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Everything posted by Arbidon
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https://forums.nexusmods.com/index.php?/topic/7686548-on-binding-flesh-and-bone-constructs/ Hello everyone. I am working on a decently sized modifcation for skyrim that will hopefully give the option to the player, of being a commander of a guild/army of skeletons/ insert follower type here and make it dynamic. I have already posted elsewhere, but I think that this area of the forum was the most appropriate for the topic in question - so I apologize for that. The player will assist 1 of 4 new guilds, each with their own tricks, each taking residence in a hold, like the days of yore - the player may join the guilds, or create a guild a long side them. The new guilds will claim a territory and keep a decent eye on it, as well as clear dungeons, collect loot - and store it in their guild vaults. Giving some additional targets for the theif character as well. Additionally, the player may offer the guilds information, such as giving them the location of a powerful enchanted item, if they are interested, and many other things. There are also new generic enemy factions to worry about who will expand. The idea of this mod is chiefly to give the player more of a reason for having friends - and to allow people to play the game with more npc companions without it being easywinmode - because now they can truly have rivals. Better leave a few guards outside that dungeon you want to plunder. You wont know whose watching, and waiting. Each guild is designed to have their own methods of combat. The first installment of the mod focuses on a group of mages, called The Red Wizards - A mercenary group of spellswords, that are a cross between the companions, and the dark brotherhood, and the dawnguard and frequently encounter all 3. Their line of work includes Escorting important merchants, Protecting someone from assassination (where they occasionally encounter the dark brotherhood). They are often hired in groups to clear bandit dens, or hunt down necromancers - and to a lesser extent, vampires. They are also occasionally hired to steal things to a lesser degree. They are not exactly good guys - they are mercenaries, and very powerful ones. Unlike all the factions that come packaged with the base game - the red wizard faction can be destroyed utterly - and even be reborn over and over. In order to maintain this multi-role capacity They practice binding, or spellweaving - a very old ability that allows them to mash different schools of magic togeather, Mainly alteration/conjuration/enchanting to create undead constructs, and alter themselves physically with augmented abilities. They use reagents and empty soul gems in their magics. They have their own host of undead creations to rival the greatest of necromancers, and their own mage created strain of vampirism that is altogeather different - as well as the secret to the most classical form of Lichdom, some might remember from morrowind. They do not practice deeply destruction magic, restoration, or illusion. They prefer instead to graft healing abilities into their own bodies, as well as spell absorbtion to counter enemy mages. This process has its draw backs, however. The Red Wizards have a hostile Relationship with the Synod Mages - who you will also encounter and can work with or hate on. The Red Wizards Have a hostile relationship with the dark brotherhood, as they frequently are hired to protect people from them. The only thing to rival the fear of being hunted by the dark brotherhood is running into A Red Wizard. The Red Wizards are friendly with the college, as some of their members come from the college, and they regard the college as a respected magical institution, and will on rare occasion, seek out the most knoweldgeable of their staff to assist them. The Red Wizards are a highly focused magical group. So, they respect the broader roles others play. The College Of Whispers: The Red Wizards are cautious of this group of mages on the whole but maintain aimable relations and trade agreements. The Imperials: If you are in imperial territory, you will be taxed by imperial tax collectors. They WILL find you, and you WILL pay, as they can and will frequently - put a bounty on your head for tax evasion to any one of these groups as well as the companions....save for the dark brotherhood. The Imperials will not typically send a battalion of troops after you, as there is a war going on, however, it isn't impossible. Instead you will find any of these groups. Your relationship with them can make a difference. The Storm Cloaks: Thought you could evade the tax man by moving into the coldest areas of the planet and be a rebel? Think again, even rebels pay taxes. In fact, he's a rebel tax collector, rebeling against rebels who don't pay. He will do the same thing as the imperial tax collector, but more rebly. The player will meet and make up their minds about all these groups during the course of the mod and will have their own disagreements/agreements with them. On top of everything the player will be able to offer their own magical services to these factions while remaining neutral. You may sell undead constructs to any of the mage schools that allow it, or perform services for the synod, or assist the college of whispers. They may send you a student to train if you are a very powerful mage, or request you resolve a dispute. THe idea is to open up more dynamic quests and possiblities to make playing skyrim more RPGish for the endgame character, who has done it all. As of right now - the framework for most of this is set or being set. The undead creation process is being updated and worked on and the red wizards are being designed as well as all the goodies for intereacting with them. I am a scripter and 3d modeler - though I do not have knowledge of nifscope. As my original post stated, I am looking for other souls who might devote an afternoon of their time here and there for development of this idea and cover the areas I cannot devote my fullest attentions to such as creation of the guild hall and new quest areas - new entertainment value quests writing - Good quests and stories make the game much more interesting. npc creation - just making the NPCS unique and interesting - desinging their faces and giving them the personality they need. Additional Scripters: Faster Code base always a plus The biggest role someone could fill would be this one below -Nifscope operator to make my models usable. Alpha Testers - for feedback. Anyone who wants to help should have discord and an afternoon free sometime. I am looking to create this for both fun, and to continue learning, as well as a bit of a portfolio piece i can point to. Anyone who wants to join, let me know Thanks for your time and interest
