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JetSteele

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Everything posted by JetSteele

  1. I don't have a timeframe just yet as I also need to wait for SSE to release since I want to release both versions at the same time, and I need to see how compatible both mods are in the CK (I'm not completely convinced that it'll be an easy transfer but that's a conversation for another time). Vampirism and Lycanthropy will both be available in the new mod but any compatibilities that I might make in the future would be made post release of the base mod.
  2. >>Ritual Completely Scripted! The ritual site itself looks ordinary without the items added to the platform. Once the correct item is added then the seal will begin to glow as shown in the image provided. If you try to activate the 'Orb of Anu' before breaking all the seals then the Orb remains dormant. After all the seals are broken by placing each item on the corresponding pedestal then when you activate the Orb it will open up, the player will begin floating and a light will descend upon the player beginning the ritual. After a couple seconds the player will blackout and wake up in a room that is completely pitch black (no walls, no floors...just empty darkness). This symbolizes the player inside of his own mind. There will be one table in the room with The Mortal Cup on it, the player drinks from the cup and then everything goes black once more. When the player comes to once again he/she will be floating at the exact spot they were and after a second or two they will be flung backwards unto the ground and the Orb will close signalling the end of the ritual. Once the player is a Daemon the Orb will act as the upgrade system for them, so the player would pray to the Orb, it will open and grant the player a new power of their choosing if they fulfill the necessary requirements. Note that to use the orb all the seals must always be broken, however you don't need to keep the items there forever. So you can take the Staff of Magnus away and bring it back to its pedestal whenever you want to use the Orb, its not locked there forever once the ritual begins. Same goes for any of the items. The player will have the main quest line for the mod as well as side quests to track each of the seals. Therefore objectives like the Ultra Dragon Priest mask I'll have a quest pointing to all the dragon priests and later to where you need to bring everything...this way the player won't have to track down all the masks on their own. Not everything will be handed to the player on a silver platter...some puzzles the player will have to figure out on his own. Quest objective markers will only be given to the player if the character itself learns of the locations. Meaning that there will be no hand holding and the marker system won't be utilized as 'an all seeing God that knows where the player needs to go' system. Once the mod releases I will be giving a 2 week period where I won't be answering any questions relating to the quest line except where the start of it is. After that period I'll write a walkthrough for the quest line. Though in the mod there will be everything you need to understand and complete the quest line, it won't be impossibly difficult. That is all the info for now, I'll make another post once the quest line is completed to give you guys an idea on what will go down; though I won't give out answers to puzzles or any details that are too revealing.
  3. Did you uninstall the mod properly by following the uninstall instructions or through the MCM Menu...
  4. ​If a Moderator sees this can you move this to the Skyrim Special Edition forums, I started this topic before SSE launched (and the SSE forums didn't exist) but since it's been released, to prevent any confusion can we move this over to the proper forum? Development Thread Jesus, its been a hell of a ride for this mod. I remember when this project first begun and I knew absolutely nothing about modding, lets cut to the chase of this thread though. The mod itself is being reconstructed from scratch with a whole slew of changes and improvements. From those who know the mod, its a race mod where the player gets to become half angel. The mod itself started off as a disease based transformation (similar to vampirism) and then it became a race mod that you select through the race menu. Reason I changed it was because I kept getting requests to make custom races compatible and the scripting became way complicated for me (at the skill level I was at). The mod is getting one final facelift for SE (third times the charm aye? :tongue:) which is creating a hybrid between the original mod idea and the new concepts that I learned over time and implemented in the later iterations of this mod. However this new mod won't be released as 'Nephilim', on the contrary I've decided to release the mod under a new banner entirely. The decision was a long and thought out one but considering that the mod is being reconstructed with new ideas and locations and its being turned into a quest based mod, I feel like I have enough here to rebrand the mod (also I'm releasing all my SE ported mods in one pack). >>Quest As I mentioned above the mod will be quest based and to get Angelic powers and the transformation the player will need to undergo several rituals. The quest line will begin once the player finds a journal written by Savos Aren, discovering the entrance to Gleyma Maeshowe or picking up the Skull key located inside of the Dwemer Museum; though to unlock the Skull key box the player needs access to the Arch-Mage key. As the player continues through the quest line it will interweave itself into 2 other quest lines from the base game (the quests won't be edited so no mod incompatibilities will occur): - The Main Quest (for the Grigori path ONLY) - The Mages Guild Quest I don't want to force players to do quests they don't want to but I felt that it was necessary for the ritual to encompass those 2 quest lines. The ritual site itself will be held in a new Atherial Plane called the Alicante Valley. The specific quest line details will be released at a later date... >>Lore The lore behind this new mod will also be expanded upon and differ from what the original mod was, reason being is that you won't be becoming a Nephilim (though the Nephilim lore will remain intact); however you will be working your way to transforming into a full blown angelic like character. This is done by first transforming into an Otherworldly Entity, then at a later point choosing which type of awakening you would like to become and finally transforming fully into a Pneuma Awoken (an angelic like character). >>Death Sequence As for the death aspect of the mod...in the Nephilim mod it is said that the player underwent a procedure that gave them immortality/longevity which is the lore behind the death sequence. In the new mod because you are a mortal which becomes Pneuma Awoken you must do a subsequent smaller ritual to unlock this feature. >>Other Info Any race will be compatible with the ritual, including custom races. I don't have a release date as of yet as its still early development however I'll keep you guys posted on progress and how everything is coming along.
