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dalsio

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Everything posted by dalsio

  1. Did you point your quests to a reference alias or to the object reference of the NPC itself (directly to the NPC in the cell)? If you used a reference alias all you simply need to do is place the npc in the new cell and re-assign the reference alias to the new object reference. Otherwise, you might want to try placing a new copy of the NPC in the new cell (keep the old one) and use TES5Edit to overwrite the old reference, but I don't exactly know how or if this would work. In the future it's usually best to have quests and such refer to a reference alias so that if you need to change what cell an NPC is in or even completely change what NPC it refers to you can just change all of them at once to whatever one you need by re-assigning the alias.
  2. You can always remake the wisp mother as an NPC. I don't know exactly what modification needs to be done to convert a creature skeleton to work as an NPC skeleton so it might be impossible or at least more trouble than it's worth but it may be easier than it sounds.
  3. I assume by "Both ways only mitigate damage" you mean that even if damage was reduced to 0, it would still show up as a hit. When I say 100% damage resistance you can use a variety of methods to achieve that not just through armor or magic resistance. Unfortunately there are quite a few problems with using the ethereal effect as-is that would prove problematic to apply to everyone in an area all the time. Fall damage is not a thing, infinite sprint, potions not working, flame cloak still working while ethereal, etc. One can perhaps modify it to their needs but it would be much easier to just make a new effect that has the same "doesn't hit anything" attribute. Further, remember that the player being in combat is not the only time damage from weapons can occur. NPCs can attack each other and an attack that the player uses to initiate combat is not considered made in-combat. You would need to apply it to everyone in an area of the player all the time and that can do some odd things if you use the wrong effect.
  4. Actually, you could turn the fire breathing into the flame coming out of the top of the basket like real hot air balloons (I don't know what it's called, I'm not a hot air balloon person).
  5. @MaxShadow09 Yes, SKSE takes a little bit for it to catch orphaned scripts because it has to tell if a script is orphaned from in-game and also makes doubly sure that the script isn't being used by anything. That necessitates waiting for the script to do certain things and fail, or otherwise present evidence that it's orphaned which means that orphaned scripts that have a lot of idle time or only activate at specific moments can sometimes hang around for a while. For really bloated save games it might take a few hours of playing since it's really designed to keep a game from being bloated rather than clean it (in such a case it might be worth it to run a save cleaner). Orphaned scripts only have a noticeable effect on your game if they pile up in large numbers which shouldn't happen during normal (SKSE) use unless you try to load a save game with completely different mod loadouts (ie. saving your game, switching to a vanilla profile, and then trying to play that save game again). You should normally never need to clean a save while running SKSE because it should catch the few orphaned scripts that might occur over the save's lifespan (the time when it's being used and not overwritten/obsolete by a more recent save). As a note remember that only save games are bloated, not the game. No matter how much you change your loadout, if you start a new game or load a game that already had that loadout running you should never experience orphaned scripts aside from a few fringe cases such as what Lofgren mentioned.
  6. I'm not sure what you mean. I have over 400 mods installed, and my save files always have a size of 30mb or less. More mods means more scripts stored in your save, and also more objects in the world, so yeah, the size increases, but not much. However, once I had a mod that was throwing errors constantly, and it made my save files go over 100MB, but uninstalling it fixed the problem. It was Throwing Weapons Redux. Short answer: It used to be a thing but recent versions of SKSE have made this essentially a myth. Longer answer: Peter is probably referring to a problem with save bloating that would happen when someone activated a mod with scripts, ran the game so that the scripts ran in the background, and then deactivated the mod or otherwise removed the scripts from the game. What would happen is that the script would be stuck in a state of limbo, not quite working as intended but still running in the background because it was so heavily tied to the save file. After repeating this process one's game could become bogged down (start running slowly) not because the save file itself was big but because the game was running a bunch of "orphaned" or "rogue" scripts that it didn't use and it unnecessarily taxed the CPU thread. Fortunately with relatively recent versions of SKSE, script cleanup is integrated so that any running scripts that become "orphaned" or essentially lose the mod they were tied to are automatically shut down and removed from the save game. So, if you experience save "bloating" (which is rare due to how many scripting mods require SKSE anymore) then go ahead and install the most recent SKSE and play the game for a while. Your save games should lose most of that weight in about 30 minutes or so and any future saves you make should never see that problem again.
