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grmblf

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Everything posted by grmblf

  1. yep I get your point, I haven't tried to make sub-menus yet but I guess I know how it works. I'll try with a menu naming all the possible mods that adds some weather, then on click I'll check for isModLoaded and if so continue to the sub-menu. But my CS still crashing when I save any mod with Lost Spires loaded so maybe in the end it will add every weather except that one :D
  2. Lost Spires only has one weather wich EditorID is 'CelestialPlane' but whenever I try to save a mod with a spell that forceWeather it, my CS crashes :(
  3. ahh.. weathers have ID too? I guess I had to know it :) then it's easy, pal! I think I have lost spires lost somewhere in a hard drive, I'll list the weathers and do what you've said. I'm back soon.
  4. So basically once you have maxed all of your major skills and can't level up you want to be able to choose new specialization skills and keep leveling up your character, right? This can be done with some (if not every) leveling mod like KCAS, you won't get the quest and the title but you can roleplay it. Anyway, I don't see why a character has to wait 'til level 50 to become a monk or a noblesman. I'm not saying this 'prestige classes' isn't a good idea, but rather that IMHO it'd be better to be able to choose them from the beginning and don't mess with leveling.
  5. If you think it's that easy then even if you don't want to download that mod the least you could do is to write a line or two with some guidance or tips telling how you'd do it for those non-lazy people willing to do it. If you still don't want to do that little effort then better say nothing. PS: I'd like to see a mod like this, maybe rather than getting the weathers from loaded mods getting them from an own library of weathers to use independently if this doesn't make it grow in size too much. Unfortunately I can't mod it myself but if you or someone else ever start working on this I offer my -limited- scripting skills to this project.
  6. nah np my english is worst than yours :P I'm currently re-working the scripts to put it all togheter better than it was (there was a script for each spell, now I think 10 or 15 will suffice), and also I'm already implementing a perks system that will deal with fatigue loss and movement limitations. But by the moment I'll do it so non-skilled characters will loose stamina and perhaps minimal health in addition to spending magicka, otherwise it could end up charging an amount of power he shoudn't be able. Imagine a brute warrior with a lot of health and not much magicka, why should he be able to charge beyond his magical capabilities? This could lead to non-mage characters casting huge spells, at a huge cost, I know, but by now I'll leave this as is. On the 'maths' department, I've been doing some tests and adjustments, I've fixed the exponential factor I tweaked from original formula so now spending 500 magicka or such big number in a spell doesn't make it increases it's magnitude incredibly, I've added a cap to stats of 250 for both the skill and it's governing attribute altogether (ie now you reach your max capabilities in Destruction when both it plus Willpower sums 250 or more), and I've add a cap to the time multiplier too, subject to the skill level, up to a max of 100, but the multiplier itself is still based on the time you've been charging. About the charging pose, I see a big problem there as poses are static so you'd see you character moving without moving his legs and also it could delay the casting anim for single-tap castings. I guess I'd need a few anims for every position or movement (walking ahead, back, etc, running forward, back, left, etc, sneaking, etc). It's not within my goals by now. Party friendly spells - what ?? Do you mean spells with a big Area of Effect, or spells that are casted to all members of your race, or friendly companions? Plz explain it a little more, if I like it enought perhaps I'm adding it. These are the perks I'm adding for the new release: Novice - some stamina (fatigue) is lost when charging. - can't run or walk nor stand in sneak mode while charging. - can't charge under water. - can't jump or attack, but stills can block. - if runs out of magicka while charging, spell and magicka are lost. Apprentice - looses a bit of stamina while charging. - can charge under water. - can walk while charging or simply stand in sneaking mode. Journeyman - minimal fatigue loss due to charging. - can run while charging. - can walk in sneak mode while charging. - if runs out of magicka while charging the spell is automatically casted. Expert - stops loosing fatigue while charging. - can run in sneak mode while charging. - can jump while charging. Master - never looses the charge, even if is being hit heavily. - can attack while charging. There will be a constant check to track if the player has been hit, so if he looses some portion of his total life he'll loose the charge. For the movement limitations there will be a transition of 1 second, so for example if a novice is running and starts to charge a spell automatically will start to walk and after a second he'll be stuck until he release the charge. btw these are the ideas I have in mind but I'll appreciate any suggestions you make. grmblf
  7. Yep, that would save you from making the oblivion realm and still have a lot of funny surprise element :P Perhaps he knows that once he die he'll turn into something powerful and that's why he request the DB to kill him, because he doesn't know how to die, so in fact you end up making him a favor... and he laughts at your face when he's back... but then the wich gives you the quest and you finally defeat him and everyone is happy, but while it lasts it has to be a real pain.