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Hello fellow Skyrim Fans. I am creating a mod to expand upon the various aspects of Skyrim. On Binding is going to be a series of mods that will attempt to expand the magic, guild and quest side of things eventually aiming to add guilds to each hold like in the days of yore. Speaking of the days of yore - on binding borrows some of its creative momentum from old morrowind mods such as LichCraft, and Tel Scelestus so if you are familiar with the mods, the concepts here wont be entirely strange. Flesh And Bone Constructs is the first installment that will attempt to introduce a new concept - spell weaving. It allows multiple schools of magic to form the basis of the new Binding System, that will overhaul the summoning aspect of the game where undead are concerned. Binding is considered by the mod to be a more pure form of the summoning power practiced by ancient wizards of the past. It can be applied to creatures in other realms, lifeless creatures, machinery, anything and produces a number of affects based on the schools of magic used. This mod will allow it to be used to animate Flesh and Bone Constructs - basically, skeletons, zombies, and all kinds of other forms of undead. It will also allow you to modify them for combat, place them into squads, and even appoint squad leaders. Unlike necromancy as the game considers it - there is no need for black soul gems or souls of any kind. Instead, an empty soulgem is required. Alteration and Illusion and conjuration schools mix togeather to allow control of how the construct works. No need for trapping poor souls into dead carcasses, like a maniac. All you truly need is the materials. You can even animate sets of armor this way, but with a slightly different process. But this installment covers only the "undead" as of yet. The constructs you create are altogeather different than undead. They are not considered by the game to be "Undead" as they are in fact, absolutely dead - merely animated. They do not suffer from silver, or any weapon that would specifically harm the undead. They also boast all the standard resistences you expect undead to have, such as being unable to drown, never fatigue ect, ect. However, the ambiant energy that keeps them animated is bound in the soul gem, inside. Eventually, this gets damaged, and can cause the construct to possibly go haywire, if left entirely unmaintained for too long. Possible Constructs So far include Zombie Wolves - Looks like the vampires death hound, but is very different in its abiltiies. Will Eventually get Different Skin. Skeletons - What you would Expect Zombies - What you would expect Proto-Zombies - Proto-Zombies are the predecessors of the flesh golem. When the player learns how to construct them, it will be their first real attempt at spell weaving. Spell weaving will allow the binder to "enchant" the creature with many different effects. Proto-Zombies were used by binders as guardians against vampires. They can be enchanted with enhanced speed, strength, and many other abilities that make them a formidable defense against lower cast vampires. One ability such as resurgent death - causes the proto-zombie to reanimate and burst violently into a proto-skeleton, ready to wreck havoc on its killer. Later undead will include mummies, flesh golems, ghouls, and abberant mutant vampire strains. On top of creating undead constructs, the player will interact with a rival faction who can be an ally, or an enemy. The leader is packaged to act similiarly to a player, and will attempt to clear dungeons with their faction. They will also offer trade agreement deals, defense pacts, and other things, as included will be an enemy faction, that will rival both sides. I will expand upon this as time goes on, however, the ground work is only lightly laid for this feature. So far the player can send out messengers to request things, and obtain items and such for them. I am getting close to getting the core features complete, and will need an alpha tester or too. I would also like to test the waters and see if anyone is interested in assisting with this project in any way. If you want to help I need. additional scripters Interior Desingers NPC designers/packages. a writer or two who will assist where needed. If your some person who doesnt know anything but would be willing to learn. I may consider teaching you how to do a thing or two, if you can be relied upon use it to help me. Anyone serious enough to apply for that position must have the SSE creation kit, ready and working. That's the only stipulation. I wont waste time helping people get it working. If you want to help me script Then you need to have the scripting side of things already taken care of, so note pad ++ or whatever you use, recognizes Papyrus. I could also use feedback here on ideas, and things people might like to see. Thanks :D
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Pre-existing skeleton imported from a NIF file or an armature constructed in blender?
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[LE] Help Detect and Increase Summon Duration
Arbidon replied to Arbidon's topic in Skyrim's Creation Kit and Modders
Any advice? -
[LE] Help Detect and Increase Summon Duration
Arbidon replied to Arbidon's topic in Skyrim's Creation Kit and Modders
I see, thank you! Since I wont be able to extend a specific summon, perhaps it would be more prudent to temporarly add a perk that would increase the the duration of all summons....so for instance, give the player a temporary perk for 10 seconds that increases the duration of all conjuring effects by 5000 seconds for 10 seconds? would that be a less complicated way of going about it? anyway to temporarly add and remove perks then? Edit So, I've been messing around with the editor and discovered that when I make a new perk value that's not inside the conjuration tree it is viewed as a null value....I'm assuming my only option then is to edit the conjuration perk tree and add a hidden perk that will do much the same as the duration increasing perk....Will this conflict with other mods that add perks to or edits these values? What if I put it off to the side so its not linkd to any other perk and its hidden? will it still conflict with reqiuem? -
I'm attempting to make a mod that does the following. Player casts a spell and it hits the summoned the creature from ANY MOD A soul gem is consumed from the players inventory The Duration of that partiuclar summon is increased by X. It seems rather simple in practice, but I'm stumped.... am I on the right track? Can anyone point me in the right direction with this? Will give credit upon mod release. ScriptName ArbExtendSummonDurationSpell Extends ActiveMagicEffect ObjectReference Property CurrentTarget Auto If (Game.GetPlayer().GetItemCount(EnterSoulGemhereRef) == 0 Debug.Trace("You do not have a grand soul gem) Else Game.GetPlayer()RemoveItem(SoulGemRef, 1) Debug.Trace("Your spell blazes to life, consuming the soul gem") Now here's where I get stumped... How do I get the actor the spell just hit? How do I get the magic effect associated with the summon? How do I extend the duration? Endif I would also like to in the future, base the gem off the targets level...so a level 5 skeleton would only need a petty soul gem, where as a level 20 summoned atronach would reqiure a greater soul gem and so on and so forth...but I'd like to keep it as simple as possible due to my inexperience....I also plan to add sending summons on missions or quests later, once I figure this out. Any help would be greatly appreciated, thank you for you time