  7. Irswat: Your method does not indicate at any point when these steps are taken. Chance to hit means that the dice rolls every time a strike happens, so one has to either somehow anticipate the hit and modify it's effect based on custom values (what your method proposes) or nullify the hit itself and then replace it with a new one with the custom parameters. You can, with SKSE, anticipate the hit with the OnActorAction() event, but you can't get the target from that event because targets are determined at-hit so to do pre-hit operations one would have to intercept the hit itself as it was being registered in the engine which is not something that is possible currently in papyrus. The only other option, then, is post-hit operations, where you nullify the in-engine hit (with a constant 100% damage resist or something), recalculate the damage numbers with the new hit-chance parameters and then deal damage based on those calculations. This can be done fully in papyrus, even without SKSE, using the OnHit() event that's part of the ObjectReference class script (of which the actor script inherits) which returns both the target of the hit (as the actor the script is tied to) and the attacker. One simply needs to tie a script with this event to each relevant actor (either intelligently determining relevant actors based on actor types, combat states, proximity to the player, etc. or just a blanket "add to all" type system) and make the actor essentially "invincible" to damage from the real world. Then simply calculate the appropriate damage (or 0 in the case of a "miss") and either manually calculate defense values and hard-remove it with DamageActorValue(), or temporarily remove the damage resistance, apply a damage effect of the same type and amount as the weapon/spell/arrow used and let the normal defense calculations take over which would improve compatibility with any mods that altar the way damage resistance is calculated. For a step-by-step: 1. Attach a script to the player actor that uses the OnCombatStateChange() event to trigger when they're in combat, adding OnActorAction() to the player's swing/cast/shot in case they initiate combat and have it apply an invisible magic effect to all actors in the area (or if you want everyone everywhere to work with the same chance-to-hit effect on enemies regardless of combat state with the player just apply the magic effect to everyone somehow). 2. Have that magic effect boost that actor's physical and magic damage resistances to 100%, then attach a script to that magic effect so that the script is attached to the actor (or some other such method of attaching the script to all the actors) that has the OnHit() event. 3. The OnHit() event returns the aggressor (attacker) from which their stats, weapon types, enchantments, etc. can be read, so with that do your Hit Chance plus any necessary damage calculations and then either determine the damage it should do with the stats of the defending actor and remove their health directly with DamageActorValue(), or temporarily remove the damage resistance and apply a damage effect of the same type and amount as the weapon/spell/arrow used and let the normal defense calculations take over which would improve compatibility with any mods that altar the way damage resistance is calculated. 4. ??? 5. Profit.
  8. Why does it have to be a static? If it doesn't have to have (reliable) collision you can just make it an actor with an air balloon model and have it move around however you please as if it were a dragon (but floating instead of flying). Heck, you could start with a dragon, modify the model and texture and movement patterns and visually, there should be no difference. If you're dedicated to moving non-actor objects, what you should be looking at is the ObjectReference script definitions on the CK wiki script reference. These are the functions that basically apply to everything you actually see in-game. Specifically the functions you want to look at are SetPosition() for absolute control of speed, acceleration, etc. (basically you repeatedly change positions in small increments to simulate movement though this particular function may or may not cause a "fading" effect) or for more ease TranslateTo() which lets you set a target position, speed, target rotation, and rotation speed. StopTranslation() is probably also useful in case you need to cut movement short. Regardless, all that movement would be better handled in-engine (using an actor) rather than in scripts. I suppose it depends on the type of work you want to do, as the scripting will (obviously) require more programming knowledge, but changing the models of dragons for instance will require knowledge of modelling and a bit of AI pathing in the CK.
  9. One could script every guard in the game to individually (unless there already is or someone writes a guard-finder function) have their inventory altered to replace the armor. Alternatively they could simply disable the former guards and replace them with the new ones when necessary. This would require a bit more work to appropriately be compatible with some mods that modify guards, but could have some extra benefits and probably be a lot less resource intensive.
