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etherealblade

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Everything posted by etherealblade

  1. @DarkRudra Thanks for the reply, I've tried that one but the knife isn't the same and is only on one leg. It could be a unique piece but I'll be still on the hunt.
  2. I've done some detective work myself and for the most part figured out what this armor is mashed up with...except for one thing. The knife accessory around her thighs.
  3. Thank you so much for allowing me to share my idea. I've been interested in making a lightning spell similar to INDIGNATION from the "Tales of" Game series. It would involve summoning a lightning storm except the lightning that strikes the target is either one big ass lightning bolt...or a hug cluster of lightning bolts. Is it possible to manipulate these to make this happen? The best iteration of what I'd like to see is actually from "Tales of Destiny:Directors Cut". There is a character named Philia who has a Blast Calibur called "Rebirth Crusader." Or like this one: I happen to love Indignation chant...Especially by this voice actor. One of the best representations there is. LOLs.. Ok.....All the 2d anime style aside, if that's not your vibe...this is how it translates to skyrim. First, You fire a bolt spell...it hits the target. This Creates a massive magic circle beneath them. Every enemy within the magic circle is hit with crippling status effect magic with electrocution fx. This holds the enemy in one place. Then weather changes to thunderstorm...as the lighting strikes and forks off here and there a Humungous lightning bolt...or a massively large cluster of lightning bolts strike all enemies within the general area of the magic circle. The force of the lightning causes rocks and Debre to break and fly from the ground (similar to the meteor spell).... obliterating the enemies. It'd be a great spell. Btw the circle doesn't have to electrocute...actually freezing the enemies before they get struck down is probably just as cool. :biggrin: If your not that interested, could you give me a few pointers on how to make this spell. It's mostly a work of code. I truly believe the game has all the required resources to pull this off. Also, Minty911 has given authorization to use the source code for thunderstorms, and AzarelHrafin has a mod that has already implemented the lighting storm as a spell that strikes down enemies at random across an area. I'd appreciate any step in this general direction. I believe an approximation to this kind of spell is definitely possible. Thanks again. Regardless of whether you guys get this, You guys deserve kudos just for being open enough to take in other peoples mod requests.
  4. http://newvegas.nexusmods.com/imageshare/image.php?id=26668 Anyone know what compilation of armors this is? Thanks in advanced
  5. I'm currently trying to get the consecutive attack thing going. Still there is no dice, but this is what I got so far. Let me know if you see some things that are obviously wrong with this. It was suggested that looping animations was simpler but I'm not sure what that is. scn combinationattackscript ref TargetVar float Right int Left int LeftPower int RightPower int BackPower float timer int NButton int iFaceEachOther float fTempAngle Begin ScriptEffectStart if (iFaceEachOther > 0) if (iFaceEachOther == 5) ;skip a few frames to allow the moveto to complete. Adjust as required more or less set fTempAngle to Player.GetAngle Z + Player.GetHeadingAngle TargetVar ;these should make the player and target face each other. I think. Player.SetAngle Z fTempAngle set fTempAngle to TargetVar.GetAngle Z + TargetVar.GetHeadingAngle Player TargetVar.SetAngle Z fTempAngle set iFaceEachOther to 0 else set iFaceEachOther to iFaceEachOther + 1 return endif endif set NButton to IsKeyPressed 49 if NButton == 0 return endif If NButton == 1 Set Right to IsAnimPlaying AttackRight == 0 Set Left to IsAnimPlaying AttackLeft == 0 Set LeftPower to IsAnimPlaying AttackLeftPower == 0 Set RightPower to IsAnimPlaying AttackRightPower == 0 Set BackPower to IsAnimPlaying AttackBackPower == 0 set TargetVar to GetCombatTarget if (TargetVar == 0) ;nothing to do return endif printc "Player Target is %i %n", TargetVar, TargetVar if player.getdistance TargetVar < 200 TargetVar.GetActorCrimePlayerEnemy == 1 if timer < 2 set timer to timer + GetSecondsPassed set iFaceEachOther to 1 TargetVar.SetRestrained 1 PlayGroup AttackRight 0 If Right PlayGroup AttackLeft 0 endif If Left PlayGroup AttackRightPower 0 endif If RightPower PlayGroup AttackLeftPower 0 endif If LeftPower PlayGroup AttackBackPower 0 endif If BackPower PlayGroup Idle 1 endif endif endif endif End On Topic (Keeping Track of Current Topic Related Goals): I can get my character to do the animation, but I've been unsuccessful with making him do several animations in a row. I'm not sure how I'd handle that in script, but I've successfully been able to make him do an attack animation after a teleport and return him to user status. If script allows us to play animations consecutively, it might make for a sweet workaround for not having custom animations yet. Otherwise that's not important and can only be solved by making a custom animation. The major issue is this, how do I make it to where the script: (It currently can Auto Detect your Current Target) 1) Auto scans for people in the area for eligible "warp" to targets, (I'm sure I saw a script that lets reports those who have targeted you) 2) Warps you to them, (I'd make a play animation attack, It's hit them with a deadly script) 3) Since it doesn't warp to targets that are dead, It'd seek the next available target. 3) Then returns you where you were.
