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grmblf

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Everything posted by grmblf

  1. This tutorial has nothing to do with anims and poses, and no, I don't suggest this way to get the anims/poses in game. Instead make a scripted spell and on the script write the code that forces your character to assume certain anim or pose, there's no need of an activator for that.
  2. I think it's OOO that adds a few reskins for wolves, if not perhaps it's MMM, but I'd say it's oscuro's.
  3. Re-doing this entirely probably will be a lot of work, and sincerely, there's no reason to do it as it has been done before (in deadly reflex), and to take a feature from a mod and release it separately first you need permission from it's author, so I'd suggest you to ask directly the author of deadly reflex to release a stand-alone version with this things.
  4. Have you tried Real Thirst? It adds a waterskin. And what do you mean with a bedroll that isn't incompatible? Incompatible with what? There are several mods that add portable bedrolls and tents. For the weapons I know there are scimitars out there but I can't remember a mod that has them, perhaps it's realSwords, but probably will be more.
  5. C'mon people I need beta-testers for this mod. All those giving insighful reports will be properly credited. Seriously I alone can't test it in all it's extension, as every character is different and have different stats, and because every player is different too and has different play-styles and use magic in a different way, so I'd really really appreciate your feedback. If you don't want/don't have time to make an in-depth testing then just leave me your impression, that'd be useful too for future improvements.
  6. This mod has been made: Alive Waters.
  7. hey now that I remember, I have a script from another game that simulates a steerable parachute, you can turn left and right and probably be carried a bit by the wind, and you can pull to descend faster, it's very complete, but it works by setting the position and angle of direction of both player and parachute, each frame. How feasible is that in Oblivion, in terms of performance? And another question, can the Y axis for the player have some inclination, so you could end up facing ground if you didn't controlled it well? Oh man that'd be amazing. If you want I could try to adapt that script to oblivion, if it hasn't to kill many frames.
  8. That's a bit crazy, but it's funy thought. Once I was playing with animations and accidentally made my character play the dive animation, and he wasn't under water. I was able to 'dive' forward and turn left/right while diving, but not going up or down, but anyway it may be enought for a first shot. It just happens that I can't remember right now how I did it but it should be as easy as a command or two, being playGroup one of them. I'll try it again and I'll let you know if I manage to do it again, or maybe someone can tell for sure how to do it before I do. PS: just checked the translator to find that 'skydiving' it's quite different from 'diving into the sky'... hehe forget it.
  9. You can sort them by name or by mana cost, simply click on the upper icon that reads 'Spells' or in the lightning icon, but you can not group them by icon or effect. An easy way to do so will be adding some tag before the spell's name, but you'd have to edit every spell manually in the CS.
  10. I think he meant they tell everyone to search for whatever is gonna be requested, not just for this one. EDIT: I type damn slow...
  11. hey that's a big project man, there's a lot of work here, and all this about a new university sounds cool but I think you should develop the story a bit more, it doesn't fit pretty well the lore, and it's quite unclear why is that new university being build. First, Arch-mage Traven is a very strict person, and we're told he limited the acces to the arcane university by requesting new members to adquire recommendations from every guild-hall, so I doubt he would support a new university that allows free acces. Moreover, the mages guild is not suposed to help anyone just seeking for power, but rather to instruct in the proper use of magic. If you want in your story to make like a lot of new mages gained acces to the arcane university and they just needed to build another one then perhaps you should explain it in your quest and give a reason for that, but I don't suggest so as the university it's suposed to be quite an elitist place, maybe instead you could give a reason for why that new university has to be build right there and not inside or next the arcane university. Maybe it's build upon the ruins of an ayleid temple that holds great power, or they've find there a new material capable of magic usages, etc. Also if it's the mages guild, why making a new faction with new ranks? It seems to me that a group of mages outside the mages guild should be in conflict with them. I'd make it like a big side-quest of the mages guild quest, without factions and ranks, just a big quests to advance in, unless you really want to make it something different from the mages guild. Take this considerations as you like it, I hope they could help you building up your storyline. That's probably the hardest work when making a quest mod, but it's also what makes people enjoy it, so spending some time with the story it's worth the effort. I don't know if you're planning to make it lore-friendly, if not then just ignore all this and excuse me for not telling so on a first instance but I don't want to seem a lore fanatic, as I am not, simply I like the stories I play to be somehow coherent between them.