  10. Sadly, what you want is not new. I wanted to do that for my chainmail bodysuit mod but came across many obstacles. Had to do some pretty jank stuff just to get something similar working and it still didn't look right. My lengthy explanation in this post:
  11. Basically, what you're wanting is to layer two armors/clothing on top of each other on top of the player's body. Slots and the creation kit have nothing to do with it, but rather the game's engine. Short answer: Not possible with the tools we have. Medium answer: Kind of possible but not seamlessly, reliably, or easily and even then only with certain kinds of underwear. I tried to do this to some degree with my bodysuits mod and had limited success, but it was nowhere near as fleshed out and robust as I had hoped and I became quite familiar with the brick walls that were in my way. As far as I know, we don't have the tools to do it properly. What you can do is follow some tutorials on nifskope to take the underwear model and the armor model, combine the two and remove the bits that would cause collision (basically anything underneath other pieces of armor that isn't visible). The tutorial in my Bodysuits mod shows you how to essentially replace the skin texture used by an armor mesh with any texture that suits you, but doesn't go into details of actually changing the geometry of anything so it only really works as a full-body (minus hands and feet) replacer. Any skin showing in the body area would look strange since skin and armor textures use two different lighting methods. Both of these are per-armor-per-underwear solutions so it's not the most comprehensive, but it's the best (and sometimes only) way to do it right now. Long answer: Unfortunately, the problem is that simply layering one item on top of another or even on top of the base body mesh causes clipping 99.9% of the time. With armors, what the game actually does is replace entire sections of the body model with an entirely new mesh that has the body and armor meshes already combined by a 3d modeller. In fact, clipping can even occur with the body model, so modelers actually have to remove the bits of the body mesh that are covered by the armor so that when the actor (player/npc/creature) moves, the elbow, forearm, or boob underneath the armor doesn't just clip through. To try and put one armor on top of another, one needs to intelligently combine and modify the three meshes (armor A, armor B, and body) at run-time (while in game through scripts or triggers) or else have to make each and every armor+underwear combination as a new armor. SKSE can seemingly modify models with scripts, but the functionality seems to be somewhat limited. I think Oblivion sort of had that ability with NifSE but the development of that for Skyrim seems to have stagnated and besides, it wouldn't be capable of the mesh edits required for some of the really complex mod ideas since it would be limited to what nifskope can do and nifskope can't edit meshes on a vertex-by-vertex basis (as far as I know). The only other way would be a system that adds physics collision to armor models so that they move around in response to the actor's body (like in real life) but that would A. probably require a better physics engine than Havok since collision is a bit finicky, B. need to be integrated into the game's engine because C. it would be incredibly resource-intensive (even in-engine) since you would be having constant physics-based collision between two physics objects on all moving characters wearing anything more than an arm-band or a shoe. Likely, this is not worth the cost, though for VR, since no movement by the player is "canned" or pre-animated and immersion is in high demand, making clothing move in realistic ways independent of animations and with realistic physics (allowing the sleeves to be rolled-up or skirts to flow and collide without clipping, for instance) or the ability to determine weapon damage based on speed, weight, hit location and damage pattern (slicing or blunt) and maybe even the ability to create wounds on a player based on those parameters would be quite desirable. I digress, without the appropriate tools a perfect solution is neigh impossible. I would try and make a nifse-like program myself but to do so I would need to make a plugin for skse and I literally can't get Visual Studio to work on my PC (and I don't really want to reinstall my operating system to do so).
  12. Yea, DINPUT8 needs to stay that name, or DSFix won't activate at all. First, you need to make sure that DSMFix.dll and DSMFix.ini (from the downloaded zip) are in the same directory as the DSFix files. The change you need to make to DSFix.ini is to put, after dinput8dllWrapper, the name of the .dll file you're using. In this case, that is DSMFix.dll. You seem do have done it right, but double check your spelling. The word after dinput8dllWrapper needs to exactly match the filename and file extention (.dll) of the DSMFix file. If that doesn't work, double check that your DSfix and DSMFix files are correct and up-to-date. Other than that, I have no idea.