  6. It could be a companion conflict with another mod. Check to make sure that sunny is loaded last. Look at the modders page on Sunny. He says that there would be possible conflicts.
  7. CTD's are actually very typical in FO3 an NV. In order to get the most stability the creators did what they could do based on not taxing a machine too much. Mods on the other hand tax the machine a lot and use lots of resources. The more mods, the more resources, and when the computer has reached it's limit on resources use, instead of exploding it shuts the program down. Here's the thing, if your convinced you have a powerful enough computer to handle the mods, it's usually a conflict issue among mods. The only safe way to know if the mods mesh well is to use FNVEdit to see what overwrites what. Things that change the same thing as other mods cause conflicts and CTDs. Modders also produce compatibility patches to reduce problems. However if the mods in question don't already list a claim or effort made to be compatible with the others, than it's safe to assume it's not compatible, and with the FOOK always assume because if it wasn't included, further changes that add to the enormous amount of changes in the FOOK will cause problems. Hope that helps.
  8. I'd love to help. I'll start a private conversation with you as to not spoil the ideas with the others. Also, don't tell me which ones you'll use, so as to not spoil it for me. ;). :dance: :biggrin: :thumbsup:
  9. http://www.youtube.com/watch?v=z2q60o-FKoM Btw Here's a vid of that teleport we have currently. ;) Not too shabby if you ask me. The Code for trying to do consecutive animations: scn ConsecutiveAttacksScript Int NisPressed ref TargetVar Begin ScriptEffectStart set NisPressed to IsKeyPressed 29 if NisPressed == 0 return endif set TargetVar to GetCombatTarget if (TargetVar == 0) ;nothing to do return endif player.PlayGroup attackright 0 If player.isAnimPlaying attackright == 1 ;keep playing else player.PlayGroup attackleft 0 If player.isAnimPlaying attackleft == 1 ;keep playing else player.PlayGroup attackrightpower 0 If player.IsAnimPlaying attackrightpower == 1 ;keep playing else Player.PlayGroup attackleftpower 0 If player.IsAnimPlaying AttackLeftPower == 1 ;keep playing else Player.Playgroup Idle 1 endif endif endif endif endif endif endif end Let's see, not to be too A.D.D. here. So, basically I need to make a variable such as an int and float? The int will be sued as an if statement used to define when the action has passed and the float will determine what action it was? I know what you mean I'm having trouble visualizing it in syntax terms though. Basically I need to store values that allows the game to determine when an action has made it's full completion before it moves to the next otherwise I get the script going too fast and it skips to the last action, or does the first and ignores the rest. This is what i got so far, I'm still testing with no success yet. On Topic: I can get my character to do the animation, but I've been unsuccessful with making him do several animations in a row. I'm not sure how I'd handle that in script, but I've successfully been able to make him do an attack animation after a teleport and return him to user status. If script allows us to play animations consecutively, it might make for a sweet workaround for not having custom animations yet. Otherwise that's not important and can only be solved by making a custom animation. The major issue is this, how do I make it to where the script: (It currently can Auto Detect your Current Target) 1) Auto scans for people in the area for eligible "warp" to targets, (I'm sure I saw a script that lets reports those who have targeted you) 2) Warps you to them, (I'd make a play animation attack, It's hit them with a deadly script) 3) Since it doesn't warp to targets that are dead, It'd seek the next available target. 3) Then returns you where you were.
  10. PlayGroup AttackRight 0 If player.GetAnimAction == 1 PlayGroup AttackLeft 0 endif If player.GetAnimAction == 1 PlayGroup AttackRightPower 0 endif If player.GetAnimAction == 1 PlayGroup AttackLeftPower 0 endif If Player.GetAnimAction == 1 PlayGroup AttackForwardPower 0 endif set timer to 0 sgtm 1.0 I'm trying to get this where, After he performs one attack, he plays another animation, and then another animation. Of course I have to be able to set him back to normal cause it will freeze the player in one spot once it's done.