  8. Oh yeah I forgot to mention it requires OBSE, but the code you're writing is right. Seting it as 'Start Game Enabled' neither 'startQuest grmCSQ' won't work it just needs to reach stage 0. Make sure the mod is loaded and check typo, it should work. Oh just in case, wich I see isn't yours, the last character is a number (0 - zero).
  9. heya, I've got an idea for this mod. What about making it a little more macabre? Let's say the wich sends you to an ingredient hunt as you say, but then instead of simply making a potion (poision in fact), she aids you to perform a dark ritual in wich you contact some kind of daedric being that will take the adoring fan's soul and trap it eternally in some lost realm of oblivion (kinda classic tragedy, he won't die but will suffer eternaly on hell, I mean in oblivion). So you perform the ritual and the quest appears to be completed, but after a day or two the witch comes to you telling that daedra appeared at her place and she needs you to help her. Kinda by act of an invisible balancing force, when a life leaves this world and enters oblivion some other being leaves oblivion to enter this world. It could even open an oblivion gate, representing a kind of link between both worlds that has been established when performing the ritual. And just for the fun factor, I'd be amazing that inside this portal you'll find the adoring fan as the final boss, turned into some kind of evil and powerful being, wearing daedric armor and casting huge spells, so you need to end his eternal torment to close the gate. I know this last point doesn't match pretty well the story but man this'd be incredible, that little elf being a daedra lord that can actually pose a menace on you... hehe don't say it's not funny :P it's just an idea, make with it what you want.
  10. Thanks for your inputs, I'll try to comment each 'issue' or matter: - Spell's Magnitude: (ie Damage) it uses EXACTLY the same formula as the spells you can create with the spellmaking altar, based on each spell base cost, considering your skill and even your luck. The only thing I tweaked is that I added a multiplier according to the time it has been charged. A character with stunted magicka will be able to charge for 5 seconds, wich will multiply the result for 1.5, while one with 100 INT and 100 WIL will be able to charge for 10 seconds, wich in turn will multiply the magnitude by 2, so in theory this mod shoudn't increase spell's magnitude more than double of what one is able. Indeed, having a greater magicka regeneration rate could make this multiplier bigger, wich may be dangerous considering the amount of magicka you handle at this stats level, so perhaps I'm adding a cap here to ensure this multiplier isn't above 2. Otherwise, if you play a godly character why won't he cast god-like spells? All this doesn't mean my maths are perfect, there might be errors and things that need to be changed (and sure they are), it's just that this mod is intended to be used from the beggining to the end, I mean that it should be usefull at level 1 too, but I must admit I didn't test it at such high levels... but now that I think of it ... I think I know what's doing huge spells be overpowered. If my suspects are right it's a single value I tweaked a bit from the original formula, I have to test but yeah I fear the smallest change can have big impact. - disableControl: you made a good point. I need to find a way to enable attack again when entering the menu and if a box prompts. Damn, the menu seems easy with a MenuMode block, but that thing with the message box makes me worry a little more. - Stunted magicka/progressively slowing charge: My first thought was to add stunted magicka and take full control over the process but finally I didn't because this way it benefits characters with higher stats (INT & WIL) by allowing them to regen more magicka and thus charging for longer. It's kinda bonus for veterans and pure-mage characters. IMO it's fair as long as your attribute levels are according to your skills. Bumping one of them may lead to unsuspected behaviour (ie will make them more powerful than was intended), and you've made a good point too, I'd suggest not bumping your stats above 100 for test purpouse until a cap is added, unless you really want to cast very powerful spells. If you have reached this stats 'naturaly' then probably you deserve it :P No, seriously, I'll try to adjust that exponential factor I tweaked and I'll test it at very high levels. It should be ok to single-shot a zombie but not everything that pops up. On a side note, I'm aware of the incredible work paladicprince is doing on his targeting system, but this one isn't intended to be played with such a mod like one that auto-target your enemies. Playing with timming and playing skill is part of this mod. But that's only a personal preference, I guess. Oh I forgot to add it to the future projects list, I'm planning to add some other perks, like being unable to charge while sneaking (it stands up immediatly maybe), and if I can do it I'd like to make it makes noise while charging so the character draws the attention of who's around, perhaps after 2 seconds of charge or so. This would make more difficult/risky full-charge spells. If noise can't be simulated maybe I'm adding an increasing light effect on the player, but in any case it won't be an 'auto-alert enemies', I have to investigate a little bit.