  13. I don't have much experience with using the NMM, but I imagine it's very similar to the NMM from other games. I'm sure if you popped over to a more populated nexus like the skyrim nexus and asked your question, you would find a bunch of people who know what they're doing. That's not to say you should leave this forum alone. :P When you figure it out, come here and share your knowledge! :D
  14. I read this god damned forum. :P The Cursed Artorias Greatsword is already pitch black, and the greatshield is pretty dark as well, while the normal greatsword actually fits well with the armor, so I'm a bit confused as to what you're wanting. Are you wanting A more metallic look? Are you wanting the normal artorias greatsword to be darker? Do you just want the greatshield to be retextured to look like the black iron shield? Neither of these sets have a particular color scheme beyond metallic, since there isn't much color to begin with. Maybe you want the sword and shield to be more dented and nicked, like the armor is?
  15. Resurrecting an NPC is kind of a complicated system. The easiest way might be to get it to respawn, kind of like an enemy. There might be a hexcode of some sort that designates it as respawning, but I wouldn't know what it is, nor how to change it. For now, hexcode modification is the limit of what we can do (as limited as even that is), so proper "resurrection" is virtually impossible. There might be a trainer out there that makes NPC's invulnerable, but I doubt that would make them reappear. Maybe a trainer exists, or can be made, to allow NPCs to respawn, but I have not heard of it and most trainers tend to focus on the player, not the environment.
  16. Added some new stuff while messing around in my texture dump folder. Also, if anyone can find what texture is used for the title screen (not the title itself, but the background) it would be a big help. I tried to find it, either as a full black background or maybe a small texture that would be tiled or stretched to fit any size, but I came up with nothing.
  17. So as I've been playing Dark Souls (not nearly finished yet) I'm getting distracted by the wonderful modding community starting up, and poking around with the texture dumping provided by DSfix. However, looking into the massive folder filled with textures all with an alphanumeric designation rather than a proper name, I quickly realize that trying to find a particular texture to mod is, to say the least, quite difficult. It would be nice if we could have some easy-to-find location, perhaps this thread, that begins to map out the textures in their relation to the game, and link them to the filename. Thus, making it far simpler to pick a texture from the list, or modify the existing structure of the already dumped files, and then simply rename it to the proper designation when packing and uploading to the nexus. Basically, a texture catalog. I'm no good with this text editor, and this would probably be better placed on a wiki of some sort, if it hasn't been already. For now I'll start listing some textures already discovered by some of the modders on the forum, as well as any I have found so far. Feel free to add any you or others have found or changes to the list, and I'll edit the OP. UI Title Screen: 3f28b833, aedc8d7f, ba58128c Merchant/Blacksmith Icons: d39537ab Bandai/Namco Logo: 2fba57c1 XBox Buttons & Enchanted Item Icons: 40fbc4ad Enemy/Player Health Bars: e3e2582d Bonfire Lit/Humanity Acquired/Revival Text: 8be12045 Regional Text and Lettering: 50dae271, 45701b94 Bonfire Loading Animation: ca3de230 You Died/Retrieval/Humanity Restored/Target Destroyed/Victory Achieved Text: 3abef6fc Attribute Icons*: adc41c07 Item Icons (Crest of Artorias, AoA Boss Souls, Dark Eye Orb, keys, Darksign): ffbeb0de Ring Icons (almost all of them): 4dd1164a You Win/You Lose/You Draw Notifications: 4ce7a5c3 Status Icons: 6b0e84c1 Save Icon: 9e63c9e2 Item Icons (shields, arrows, talismans, catalysts, weapons): 17c838c0 Weapon Icons (swords, shields, and bows): 60a2c243 Misc Armor Icons: 00977a93 Armor Set Icons: c0468a2d, 14137a1e Item Icons (consumables, embers, keys, souls, titanite): 50151969 Game Menu Icons: 43a2b23a Spell/Gesture/Options Menu Icons: e01c5360 Havok Logo: 8618c56e