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pyrotx

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  1. Could anyone make a mod that creates a voice type from the Game Divinity Original Sin 2, specifically the female trickster voice. The one with the Irish accent is really well done. Or maybe there is another character with an Irish accent if the one from dos2 cant be done. The character Rayla from The Dragon Prince tv series on Netflix would also be great second choice, as well as maybe easier. Games just don't seam to have many Irish accent character voices which are my favorite. Also if no one wants to do this is there at least some modding tutorial resources that someone can point me to so I can learn to do it myself?
  2. Thank you again, it now loops properly. I just have to tweak it a little bit more to get rid of some of the buggyness, but all the main logic of the script is now working.
  3. Thank you so much IsharaMeradin for the very quick advise. I tried what you said and got the script working for the most part with just some minor tweaks left. Thank you again, i'm glad finally one of my posts over the years actually got a reply. Now the only problem seams to be that the script doesn't use the while loop in the function. Instead I have to click on the activator button for each object to be replaced. But at least it's working, so back to compiler it is then. Also Is it possible to use a while loop outside of a function, because my compiler said it wasn't, or did I just misread it? If anyone does happen to know why the while loop isn't working I would be grateful for any final bits of help.
  4. I am currently working a mod where I needed to make a new dynamic script to replace all object references of a certain base object type. For example to replace all TreePine01 within a radius with TreeAspen01 trees at the same 3d coordinates and 3d Angle. Or to replace all stone floor tiles in a radius with wood floor tiles. I made the script and it does compile with no errors, but when a tried to test it in game it didn't do anything. I was hoping some might be able to help me figure out why. The script below was attached to a ordinary dwemer button, I specifically attached it to the Object Reference, not the base Object, When pressing the button it didn't do anything. I will post the the script below. Did I make the function wrong, like not pass arguments through it? Or maybe was I using the wrong event types? Did I make a simple logic error? Is it the button activator that doesn't fit the event type or script, like maybe should I use a trigger box instead? If anyone could help me figure out what is wrong that would be a great help. And hopefully once I get this working I can upload it as a much needed modder's resource to nexusmods. Scriptname ReplaceAllRefsOfTypeScript extends ObjectReference ; Script to replace all Static items of a specific type with another. ; For Example to replace all wood floors in a house with stone floors. ;============================================================================== ; PROPERTIES ;====================================================================== ObjectReference Property SearchRef Auto {The Object Reference to be the center of the search radius.} Static Property RefType Auto {The base static object to be replaced} Static Property RefReplacement Auto {The new base static object to replace the previous one.} Float Property LoopSize = 100.0 Auto {How long the while loop for scanning multiple object will be. (Default 100)} Float Property SearchRadius = 2048.0 Auto {Radius size to scan for objects to replace. (Default 2048)} ;============================================================================== ; VARIABLES ;====================================================================== float PosX float PosY float PosZ float aX float aY float aZ ObjectReference RefToReplace ObjectReference NewRef ;============================================================================== ; EVENTS ;====================================================================== Event OnInit() RefToReplace = Game.FindRandomReferenceOfTypeFromRef(RefType, SearchRef, SearchRadius) NewRef = RefToReplace.PlaceAtMe(RefReplacement) EndEvent Event OnActivate(ObjectReference akActionRef) ReplaceRef() EndEvent ;============================================================================== ; FUNCTIONS ;====================================================================== ObjectReference Function ReplaceRef() int i = 0 While(i < LoopSize) ; This while loop first scans for the object to replace and gets it's 3d Position and Angles in xyz coords. RefToReplace ; Then creates a new replacement object at the original and sets the new object's position and angle ; to match the original's. After that disables and deletes the original object. PosX = RefToReplace.GetPositionX() posY = RefToReplace.GetPositionY() PosZ = RefToReplace.GetPositionZ() aX = RefToReplace.GetAngleX() aY = RefToReplace.GetAngleY() aZ = RefToReplace.GetAngleZ() NewRef NewRef.SetPosition(posX, posY, PosZ) NewRef.SetAngle(aX, aY, aZ) RefToReplace.Disable() RefToReplace.Delete() i += i endWhile EndFunction
  5. Many Modders have been wanting to make completely new skill trees without using or modifying existing ones. I have wanted to create a few but have been unable to. Does anyone know where to start? For example, where the script for the newer vampire or werewolf perk trees are. My first thought is if I can figure out what command changes the level menu and added those perk trees to the game, then maybe its possible to command the game to go to a different custom perk tree menu at will. In other words is there some line of code that is along the lines of Game.OpenMenu(MyCustomPerkTreeMenu) or something like that. This would be a great place to start, and i have checked the papyrus scripting reference, but nothing. Short of this, the fallback plan would be to simulate the menu. My way of doing this would be to create a new worldspace, set the skybox to sovengard or something, and place activators that look like stars or lights in a constellation pattern. To navigate i would enable flying camera or something similar, and disable player movement and crosshairs. After I would add some sound effects and limit the camera movement so you can't turn around 360 degrees if possible. Maybe someone can find where the perk tree related scripts are located in the skyrim or dawnguard data folders. Or if not, is there anyone that could make a uitility for the rest of the modders to use?
