Jump to content

pyrotx

Members
  • Posts

    84
  • Joined

  • Last visited

Everything posted by pyrotx

  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.
  16. Update: I think I found the problem. It seems like there is a line limit of about 5 or 6 lines per topic. When I deleted the 6th and 7th line then moved them to a new topic everything worked fine.
  17. I have been trying to modify some lines of new custom dialogue for a quest I made for my mod Runescar. But when I try to edit the final topic and click ok to try and close the topic menu, the creation kit crashes. It doesn't give any warning or error messages, windows just says that the program has stopped working and then shuts down. This has happened about 5 or 6 times and so far mainly only for this last topic. So my questions are: Is there is some sort of line limit, like only being able to have 5 or so lines in any given topic? Is there is a branch limit to how many branches of topics I can have listed under one thing? Could it be an error with the specific file even though I don't get an error message, or are there any other errors I should know about? Or could it might be some processing overload issue if I try to do more than one line at once, even though the creation kit seems to work at it's normal speed? The strange par is that I have at least made some progress with about half of the lines, changing them and then closing the dialogue and quest menus to save the file one at a time. The Dialogue view in question has in one window, 5 Branches, the last two of which are short, and the final topic of the third branch is about 6 lines.
  18. Also another general question that I forgot, is it possible to change other hard coded things in the game, like basic npc pathing, or just anything related to hard coded content, are there any tools for it, or is that impossible?
  19. Many people including myself have wondered how in any conceivable oblivion do we create new skill trees. So far I know how to modify or combine preexisting skill trees, even the Dawnguard ones. But No one seems to have any idea how to create any new, independent skill trees. So I am asking anyone reading this to share what they know, and to eventually put it all together into a tutorial, so that all the modders out there wanting to do a skill tree mod can finally get it done. Here is what I have learned so far: I have trying to create a new independent skill tree that opens when you read a book. Needless to say, my hair is starting to turn white. But while my hair was dying via suicide I managed to learn a few things about the creation kit. FIRST: If anyone wants to modify preexisting skill trees, there is a tutorial done by darkfox127 on YouTube. SECOND: I found the files responsible for the perk tree menu and it's starry visuals. The files are .nif files found in the Skyrim-Meshes.bsa. It is called intPerkSkydome.nif and the file that handles the vampire skill tree is intVampirePerkSkydome.nif from the Dawnguard.bsa These skydomes can probably be edited in both 3ds-Max or nifscope., but I don't know how to work either. The third thing that I learned was that it seems to be impossible to create a new skill in the actor values menu, because most of the options are greyed out. So what I would like to know is how to command the game to go into the generic level up menu, without opening the journal, like what is the actual command code or script that sends the player's camera to the level up menu. And is there a way to open up the level up menu by an action like picking up an item, or casting a spell? The main reason I need to know this is that I might tell me how the game determines which skydome and skill tree menu to show. For example if you are in werewolf form, the game will show you the werewolf level up skill tree / skydome area. Hopefully once I know the command and how the game determines which level up menu to show, we can tell it to open up any new individual skill tree we want to create, but only if a second problem is dealt with. The second thing I would really like to know is how to create a new actor value in the skill category. Because as I said earlier, I can create a new actor value, but the option to make that new actor value a skill with a skill tree is greyed out. Some good news however, I do think I can successfully duplicate the vampire skill actor value. But that wont do much good, because even though I could modify the perks to be not vampire related, like turn it into a shout tree for example, I would have no way of opening this new skill tree menu, it might be in-game, but without knowing the controls or commands to open the menu, it would be useless. So that is all I know at the moment. I hope this is useful and there are other modders out there who might know more, and who are interested in finally solving this problem.
  20. I am trying to create a new skill tree, or a few if possible. I don't plan on using the level menu, but independent skill trees like the vampire or werewolf trees. The plan is to activate and open the new menus by reading a book. So far I have no idea how to even edit a preexisting skill tree, so does anyone know where to start, or if there are any tutorials out there to look at? I know other people have done it, like in the mod SkyRe and other skill tree mods.
  21. Maybe there is an ini setting like zoommultiplier that a scipt could change back and forth. That might change all scopes until you switch it back to normal with a button.
  22. I would love to see a vats system that has a overhead view and allows you to command companions like in Dragon Age Inquisition. The current vats system can be useful for bosses or occasionally high damage, but only using it for auto targeting is a wasted opportunity, especially when I need to get my companions out of my way quickly. Really the main feature would be an the option to switch between a the standard/current view and a new close and far overhead view. and when targeting an ally new buttons pop up to that allow to use the commands of move to and attack a certain target and maybe other commands I haven't thought of. At the very least this might solve the NPC blockade of death I have been having in hallways.
  23. There might be a .ini file setting for the animation speeds, otherwise you might need to make a scripted perk to do it.
  24. I have been trying to create multiple types of spells in various schools, some of them are working fine but others aren't. The ones I seem to be having the most trouble with are toggleable ones that add perks to the caster or target. For example, I wanted to create a spell that when toggled would add a perk which increases the power of restoration spells. I made a script which compiles fine that says if the player has this perk already or any similar perks to remove them from the caster, or if the caster doesn't, then add the perks. Also I had some trouble with cloak spells, the cloak was supposed to have multiple effects like increase blocking and do frost damage, but skyrim had a hissy fit with this idea and the spell wouldn't show up in the spell inventory menu. Since the cloaks don't work I just made my own "cloak" type spells, or radial effect spell scripts, but it still irritates how I cant get the spell power perks to work right. Does anyone know why these spell power perks don't work or get added to the player? Do I have to use the perk to apply option in the magic effect menu and then have the spell be added and removed via toggle instead of toggling the perk to be added then removed?
  25. I'm not really sure, I've never heard of it happening before, maybe you should check what it looks like in-game and make sure it is actually affecting the game. Otherwise it might just be a visual error that only effects the creation kit, if you want to change it, I would just use the eyedropper to set the ocean back to normal and edit the non ocean regions normally, but make a backup file first.
×
×
  • Create New...