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JetSteele

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Everything posted by JetSteele

  1. My Adamantium mod was released a long while ago and because of its 'roughness' in its conception it didn't get a fair chance. Recently it got a reboot (everything was a mess from file pathing to in game presentation so I decided to remake it from the ground up; take everything I learned from modding and remake my first ever mod). The mod has severally changed and improved with the reboot and the old video review I have of the mod no longer applies since the core mechanics of the mod have changed drastically since that time. I would appreciate a good review on the mod since it is a WIP. That said though, everything the mod gives you is fully functional and most if not all bugs are irradiated; the reason I'm keeping it tagged as BETA is because I am releasing the mod in arcs sort of how 'The Wolf Among Us' was released in chapters so is this mods story. Right now the story has its intro arc and I'm working on getting the next arc made. The only thing in the mod at the moment that doesn't have a function is the meditate power which will be used as a way to unlock more powers in the later arcs. I could use a good 'hard' review to know how someone who has knowledge about making mods sees this project, in the end its up to you; just wanted to throw it out there.
  2. well, if I figure it out I'll let you know.
  3. Hi, I made a custom enchanting table however I'm missing the marker on the nif file to make the enchanting table animations play when clicked on. How do I add the marker to the table?
  4. I could work with this, thanks for the ideas :)
  5. that's what I'm actually doing; every spell in game will have a dummy spell attached to it and once the ritual is complete any dummy spells attained will be replaced by actual spells BUT here is the catch. If your an apprentice in rank you won't be able to cast adept or expert level spells as those are above your current skill level.
  6. alright I got something working for now, basically if you read a spell book before becoming a mage a dummy spell gets equipped to the character instead of the real spell that fires nothing.
  7. nope no dice, the visual effects still play even though the magic effect doesn't apply b/c of conditions
  8. I'll try it; the only thing that bugs me with that is if the hands will still have fire in them or will the other hand effect take precedence. Anyways I'll try it and see what happens.
  9. Just one question to anyone who can answer it: I am designing that any spell that the player casts without being a mage doesn't work. Lets use Flames for example, b/c it doesn't work I also don't want the spell to have any effect visually unless the parameter that (PlayerIsMage) is == 1. The effect works properly (doesn't work without the global == 1 parameter) is it possible to show no effects also unless the parameter is 1?
  10. thanks for the ideas :) , I really like the ritual idea; I'll work on that. Thanks again!
  11. Try linking them in TesVEdit itself; I had a problem with dialogue when converting. Not that it didn't play but that it lost the quest link, I had to re-link everything after conversion in TesVEdit. What I did is take a screenshot of looking at alias from inside TesVEdit then after the conversion is done take another screenshot. Compare the two and see if any links are broken; if so just re-establish them and it should work again.
  12. Hi, I made an Overhaul (Supernatural) to the vampires and werewolves of Skyrim making them run more like Vampires from The Originals and Werewolves from Teen Wolf, so I got a request to also overhaul the magic and make it similar to The Originals/TVD which is what I'm doing now. What have I built so far: 1- Death System: Ok this is pretty much common sense for me, hell even Tolftir said it in game "Magic is by its very nature volatile and dangerous...it can and will destroy you." SO why is it so easy to use magic, I designed a system that when you run low on magicka your magic bar will slow down the amount of magic consumption and begin using your stamina bar, once your stamina is drained it will begin using your health bar. This means that too much magic can actually kill you, now for concentration spells its easily tracked for fire and forget you have to plan your attack before launching it. This function turns magic into sort of a strategic play as it removes the possibility of spamming attacks. 2- Upgraded Spells: The spells feel underpowered in late game, like seriously 4 fire storms to kill one person. So I am designing upgraded versions that look and feel different from their bases as well as being more powerful. I'm adding chant spells also BUT those are limited to concentration and fire and forget spells that aren't used to spam attacks like invisibility and not firebolt (seriously that got annoying REALLY fast). and now comes the point where the post is central to: 3- Mage Upgrade System: You can't be a mage at the start of the game, hell all you have at the beginning is your racial ability and active effect. All spells are stripped from the player, Magic shouldn't be something that everyone uses; so why is it so popular in game? I stripped it from people to make it something ethereal and feared when you come across it. Also I built a mage upgrade system that has 6 achievable levels but 10 in total: - Novice - Apprentice - Adept - Expert - Master - Elemental Specialization (Destruction) - Restorative Specialization (Restoration) - Conjurative Specialization (Conjuration) - Alterative Specialization (Alteration) - Illusionist Specialization (Illusion) The first 5 stages everyone can go to but once they become a master AND complete the proper ritual spell quest they can specialize in a school. What this does is it increases the spell power of that corresponding school by granting the player the chant version of the spells. Now the bases of the system is completed what I am unsure of and would like suggestions about is how should the player jump from one stage to the next; what should be the deciding factor or factors? level, skill level, magic pool? what would you guys think would fit to allow the player to increase his rank as a mage? Also just a side question: the system works from an OnSleepStop event, if another questline UnregisterForSleep will that affect my mage rank monitoring quest? Any suggestions are welcome since I hit a wall on criteria to increase the mage rank.
