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About Madrilous

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I'm working on a quest which has a new fully voiced NPC. The trouble is, when in game, the voice is too quiet even though outside the game, the .wav files play at an acceptable volume. I've amplified the sound of the .wav as much as I can without causing distortion and it is still a little too quiet. Is there anything I can do to get the voice volume similar to that of other NPCs? If you need any more info, just ask.
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It literally took 30s to add a lesser power version of the spell :P. I won't make it conventionally available in game so you will have to use the console to add it. I will include this in V 1.3.1.
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I've just uploaded version 1.3.0 of Gifts of the Outsider which features shadow kill. Check it out and let me know what you think in the comments :)
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Just dropping in with a quick update on my progress. So far I have managed to get an effect, that is very similar to shadow kill, working. A sneaking kill move will now result in your opponent disintegrating into a pile of ash (The effect is similar to that of a reanimated character dying). This ash pile is then completely ignored by guards, other bandits e.t.c. This makes it excellent for stealth characters picking off opponents one by one, without raising any alarm. I hoping to include this in a update in the next couple of days so keep an eye out.
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I was thinking of implementing a similar idea to my Gifts of the Outsider mod, which is based on Dishonored. I don't know how familiar you are with Dishonored but that has a mechanic where sneak kills result it the opponent being reduced to ash. This prevents other NPCs from being alerted by the dead body. As you can see, quite similar to your idea. I've had a lot of experience with scripting for my other mods and this functionality seems quite doable at a first glance.
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See my Throwing Weapons Redux mod (link in signature) it has javelins as well as numerous other throwing weapons. The animation isn't perfect but with no alternative, it serves nicely.
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I guess my blink spell from my Gifts of the Outsider mod is pretty much what you are looking for. Apart from the fact that its cast from your hand rather than as a power. It wouldn't be too hard to include a power based version of this in the mod as well. If I get chance in my lunch hour I may add it for you.
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I've been recently working on my Gifts of the Outsider mod but have hit a problem once I have packaged it ready for publishing. I create the .esp and the .bsa and load it on my other computer to test that it will work OK for everyone downloading it. Unfortunately none of the scripts are working on the other computer yet they work fine on my development computer. I assume that this problem is occurring with the packaging of the scripts into the BSA. As the original source files are available on my dev computer the mod works fine. But when the mod has to rely on the BSA nothing works that requires a script. So far have attempted archiving multiple times and also uninstalling/re installing the creation kit. Has anyone got any ideas as to what is causing this and/or what I can do to resolve this. I have a lot of people waiting for this update and I don't want to disappoint so please help me :(. If you need any more info let me know.
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LE Script that relocks a door after a second?
Madrilous replied to DavideMitra's topic in Skyrim's Mod Ideas
Sounds simple enough, if I get a chance I might have a look at it. -
Nice idea, maybe something similar could be applied if you are wearing the amulet of the god your praying to.
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I'm currently working on my next mod, Path of the Divine. The mod will consist of a small quest line along with what I suppose could be considered a new game-play mechanic. I just wanted to guage what people think about it and to get some feedback on what to include. The quest line centers around a breton priest named Rodryn who encourages the player to embark on a pilgrimage to the shrines of the nine. These are the shrines found in the wilderness not those in the temples. Upon completion of the pilgrimage Rodryn shares his knowledge of Prayer with the player. Now prayer'a work like this. A Prayer is split into four sections with each section being a customisable slot. 1) In the first section the god in which the prayer is to be dedicated is chosen. Depending on which god you choose you will be granted a blessing, similar to those given by shrines. 2) In the second section you will ask your chosen god for strength in either magicka/health/stamina. This will give you either a boost to max amount or regen rate. 3) The third section is where you ask your god for protection. This will confer a resistance to the player such as magic/frost/posion e.t.c 4) The forth and final section of the prayer is where you ask your god to guide your bow/sword/will e.t.c The prayer will probably be a once daily power for balance. It will add the four chosen bonuses to the character which will last for several hours. Initially the player will have all of the Gods to choose from and a couple of effects such as boost health and resist magic. The rest of the effects will be acquired by finding lost scriptures. These will be scattered throughout Skyrim. Each one providing a new bonus. The prayer will be customisable through an MCM menu. Allowing you to change up the prayers effects at will. On top of this I am also looking to add some more religious related content so any input and ideas would be great. Let me know what you think or if you have any suggestions.
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LE Scripting Help - Removing Spawned Objects
Madrilous replied to Madrilous's topic in Skyrim's Creation Kit and Modders
I did check these out but looking at them again I may not be clearing the variable used to store the reference, which I guess would fall under 'It is no longer in a script property'. Thanks for prompting me to look into this again, Ill give this a try and report how successful it was. -
I'm trying to improve the retrieval of the throwing weapons in my mod (See Below). As Skyrim crashes when you try to retrieve projectiles sent from spells I had to implement a work around. This involves a bounding box which spawns around the embedded weapon. When this bounding box is picked up the embedded weapon is removed from the world and the bounding box is switched to a normal weapon before being added to the inventory. Its complicated but its the only way unfortunately. Now the problem I am having is that this bounding box doesn't always spawn directly on top of the embedded weapon, or if the embedded weapon rebounds off stone it does not follow it. I implemented a script which tracked the embedded weapons position and angle then applied this to the bounding box. This seemed to work okay however the bounding box seems to be colliding with the embedded weapon and resting at strange angles. What I am basically asking is what collision data is best to define in NifSkope in order to prevent these collisions but still allowing you to pick it up. (Removing it completely doesn't allow you to pick it up) Its long but thanks for reading.
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I'm currently working on my next mod and as part of it I am using explosions to spawn activators. However these activators need to be deleted via a script once they have served their purpose. I'm using the FindClosestReferenceOfTypeFromRef() Function to detect these spawned Activators. I'm getting a little frustrated as I am very close to releasing the mod but I want it to be as bug free as possible before release, unfortunately I am deleting the spawned Activators using a simple Delete() function but this doesn't seem to work completely. Although the visual marker of the activator is removed, subsequent uses of the FindClosestReferenceOfTypeFromRef() still returns the supposedly deleted Activator. So basically I am just wondering what alternate removal methods are a little more stable than delete() but maintain the same basic premise. Feel free to ask any questions Thanks