  11. If I recall correctly DarNified UI has an option to remove loading bar, as well as for replacing the text and screens.
  12. There's something wrong here. Did you load some other mod that might affect magic somehow? In my tests a character with destruction skill at 5 and 90 of magicka only is able of 40-45 of damage. What you said could/should only be possible with a very high magicka regeneration rate (ie INT and WIL very high) because the faster you regenerate the more time you're able to charge. I'd ask you please when you try it again, if you do, type in: set grmCSQ.debug to 1This will enable a message prompting after each casting. If timer is above 10 seconds or timerFactor is greater that 2 then something is wrong or you're regenerating a lot of magicka per second. Btw, does this happens with other spells or did u only try the fire ball? Anyway, thanks for your interest and suggestions. I don't plan scaling or leveling spells, in fact this is something I want to avoid, but if it proves to be wrong the solution is tweaking the maths. I want the character to be able to concentrate all his magicka in a single spell, but then the results should be according to his skill level.
  13. A first BETA version has been released! You can download it here. I hope it meets your expectations. Oh, why is that ugly site bot starting a topic at uploaded files? I thought it'd ask me but it didn't. Is it necessary to handle the comments page? I'd prefear discussion takes place here... is it possible to make this topic the 'official comment' topic? Oh damn, this ugly bot has even tagged it as the 'endorsement' topic, I'm not expecting endorsements by now as it's a Beta version, all I want by now is people commenting their experiences with my mod... should discussion move there now? Back to the mod, finally I haven't implemented yet the perks system because I was thinking of tracking the charged spells to accumulate 'experience' like if it were a new (invisible) skill, so perks would be obtained by charging a lot and not simply by increasing each magic skill. But this is only a thought by now, I still have to polish it. What do you think it makes more sense, being able to move once one is used to charge and concentrate magicka, regardless of the type of magicka, or rather being able to move when handling some kind of magicka one is used to, regardless of the practice on charging spells? Maybe I'll end up with some hybrid system combining them both.
  14. I'm doing pretty well by now, finally I've done a chargeable version of almost every spell in the game to be able test all variations. I'm adjusting a few values I saw were wrong and making sure I haven't missed anything; I'm releasing it this weekend.
  15. man, you'r doing good work here. I guess with GetGameSetting command you can get the 'actor/object fade distance' as set in the Video settings, this way the check should be appropiate for everyone, allowing to target every visible actor and preventing from targeting an actor we don't see because of the fade effect. btw I haven't tested this command myself so I can't tell you, I was going to check if it can get this specific value but just got scared of the big list, so maybe you'd want to check it yourself.
  16. Amazing list, there's some quests I didn't know and def I'm gonna try'em all! Kudos given to you JCP! I was going to make a new install and I've found I'm lacking of quests mods so this list is just all what I needed.
  17. Yeah of course they work with official mods/expansions, but maybe you'd have to install also the unofficial patch for the official mods as well as the unofficial patch for oblivion itself in addition to the official patches to avoid minor issues, that's all. I've never found a mod that conflicts with the official mods, rather I've found so many that rely on those mods, so you may assume that unless it's stated otherwise, every mod is compatible with bethesda mods.
  18. yep, here it is: http://planetelderscrolls.gamespy.com/View...tail&id=277
  19. hey, take a look at the List of Lists, there's A LOT of mods deserving your attention. As for my personal tastes I'd suggest you try either OOO or FCOM for a bunch of new creatures, items, and extra features, some UI mod like darkNified UI and finally a few more to alter the gameplay like adjustments or complete overhauls of jumping, fatigue, stealth, combat, etc. Add some big mod of the kind of items you want to see (weapons, clothes, armor, etc) and a texture enhancer if your graphic card can afford it, and with this you'll have a brand new game. Once you get used to this new world go and try some quest mod, there's a lot of them too.