  13. I have a mod thats not exactly what you are asking for but its similar. Its called Supernatural and it adds humanoid werewolves to the game. I took the werewolf abilities and added them to a human wolf form as well as made the beast form work like a Vampire Lord meaning it lasts forever. If your interested you could check it out and I am going to upgrade the mod so I might even add some of your suggestions to the human-wolf form since they are good ideas. Think about how Teen Wolf werewolves work and thats how the wolves in the mod work.
  14. So that's what weight painting is, alright so I first set up a skin modifier then the bsskindismember. Thanks for clarifying that for me.
  15. nvm, it seems like sometimes the skse scripts need to be re applied to begin working again in ck. That's weird but whatever at least it works again :)
  16. Alright so I'm making a simple EquipItemEx skse script but the CK doesn't seem to compile the script properly. Is there a way to compile the script that I don't know about, its my first skse script so I'm unsure on how to compile it.
  17. alright thanks for the info, I'll look up how to paint a new texture :)
  18. So I just finished making my model inside 3ds max and if I import into Nifskope and play in game the shirt is invisible because I'm missing the BSSkinInstance property. Can someone explain to me on how to make it?
  19. Hi, so I'm making a texture for custom mage robes (expert/master mesh) and the texture is medium res. Sharpening the texture improves it a little but not much so how does one actually make a hd texture?
  20. I agree with Arthmoor, ID's are changed from time to time; hell I do it also. So using the GetQuest wouldn't be my best option. However people don't always reorder FormID's so therefore its my best bet. I'll finish off the patch (almost done) and see if its a CK error that corrects itself once you get in game or not...I'll let you guys know.
  21. I could do that but then I would have to make the patch every time I need to update my mod; I'm kinda lazy and don't want to do that every time :tongue: , doing it with GetFormFromFile means that it just needs to be done once. Sure its longer process since I need to get all of the FormID's but I don't need to patch my mod more than once unless Brevi (from Moonlight Tales) decides to re-number his ID's; the patch is good forever :smile: . So yeah, I could do that but it doubles my work load when releasing for no reason.
  22. So I am making a compatibility patch between my mod Supernatural and Moonlight Tales to allow players that use that mod too while using my mod. Now I need to access a Moonlight Tales script from my mod using GetFormFromFile fuction. I set it up properly but I get a CK error saying that the script is not a user defined type. The quest itself that runs the script however is accepted by this function. Do I ignore the error as if you have moonlight tales running it will correct itself (meaning that the script will launch properly even though CK states otherwise)? I'll test the patch after I finish making it but I just wanted to know if it will work or not? Sorry for the noob question, its my first compatibility patch I'm making so I wanted to make sure everything will be fine.
  23. Alright I just uploaded the mod to nexus, getting scanned right now. Here is the link encase anyone's interested: http://www.nexusmods.com/skyrim/mods/61759/ Oh just FYI, I overhauled the wolf form also. Now it lasts forever like vampire lord. The howls got a small revamp too, its a shout so the first word is predator vision, second word is fear and third word is revert form. Depending on how long you hold down the button depends on which power gets activated. If you want more info check out the description.
  24. Hi, I'm trying to tweak a Script from Bethesda for an overhaul mod but pressing enter on it or trying to type something in isn't having any input in script source editor. Does someone know why this is happening? I'm trying to edit DLC1PlayerVampireChangeScript; and before anyone asks yes, I have the psc and pex in proper folders so it should be working (and I edited other DLC scripts before so I know how to get them working in CK). Another script that did this to me was CompanionsHousekeepingScript, doesn't allow me to edit anything so I had to go through the WerewolfCureQuest to get my change implemented. Is this a CK issue? Is there some way to fix this? Thanks in advance for any advice you could give me!
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