  11. Just so you know, All those who helped, will be considered co-producers of this mod. I truly do appreciate the encouragement and assistance. I've actually decided to just use this thread as the lab. Anyways, I'm still looking for ways to make my character play an attack animation. But the biggest target right now is, taking the above working script and adding on to it to allow for teleporting to multiple targets in succession after playing an attack animation. After all with the teleport script core complete. Now we can work on doing that omni punch, (the attack at the very end of the video). If your interested please, I could use any suggestions or advice, so all is welcome. I shall be posting a video of our success as soon as I figure out how to...XD Thanks again and if you are brimming with ideas or thoughts please don't hold back on my account.
  12. ok, if it's simply to replace the animation, you don't need a plugin esp. Just deactivate the invalidator in FOMM and reactivate it so the game knows you are making changes. Double check to make sure the name for that type of animation is correct. I'm sure if there are further problems it probably has to do with some needed adjustments in nifscope. I haven't even gotten to the animation aspect of my mod yet. That will be a whole 'nother monster.
  13. I feel you, sometimes it takes a while for people to respond. Exactly what type of custom animations are you trying to put in and could you elaborate what your trying to do? I should inform you I'm currently working on a Hokuto no Ken mod (Fist of the north star Mod) If your attacks happen to be melee or unarmed nature, they would be of great help. Also it's a bad idea to keep making a new post over and over. It's can be considered flooding. Just use this one and be patient. ;)
  14. I'm not sure how to make the effect go slow mo when the player performs the power attack. I was thinking of the real time vats that doesn't zoom, as a method to implement this, but i don't know what its called in geck. Any suggest are very much welcome and appreciated. I've actually found It was just better to attach cool effects to a weapon than to NVSE it. From now one I'll be using this as my main lab, to keep bunches of project threads down to one consolidated thread. http://www.thenexusforums.com/index.php?/topic/450206-reverse-engeneering-the-short-distance-realtime-teleport/
  15. Here's the thing, BOSS is still experimental and doesn't usually arrange thing as well with larger mod lists. The reason is that the scripts for BOSS contain data of existing mods and working mod configurations. Since Nexus's community spits out mods rather frequently, Your best bet would be to rearrange your esms and esps based on the on the modders instructions. Having mods in the wrong load order will cause CTD and odd mesh mix matches because of conflicts. To make sure your Invalidation has everything, deactivate the Invalidator, and then reactivate it, Close Fomm, and Open it again. Check NVSE to make sure it is installed correctly. As far as load order, I'd need time to carefully look over your list (I need to work on my car right now). The quickest tip is that EVE is always suggest to be loaded last. Last of the esms, Last of the esps, (Eve patch esps go under Eve.esp of course) Hope this helps.
  16. .....O....M.........G!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! It worked... http://media.comicvine.com/uploads/4/41648/849743-yes_man01_super.jpg Um, there are extra things to throw in like special effects, and other random testing. But By Golly WE'VE DONE IT! If your interested in following up on some other things I'm trying to tackle, head over here. http://www.thenexusforums.com/index.php?/topic/453242-disarming-the-enemys-weapon/ Just so you know, All those who helped, will be considered co-producers of this mod. I truly do appreciate the encouragement and assistance.
  17. I'll check out that weapon for lonesome road to see if there is any special code or effect they added that I can utilize. I current working on the combining animations. Join me Here at my lab: http://www.thenexusforums.com/index.php?/topic/450206-reverse-engeneering-the-short-distance-realtime-teleport/ I should mention that my edit of the warlord of the wastes would be perfect, with a simple recolor...and the Fist of the North Rawr for Lonesome Road is crap compared to the skills you'll be getting. Bethesda...Really? They did give us some good guns to work with but anyways...back to works. I've updated the first post. Go check it out.