  5. In the tools tab of your Steam Library you'll have an option called 'Skyrim Creation Kit'.
  6. This is theoretical since I didn't test this out but what you could try is set up some ingredient properties in the script like say the human heart then have a magiceffectstart and have the spell have a radius (a small one but one big enough to detect the items). Then in the script on magiceffectstart you have the akTarget set as the ingredient itself and if the ingredient is detected then the rest of the effect plays. Afterwards say that you delete the ingredient in the spell radius and then it spawns in the Daedra (in this example). Though you'll need to put in a counter so if their are multiple hearts in the radius it spawns in multiple Daedra. That is the more advanced way to do it, the easier way would be to detect the items through your inventory. Delete them and then spawn the Daedra to you. But from your post it seems that you wanted the first method and not the latter. Again I haven't tested this out myself as I don't have the time right now but in theory it should work, follow what Frank gave you to setting up the script. *Edit: I use something like this to switch an Activator to an ObjectReference mid-script so I can delete it later on so maybe you can repurpose it to switch your Item to an Actor (Maybe?) This isn't to use directly but you might be able to repurpose my fragment here to change your property from a MiscItem to an Actor mid-script.
  7. I've got a user on a mod that claims that the texture is not loading properly on his game (its pixelated), I've made NIF paths before and everything is loading properly in my un-modded game (used for testing) as well as everyone else who has the mod. Everything is loaded inside of a BSA and the scripts of the mod is firing fine for him so I'm assuming that the BSA is installed properly. Is it possible that if someone has too many mods installed (graphics) and their graphics card can't handle it, it doesn't load textures up properly? I know about the purple ones where it just ignores the textures but I was curious if it also affects particle effects.
  8. Here you go: http://www.nexusmods.com/fallout4/mods/13295/?
  9. ( RETROACTED ) ( I've made a mod quite a while ago called Institute Network. In principal It allows the player to relay to and from the Institute from a Pip-Boy holotape; some might say, what for? I felt its just something that I wanted to add to the game. The holotape is said to act as a Courser Chip interface that allows you to come and go from the Institute instead of using the World Map. ) Hey! It's been forever since I've publically said anything about this mod and I felt that I should repurpose this specific topic for this specific reveal. As those that have played with Institute Network know, the mod is good but there are some draw backs...specifically in how the Relay list was handled. It is what I call a 'Closed System' meaning that any time I want to add a new location to the Relay I needed to go in CK and manually add that location in. There were ways to circumvent that however it would have made the list less understandable (i.e. Location01, Location02...and so on). So obviously I didn't want to go down that path, I have been looking for ways to break my system and turn it into an 'Open System' but for months I had no such luck in finding a way with the current implemented system. Way before Institute Network was created I was working on a mod that I codenamed 'Vault256'. The project was later dropped for so many scripting difficulties. I have since then revived that project and created a complete relay system that is 'Open'. The drawback is that when you Relay out you will find yourself at the exact point where you Relayed in. This allows the player to Relay out to the DLC areas without requiring the DLC as an xMarker is what handles the teleport location. The drawback being that you cannot Relay anywhere you want, however this is also a plus as this drawback is also a balancing mechanic for those that play on Survival difficulty. I have about 3 remaining base features to complete before the mod is going to be ready for release...why am I mentioning this in a topic that is about the Institute Network mod? Because this new Relay system is being used in an updated Institute Network that is being merged with the 'Vault256' mod. The new mod will have quite a few features in it (not revealing what just yet) that should interest the player. I will create a topic about that mod once it's closer to release. This post is a heads up that there is a completed updated version of Institute Network in the works that will be released alongside the resurrected 'Vault256' mod. More Info to Come!