  12. I didn't know that bullet-time is possible in oblivion, really, I've never played deadly reflex yet. I'll study this option but I doubt I'm adding it on every cast, it may end up being quite annoying every time slowing down and accelerating again, and it seems quite difficult to implement right now due to how the script handles the magicka charge process as it really doesn't allow for different rates once it's started. Anyway, as ForgerOfSouls suggests perhaps certain spells with that ability may be nice.
  13. Yep it's clear, and it's not so different from what I'm suggesting. As I've said, you have two aproaches, in your one you 'choose' a magnitude (given by the magnitude of the spell) and the script then calculates the amount of magicka to drain. I simply was suggesting inverting this process so the player could choose the amount of magicka drained on a first instance, and then calculate the magnitude, but that's entirely up to your tastes. Doing it your way you'll still need to have all the shield spells (I mean some of each one for different magnitudes) while doing so the way I mean you could only have one shield spell and that could be useful at every level as long as your skill and total magicka increase. Once again, considering this a feature or an issue is entirely up to your tasted. On point 7, how do you add a scripted effect with addFullEffectItem? I know you can but how the hell can you tell wich script you want it to run? I haven't found how to do this yet.
  14. When I'm talking about the cost I mean the amount of magicka that will be drained. The spell base cost does matter if you want the amount of magicka drained be somehow related to the effect's magnitude and the skill level. You can approach it in two different ways, selecting the desired magnitude and then letting the script calculates the magicka drained, or choosing the amount of magicka you wish to drain and then let the script calculates the magnitude. Perhaps this last one would be easier to play, working on fractions of 10 of your total magicka. So you cast a shield spell and then can choose wich percentage of your magicka will it consume, 10, 20, 30 and so on up to a 90% of your magicka busy or another max value. If you go that way I'd suggest you to calculate the magnitude for a shield spell for 1 second, and then use the sqare root of that value for the constant effect magnitude, for what I've tested that'd be pretty fair. I won't negate that casting a spell over and over may be annoying, what I try to point out is that any alternative has to be interesting. I mean, it would be really sad that someone bothered as well to cast a spell once and again would end up using default spells simply because with them he survives and with that constant effect he doesn't.
  15. Hey that's pretty interesting, very innovative actualy, but really I can't see how it could affect gameplay. On a first thought: - effects should drain less magicka than it would cost to cast the spell for a short duration, otherwise there's no point in casting this permanent effects, 'cause if the cost is the same it's always better casting it again and again, as a second later you'd have more magicka than if you've buffed yourself. - some arbitrary duration has to be set as a reference to calculate it's cost, considering no duration (1 sec) would probably make them way too cheap. - it happens that I'm working on a spells mod and that this may fit there or may not, no promises, but I like to consider new ideas to improve it. This may make sense as my spells require to be charged for a while, this way you could save having to charge your shield spell for 3 seconds while in combat, and also deals with the arbitrary duration I mentioned as my mod auto-calculate it according the magnitude, wich is in turn according to stats and magicka, but as I've said I can't see right now how this could affect gameplay and how it would combine with my mod. If finally I'm adding it I'd have no problem releasing a separate version if you don't like it mixed with mine, if not then perhaps some of the maths I've done for my mod could be used for this mod. PD: check out my Chargeable Spells mod!