  6. Unfortunately, the way the game is set up this would likely take years to do. First the game doesn't allow for you to mix and match the different art files from weapon pieces, meaning if you wanted a steel sword with a elven hilt for example, an artist would have to go into the blender or some other art program and make that item. But the artist would have to do this for every possible combination of pieces, which again might take years. The same process would be needed to actually add those craftable items to the list of what you can make in game from the smithng menu, one item at a time for every combination.
  7. I do have one idea, I really didn't want to mention it because it doesn't create a new real menu, but here's the plan. Set up a new world space place an activator at the player's current location, teleport the actor to the new world space, then disable player movement and controls while enabling the flying camera. The camera would look at the star objects in the sky and you could set the weather to make the background look like whatever you want, or even like the original level up menu. Then let the player's flying camera hover over the perk star objects to select them, then click on them. Then Afterwards teleport the player back to their original position by using that activator I mentioned before?
  8. Thank you, but it's not exactly what I was talking about. Maybe if I run out of ideas I can go back and look this one up though.
  9. Many modders have wanted to create completely new skill trees including myself. And I don't mean just rearranging or combining the original trees in the level up menu. I was hoping that someone could find a way to create completely new skill trees that are not part of the level up menu, similar to the vampire or werewolf skill trees. Second if someone could find a way to put these new skill trees in a new menu or menu screen, again like the vampire perk tree screen that is independent from the level up menu. And finally a way to open these new menu screens, like a way to set it so it opens when the player clicks on a book, or steps into a certain spot or something. Finally if someone can figure any of this out, can there be a tutorial on how to do it? Or if anyone has any ideas on how to get this done, feel free to post them here.
  10. I would love to see some of the vanilla robes and clothes in the game, especially for mages use the HDT physics extension. Also modded robes like tribune robes or resplendent armor would look great with physics. Basically there are already a ton of mods out there that use HDT, but ironically the armor is usually to tiny to even by seen, which kind of defeats the point of having great looking armor, if you can hardly see it. So finally I just want one mod that brings HDT Physics to all of the real armor and the mage like clothes and robes that would look much more interesting and mysterious swaying in the wind.
  11. Well this an be done easily for smithing by going into the list of constructable items and adding gold as a requirement to make the item. as for enchanting or alchemy, I guess you could make a trigger box around each crafting table and then when the player gets near the crafting table (enters the trigger box) then the trigger disables the furniture version of the crafting table, and enables a static non usable version in its place if the requirements aren't met, or met on a schedule.
  12. Well given that is a land of books and knowledge, puzzles and word riddles would fit in very well. you could also use the lore of the vanilla game as a puzzle to see how many people paid attention to the in game stories. As for why you would go back into apocrypha in the first place ... um, well the player is probably utterly insane either way but one idea does stick out for a main story: MAIN STORY: The story I would go with would be about the college mages or one of the vanilla companions or characters getting kidnapped like Serana, or tolfdir and the other college mages. This would be perfect as it would allow you to learn more about these characters and maybe even see them develop as companions which at the end of a few dungeons and quests become essential, and therefor more useful as followers. It revolves around mages who already have ties to books and knowledge, and it affects the vanilla game so it feels important and even very personal to the player. As well as the fact the college needs more quests anyways. There is just one thing though, if you do go by this idea, please don't actually change the structure of the college building or the objects in the exterior or interiors of the college. Many mods including my own already affect the cells, modding NPCs should be fine with most mods though.
  13. Personally I Would love to see something that isn't often done in necromancy. Most games just have you raise a zombie or two, but that really doesn't give the player much variety or much to do. Being able to create chaos and customize your creations would be great for a necromancer. First l think of multiple minions when I think of necromancy. Second I would love to see an infection system where targets that are injured by your undead automatically turn and join you. Also I think the most fitting ability would be to mass mutate any average skeleton or undead into a new type of undead, like a bone man from the soul cairn or something new you make yourself with unique abilities. Also I think each type of undead vanilla or modded should have a unique infection ability, when an enemy has successfully been infected and dies, based on the type of enemy that infected him, the player gets various perks or benefits. For example, if a draugr belonging to the player infects a target and kills it, the player gets an immediate shout cool down, and the player passively gets a cool down reduction for the shout timer for each draugr the player currently controls. This is just an example for what one type of creature's effects would be. Overall necromancy should make the player feel like they themselves are benefiting and are not just forced to sit on the side lines. Each creature should make it seem as though the necromancer has gained power, perks, or maybe even costs. In my example, the player would be able to participate in the fight with shouts and feel more empowered.
  14. I have been wanting to create enemies that only spawn at night and then disappear in the morning. Is there a way to do this without any scripts. My plan is to make many patrols throughout a custom world space that so far has many cells, so long running scripts would probably be a bad idea. Is there a setting that allowing me to enable an non unique npc at night, or do I have to use a script?. If I do have to use a script, how would I go about making them appear every single night? In the morning I will probably just have them take sun damage like a vampire, so that shouldn't be too difficult as long as I can figure out how to program things based on time of day.
  15. Is the spell modded? I don't use reanimation spells so I cant tell if the artwork is from a vanilla spell or not. If it is from a modded spell, that might be the problem. Second, I don't think fish are considered npcs, I think they are listed under movable static or something, so the fish probably only moved from collision, or your game is haunted, but either way, you shouldn't be able to bring a fish back to life. If the spell isn't modded, see if any mods change the spell in any way, you can try using tesVedit and loading the mods in question, if they have the name of the spell that caused the CTD in the list of records when looking in tesVedit, try deleting the mod's record of the spell.
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