  18. I'm currently getting myself into intermediate level scripting and combining it into NVSE. There are powerful modders out there but there is no guarantee they'd be willing to help. One of the most epic I know of at the moment is currently working on his own mod and juggling his own free time. So I'm sorta on my own. Which means: I'm gathering the core script code needed to do every cool thing I want to, from bullet time, to sound effects, flash step/blink, cripple effects, full body explodes, head explodes, delayed deaths, ect..., but stuff like custom animations, custom armor, custom hair, and custom visual attack effects, I'll have to generate myself afterwords. Hopefully If I finish and contribute something decent, it may catch the eye of a talented modder, and he/she may want to contribute to make it more awesome. That's the most realistic view I can have right now. Truly Overhaul mods require either one epically talented hardworking individual with genius abilities, or several great modders (possibly some genius working together). The only reason why this thing is truly staying afloat is because there are people kind enough to give advice. 8D Thanks for the support and feedback I'm actually interested in this design for the kenshiro armor though: http://www.gamercast.net/media/blogs/gamercast/Kenshiro.jpg If this was made, it could easily be done in the blue color, there's a picture already out which pays homage to the origional
  19. I tried to script a code that was linked to an ability, which was linked to a perk that allows that when "N" is pressed, the character performs the "right power attack animation" followed by crippling both arms of the opponent. I'm trying to make it where the player only has to push the button once, it uses up AP and then the character does the axekick, and the opponent loses his weapon and has both his arms crippled. The issue here is, when i hold down N, I can cripple limbs, but i have no control over which limb gets crippled even though I have set the ability to "damage right arm and left arm" Magnitude 1000. Do i need to script in damaging the weapon? I want to only cripple the arms. Then there is the issue of the animation not playing when I push the button. Any Ideas? Scn DisarmScript int bIsNPressed Begin GameMode if bIsNPressed != IsKeyPressed 49 ; N set bIsNPressed to IsKeyPressed 49 ; N if bIsNPressed ShowMessage HokutoDisarmMessage player.playgroup AttackRightPower 2 ; N has been pressed castimmediateonself HOKUTODisarm else player.playgroup idle 1 ; N has been released endif endif End I thought that it could be an idea to make it where the disarm script only works when someone does the right attack power animation, but I dont know how to bind it to it. So instead of all the confusing blah blah blah...this is basically what I'm trying to do. 1) When N is pressed. The attack animation you do when you hold right arrow and hold left mouse buton plays. If your using unarmed rearmed, its something similar to an axe kick. 2) Cripple both arms (only). I plan to make a seperate skill that replaces this one which lets you full body cripple but thats later. Optionally destroy weapon or make him drop it. Just so you know, All those who help, will be considered co-producers of this mod. I truly do appreciate the encouragement and assistance.
  20. I planned to use jagi as an npc you could fight. However I have no other ideas as to other materials I could use for the rest. Modder material is hard to find. If i recolored that warlord of the waste armor you'd see how it could fit.
  21. It does work. That script does find the target, and throws the other message when there isn't one. I think though that theres just some math equation involved that I have no clue how to calculate in geck. So the hotkey does work in game. Just when I press the button while putting the cursor on the attacker it doesn't move my character. Sort of how I tried to put a play animation on a hotkey. The animation wouldn't play when i pressed the button but the button does work because it caused a limb to get crippled. The only problem was....a random limb gets crippled, not the one i designated in base effects. I'll dedicate a different thread to this issue though. This I know someone knows how to do easily.
  22. SCN TeleportCommandScript int YisPressed ref TargetVar float Distance float ZAngle float XOffset float YOffset Begin ScriptEffectUpdate if YisPressed == IsKeyPressed 21 ; 21 = 'Y' set YisPressed to IsKeyPressed 21 set TargetVar to GetCombatTarget if player.getdistance TargetVar != 0 set ZAngle to TargetVar.GetAngle Z set XOffset to cos ZAngle 1 set XOffset to XOffset * 50 set YOffset to sin ZAngle 1 set YOffset to YOffset * 50 player.moveto targetvar else if player.getdistance TargetVar != 0 showmessage Fail endif endif endif endif end Ok so I attached it to an base effect which attaches it to and ability, which then gets attached to a perk. I then got the perk, hit a baddie pushed Y, and well....nothing happened. I don't think this is the right code. The code needs to do in all, 3 things. 1) Identify the hostile target 2) Calculate the distance between the player and the target. 3) If in range and not next to the target already, Teleport the player next to the target (or instantaneously move the player a set amount of distance forward.) Cipsis Melee lock-on mod would do the rest as far as keeping your view on the enemy. If i were to make it an attack like shown in the video (seven star destruction (which I plan to do)), after getting the core code to teleport forward some distance, I'd need to set a code that: 1) Finds the valid targets in the area that are in range to be teleported to. 2) If the targets are in melee range, do a melee animation that has special death effect. 3) Return the player to original location started
  23. You know, there is a mod inside Marts Mutant Mod, that allows for hunting and looting of corpses.... :whistling:
  24. Actually there is some more recent good stuff than just the old 86 film. Stuff that looks really really good. Example: There are about 5 modern HNK movies you must see. Here's a soundtrack snipit. I have to juggle modding with other things but I still plan to get this mod done.
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