  16. Chargeable Spells - Beta version 0.24 is now available to the public! Click HERE to download it. I've updated the first post in this thread, it's easier to read there than in the download page. This new version has been re-written a lot and a lot of it has been re-written (a lot), it fixes some maths, it adds a cap for high level characters not being god-like mages, and adds the entire perks system with even more features than what was originaly intended, including as well some stamina loss while charging and the possibility to loose the spell if you're injuried while charging, all of this of course based on your stats and doing proportional calcs. There's a lot of stuff to be done yet, but this one has been a big step in this mod's existence, I hope you enjoy it. grmblf
  17. How sad there isn't a 'getCellCoord' X/Y command. I'll check if it isn't in the OBSE wishlist, if there is any wishlist. Btw, what is suposed to do the 'getParentCell' command? Could it be used for this? Perhaps someone can end up with a system based on distance checks to get exact cell coords IN-GAME? That'd be really useful for thoose that doesn't know yet the full map by memory as someone does, I guess :P
  18. hey that's a good idea, but from my point of view trying to add some thing that tracks the player actions in that dual good/evil behaviour may be tricky. If you only consider decisions and actions made within the course of the quest, this may allow the player to be the saint here and then act as the most evil villain in some other place, so it lacks of consistency. On the other hand, trying to track his deeds everywhere may be tricky too. For the evil choice it's easy, you may count kills, assaults, pickpocketing, trespassing, etc. But for the good deeds... you can count yields and prays at chappels but I guess that's not enought. So in conclusion IMO the best solution is to move the player in an enclosed 'world' and don't release him until the quest is done and all the coices are done. ie, entering a dungeon you can't exit thought the door you've entered or literaly being teleported to another world... This way you can effectively track ALL his actions and decisions that are relevant to the quest. And yeah if you choose to get stick to one role for life and afterwards you betray the mask, it should shatter into pieces and even hurt you, cast a curse on you or something like this, it'd be quite lame trying to 'confort' it with deeds that pleased it once it no longer trust you.
  19. I can't think of an auto-detect weather feature, well I can, but I can't do it with my current knowledge, but if you know/like some other weather added by a mod plz let me know and I'll try to add it. I'll still trying to add the one from Lost Spires. I hope someone makes a good quest to gain this power, and perhaps elaborate it a bit more. This spell has a lot of fun :)
  20. Welcome to the forum. If you plan to make it yourself and you just need a little help then I'd be nice if you could explain what kind of help are you searching for. If you want others to do this armor then better post this on the File Requests/Suggestions Forum, providing some pics and additional info if relevant.
  21. Yep, it should be a result script limitation, it worked as expected when called from the quest script. Thanks Argomirr! f*cK I was super happy with my quest stage functions... now I'll have to search for another workaround, ... always searching for worarounds.. that's the modder life :D PS: never cast a spell without effects! It will crash your game.
  22. I can't declare new variables, this functions run from the quest stages result scripts. I've tried to make the variable points to the base object before calling the stage, but the engine doesn't care as it's still stored in a reference variable.
  23. That is my issue, I want to use RemoveAllEffectItems command on a spell that is determined by script, and I want to use that function for some different spells, so I need to specify the spell through a variable and can't give it directly it's editorID. So I made a var on the quest script (ref spell) but on the function it fails to run 'cause this command, when applied on a spell, needs to refer to the base object. So instead of "RemoveAllEffectItems myquest.spell" I type "RemoveAllEffectItems (getBaseObject myquest.spell)" but it stills failling to find the base object. I've searched the wiki for other commands to achieve it, seeking if there was any other way to refer to a base object without knowing it's name but I've been unsuccesful 'til now so that's why I'm here, hoping some of you could throw in some light. If that approach isn't possible perhaps an OBSE command could let me store a string and compile it afterwards so the engine would read it as an ID instead of a string?? I'm really willing to deal with this as this will def save me a lot of time/trouble/space as it would allow me using the same funtion for each spell instead of having one per spell, so really any advise you can provide is greatly appreciated. :thanks:
  24. Like I said, I've managed to make it but I coudn't add the Lost Spires weather, but now at least it lets you choose from weathers from Oblivion and Shivering Isles if you have it. I've released it as a resource. DOWNLOAD: Change Weather Spell I'll still trying to add the Lost Spires one, if someone want some other weather added here let me know - and provide a link :)
  25. If you want to learn to mod you'll first have to learn to be friend of the CS wiki. Yeah, sometimes it's a bit chaotic and incomplete, and it's full of copy-pasted articles, but there's also a lot of useful info there. To your question: Quests may start: 1 - from the beginning of the game if we've checked the 'game start enabled' flag. 2 - as a result of a command line with either the 'startQuest' or 'setStage' command. Thoose commands can be written and will be processed: 1 - in the quest script 2 - in any other script (ie attached to an object, etc) 3 - in any 'result script' box So yes, you can start a quest from a dialogue. There may be more ways to start a quest but this should suffice.
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