. ..now, we have to figure out why this is happening... any clue?
  5. Hi, I need support on an issue with papyrus scripting and I think you are the one that can help me out :) Basically, I have a script that extends ActivemagicEffect In the InHit Event, I try to cast a spell, says a Fasthealing spell to the player. Here's a sample code: 1 Scriptname mySuperPower Extends ActiveMagicEffect ... 9 Spell Property FastHealing Auto ... 18 Actor me ... 20 Event OnEffectStart(Actor aktarget, Actor akCaster) 21 me = akTarget ... 29 EndEvent ... 32 Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) ... 107 FastHealing.Cast(me, me) ... 150 EndEvent Very simple and straightforward. But the problem is that targetting the player don't work. here's is a trace log: 06/20/2012 - 07:01:33PM] error: Cannot call Cast() on a None object, aborting function call stack: [Active effect 1 on (00000014)].mySuperPower.OnHit() - "mySuperPower.psc" Line 107 From what I know, when the ActiveMagicEffect triggered from the player ref (0x00000014), it can't cast on itself. But when the ActiveMagicEffect triggered from an NPC, everything work pretty well. So I replace the line 107 with the following: 107 FastHealing.Cast(Game.GetPlayer(), Game.GetPlayer()) And same error code. Then I tried Game.GetForm(0x00000014) as Actor, or Game.GetForm(0x00000007) as Actor.. but same error. I can't figure out how to cast a spell to affect the player.. any idea?
  6. Did you tried https://github.com/ ?
  7. Giving some news to the Team... My work on the next version of Duel progress significantly. I'm changing the main engine to better fit WISV. I plan to release a stable and optimized version in 1-2 week(s). When releasing Duel v5, I'll need your help to test it in WISV and tell me if everything goes well. I'll keep you informed about date of release. Duel v5's new features : - More A.I. tweak for opponents; now they'll be more effective against the player: + They'll have a better understanding of timing so they'll be able to stagger the player properly (with a purpose); + They'll know how to fight in a team: for example, with a team of 2 fighters and 1 archer, a typical attack could be that the first fighter try to stagger the player, the second one try to flank him and land a critical hit, and the archer try to shoot at the player at the same time. - Give more power to weapons so blocking or dodging should be more vital than ever; - Wearing better armors help to prevent staggering: for example, it is easier to stagger someone that worn only cloths than someone that have an ebony armor set; - Weapon type get more signioficance when it comes to stagger opponents: War Hammer have better chances to stagger than a sword; - Optimized engine: Duel v5 will support very large scale battlefield without lags; - Badly hurts enemies wil ltry to flee and save their lives; - And many more great features... Keep in touch, - LogRaam
  8. Great news, sourceforge is a good dev platform. Send us the sourceforge project page when its ready. - Log
  9. Hi folks, Someone can post the vision of WIS? Been very busy, I didn't have time to play Skyrim much, and therefore haven't played WIS before. Knowing the goals of the mod will definitely help me on following the path taken by WIS' creator. - Log
  10. Ready and eager to start implementing A.I. into the next release of WIS. - LogRaam
  11. Hi folks, Yesterday, I posted a new mod that mostly switch health damage taken from shield block to stamina. Mod link: Duel Did you tried it already? Comments about gameplay would be appreciated. - LogRaam :dance: :dance: :dance:
  12. Have done the mod.. you can take a look here: Duel - Combat Realism :D Hope you like it ! - LogRaam ---
  13. My point is that armor is mostly made to protect against weapon.. and should have a better protection rate. ..and you're right, weapon shouldn't be raised after all. Anyone know how to create a mod with this setup? http://www.nodiatis.com/pub/17.jpg
  14. Hi folks, Here's my suggestion for better sword fighting; - Raise armor rating - Blocking with shield or weapon should transfer all damages to stamina (no health damage) - Raise weapon damage I think this adjustment should enhance realism in combat. :yes:
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