  10. SetEssential Scripting has slightly changed from the Skyrim days but not much. It just took me about 20 minutes to look everything up with F4 scripting since most of it was kept intact from Skyrim. As for from Oblivion...I haven't modded from then so I don't know how different Skyrim and Oblivion coding is from eachother. To call this function from a quest stage is simple, just put this function on the stage itself and then add your SetStage to whatever you need. That is the proper function though the Properties are written differently; they are now written like this for F4: Quest Property MyQuest Auto Const Int Property StageToSet Auto Const
  11. I've been fiddleing with this for a while and just wanted to get some input. Just as a note that I did get the necessary animation to work. So in my fallout mod I made a small one which gives the player an actual interface to use the Institute Relay from instead of just through the Map Marker. I've added an idle animation to the Pip-Boy through the CK which is just one of the regular vanilla ones. The interface for the relay is accessed through a terminal that you get through a special holotape. The difference is that I'm bringing it closer to lore (Madison Li says she installs the Courser Chip directly into your Pip-Boy which is what allows you to relay in and out of The Institute). I've set up the necessary animation and it plays instead of the regular holotape loading animation when accessing the specific holotape. The issue I'm having is that when you load fresh the save for a first time (in a session) the animation borks and your character gets frozen in a looking to the sky pose while you are stuck in a menu. However if you return to the main menu and reload once more then everything works 100%. Does anyone know why when you first load up a save file the animation borks but if you reload without closing the game completely then everything works fine? Is there a way to fix this? Right now I'm just getting flashbacks to SEQ files for Skyrim and wondering if something needs to be generated to make the new animation play right off the bat. Any help is appreciated. *Edit: I've been wanting to play the Tab change animation on my holotape but I didn't realize that it wasn't playing because it was the same animation that played when the holotape is already inside of the Pipboy...so the animation didn't play at all it was still the game playing the original ones. Back to the drawing board. I'll post back once I find a fix.
  12. I released something similar to what your asking: The Institute Network However instead of using the world map you'll have a Courser Chip in your inventory (holotape) and you'll use the relay through that (I felt that it pulled you out of the experience to relay through the world map). I'll be releasing an update soon (once I finish polishing it) that will prevent you from dropping the Courser Chip once you get it from Madison Li (since it is supposed to be something that is directly installed inside of your Pip-Boy). When teleporting into the Institute you will always appear in the Relay Room. *Edit: Update released, just letting you know.
  13. I haven't had any disabling issues either on my end.
  14. You need to make the changes needed for mods to work to the INI files (make custom variants so you don't edit the originals), just google how to mod fallout 4 and the INI changes needed will be given to you and then you just edit them and your .ba2 will be read.
  15. From my preliminary testing, edits to interior cells don't cause the bug either.
  16. Soon I'll be setting up the connection to the world (though I'll put it in an interior just to be on the safe side), once set it up I'll post back to let you guys know if the bug is specific to the worldspace only.
  17. So from what I gather this is an outdoor cell bug? I'm working on a custom cell so I'm curious if this will effect me in any way. If I add something to an interior cell will that cause the reset bug as well or is it only exterior ones? If I have to add a connection to the custom cell in an interior as a workaround until the bug gets fixed then I'll do that, just curious if that would be a viable workaround.
  18. Well I just feel like the dumbest person ever... It seems that what people have been posting about not needing to add those lines to the Fallout4.INI is wrong. Without those lines there the game just completely ignores any loose files so it is necessary to make the changes to the INI files even now with the CK in Beta. I really should have checked that before posting about this :sweat: . Thanks for the help!
  19. What do you mean by that? The script is attached to the Terminal itself through the fragments section. Then when the option is selected it uses a function from the controller quest to carry out what it needs to do. I've tried doing it directly through the fragment itself and later changed it to calling upon a quest to allow all the switches and controls for the custom vault to be controlled through the same place. And both ways still offer the same results.
  20. After further testing I can confirm that my Terminal Fragment is not being read at all, no matter if I click on the option and something should happen next it doesn't. Also just as a side note for anyone who cares to know that the reason the Debug is not showing in game is mechanical, Beth altered that part of the scripting process. So the Debug commands like trace and notification don't actually get compiled into the final script you need to run it in DebugMode which I'm not too sure yet how to do that.
  21. Thanks for giving me a starting point. I've set everything up the way that terminal is set and I've put debugs in the script just to see where it's stopped. I've set the quest to GameStart and also used FormIDs. Funny thing is that the quest is not read either just like the terminal; it actually doesn't start...it's really strange since the scripts compile properly and it says that there aren't any error. I'm going to continue fiddling with it to see if there is something that can be done.
  22. Alright after some testing I found that the fragment on the console isn't fireing at all, is there something I need to change in an INI somewhere that will allow the game to read custom scripts? Everything on the CK side is running smoothly and compiling so I'm thinking it has to do with the game itself...and yes the mod itself is active, its only the script that isn't being read.
  23. I've downloaded the CK yesterday and throughout the night was playing around with it. I'm trying to implement a simple lock/unlock script fragment to a terminal (and followed the CK website guidelines as well as examples Beth has in game) but I can't get the door to unlock from the Terminal in game. I know everything is still in Beta so I'm wondering if I should keep everything barebones for now and implement the scripting part of it later on. Is anyone else having a hard time getting Terminal Fragments to fire?
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