  20. heya! For me the most important thing in a quest mod is if it really gets you into the course of events, if it really re-creates some unique atmosphera... I lack the words to express it but it'd be something like art in general, if it makes you feel nothing then it's not a good creation. I mean, I could enjoy either some terrific mod or an hilarious one, but in any case, the important thing is the story behind the quest, it has to make you want to go throught it rather than giving you some (material) incentives to complete it, and originality is needed for that. Meeting new NPC with their own personality and new towns with their own history is good, perhaps even necessary, but a quest could happen even inside the character's mind or the smallest inn in cyrodiil. For my preferences between dungeons vs outside I'm in favor of outside quests, simply because there are less of them. I know it's easier to make everything happening in an enclosed enviroment but nature and wilderness could be used for something else but hidding daedric shrines and long-forgotten caves and ruins. It's a shame only some big mods add life to them. Well that's my opinion about quest mods.
  21. First post updated again. Finally one additional key has been added. When pressing block at the moment the spell is casted it triggers an alternative effect (either increasing radius for 'on target' spells, or spells 'on self' becoming 'on touch' for companions and NPCs). I've made a few spells and after several tests I've tweaked the maths a bit so now it should be balanced, yet powered. I'm going now for the perks and movement limitations, once I'm done with this and I'd made a few more spells I'm releasing a version for playtesting. Suggestions are much appreciated, as for spells, mechanics, spells' names, etc. Check the first topic for spells already implemented.
  22. hey you could do a poll with that. Personaly I don't like them so much. They all look the same, there's no chance for surprises, everyone there is an enemy so dialoges = 0, and to get it worst almost every enemy is a beast with poor loot and daedric armor isn't lootable, ... the only reason I play them is to complete the MQ, really IMO the sigil stone isn't a sufficient motivation or reward (at least for me). Anyway, a mod that could change some of these things would be great - I mean surprises and npc interaction, we got enought trasures!
  23. Problem solved. I loaded again my mod with oblivion.esm on the CS, saved, exited, and loaded again. This time my mod was dependant on oblivion.esm and it worked. I could verify that the problematic line was AddFullEffectItem FRDG grmCSQ.magnitude 5 1 2 grmCSFrostBallSpellwich prevented the entire result script from running. I guess the magic effects are part of the OB master file and therefor the CS coudn't find the FRDG when it wasn't loaded, so eventhough it didn't report an error and allowed me to save the result script, once in game it wasn't processed at all, even lines written before wasn't read. So what this story tells is that we should load oblivion.esm always when creating a new mod :P at least I'll do it.
  24. ModEquippedCurrentHealth We got the damage formula here. Now why is that last one relevant? One possibility is too stretch the armor limit to the top and always block the full damage upon hit. Why? That way you can decide how much damage is done. Now we've gone from impossible to possible...it is like with the lights, a long list..but not that utterly long again. It would require a decent use of algebra to constantly check the factors. (GetArmorRating) So you're actually changing the factor of damage at all, without deleting damage. The pain lies in what delay there is and how it could be avoided. Abilities might be the possibility to put the script in, but again...how fast will it respond. If it is possible isn't the question, but how realistic. But this is my first view, there may be easier ways to do it. I'm sry pal my english is pretty limited and I don't get what you mean, neither I get how can you "block the full damage upon the hit". Of course it would require some constant check for getArmorRating, but if that value is affected by the armor health only a few calcs should be done. My thought was: a loop checks when the player is being hit (looses health) then check getArmorRating and perform a randompercent if the hit is for the armor we restore proportional health to the player and damage the armor proportionaly (using getArmorRating) else vice versa (damage more the player and restore a bit of health of the armor) The problem probably will be finding out wich piece of armor has been hit and damaged (if player can survive a frame with 0 health or less).
  25. It is an interesting idea, a complete overhaul on the armor sytem, indeed. A max AR cap isn't needed as long as the hits you avoid are dealt entirely to the armour. So you wear a full plate mail armor with 110 AR, you won't get even a chance to get hurt until the armor is a bit damaged, but if you don't block your armor is gonna deteriorate faster than it'd do with vanilla system (because the health you don't loose is the health your armor is loosing). I think that's balanced. But to be effective you'd need to discount the whole damage from the armor health without skill or armor modifiers, only damage versus health. Anyway I don't know if that's the OP idea, it's just a thought of mine. @ Pronam: I'm glad to see how clearly you've seen it's feasible. I really can't think of a way to 'redirect' the damage from the player to the armor, first because I'm not sure if the player is going to die in a frame with negative health, and second because I haven't find a way to damage inventory items such as armor pieces, so if you know some workaround for this probably I'm taking the challenge, or at least I'd give it a try.
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