Weapons Demon's Great Machete: 8fb49b38, 496da4fd, e5ac523d Claymore: c86d56c1, d599238a, e650ada9 Iaito: 8c191c76, 379ba7db Drake Sword: 2d260b4a Stone Greatsword: b2badd0c Dragon King Greataxe*: b2e2d135 Greataxe*: b972ff60 Shields Knight Shield: 4b6febea Balder Shield: 674f2862 Stone Greatshield: 1c78cc38, b11abc94, fa413a5c Hollow Shield*: 59324621 Armor Sets Elite Knight Armor: 9e06d320, 10310f6b, 93446653, d32c87b2, db313b2d, f2f2ca8c, f1788b89, fe6ec542 Ornstein's Armor: 0b0a53e4, 31d2f2e2, 76b785fc, 90aa425b, 0301ddb7, 93666fed, 421074a8 a397d9d7, acefd34e, b0083235, c247b80f, d0ef2697, e1f865ab, f040d747Enemies Rat Head*: 6ab90aaf Crystal Lizard: 485ac6b7 Rat*: 3242007a, adca7381 Special Effects Fire Explosion*: 203ca389 Sparks*: 1523c12c Environment Moon* (crescent): 79b8883b, Moon* (eclipse): e583a9ce Sun Glare*: 83d660f9 Blood Splatter*: 569ab8ac, e6c900da Summon Sign*: 3271fdc4 * Needs Confirmation =====Updates===== 11/16 - Added some new items to the UI section, a new "Environment" section, added stuff to Special Effects.
  18. I think, if he's sincere, his problem is that when playing Dishonored on PC specifically, his eyes hurt faster than usual. This can be caused by many reasons, not the least of which are FOV problems. Dishonored defaults to a relatively low FoV, about 60. Normally, for console gamers who usually sit farther away from the screen, this isn't a problem. But when sitting 50cm away, the FoV can kill your eyes and give a nasty headache. Try bumping up your FoV, the max in-game is 85, but you can modify the .ini file (www.gamefront.com) to get something higher. Another problem can be your monitor settings. If you only get a headache during a specific game, it might be the game settings conflicting with the defaults, or that the game itself just happens to do stuff that makes a normally faulty monitor setting that much more unbearable. Check that your resolution is correct for your monitor both in-game and out, and that the screen is oriented correctly. Color correction might be an issue, but unlikely. What could be a major factor is refresh rate. If the game sets your monitor to an unusual refresh rate, your monitor doesn't display right and items on the screen look slightly blurry or even double vision, depending on how bad it is. Check that the game sets the refresh rate to whatever your monitor's refresh rate is, and mess with vertical sync settings. Of course, gamma and brightness can be a factor. Playing a game in the dark shouldn't have an effect, but just in case try changing your room's lighting. Change your gamma and brightness to make sure that you can see the light parts, but not see through dark areas, and that there is proper contrast between the two. Having either too bright a screen or too dark can cause eye strain. And finally, make sure that every so often you look away from the screen a sec. You wouldn't believe how well just peeling your eyes off to look at your keyboard or maybe a blank wall can help with eye stamina.
  19. Textures are usually the first step towards modding a game, but much more than that would likely require official modding tools. If enough people pester Arkane for those tools, I'm sure they'll plan it in sometime. However, they will likely want a bit of a break after launch of the game, so anything beyond major bug fixes will probably have to wait. The only other way for modding to take off is if a fan can make an unofficial tool or tools. Many kinds of tools can be made, large or small, and can build up to something quite comprehensive, but more knowledge about the engine's programming would be necessary. A texture-replacer tool or a hex-editor to change simple values would be a start. If user-generated modding were to really get interesting, however, an intermediary tool, AKA a modder's resource, would likely be needed. The UDK might not be usable to modify the game as it is, but perhaps a plugin or mod for the UDK can be made to interface with Dishonored's data. Or, perhaps, the same can be done to a modding tool from another UE3 game. Above all, though, it would be nice to have some central location for discussion about dishonored mods beyond a single thread. Perhaps a sub-forum.
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