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Everything posted by PrettyMurky
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Actually, there do seem to be settings related to this. FDamageToArmorPercentage and FDamageToWeaponPercentage.
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You could use OBSE event handlers: An 'OnHit' block, and an 'OnMagicEffect' for disintigrate weapons and armor effects block; checking all of the target's equipped weapons and armor, & setting back up to full health where neccessary.
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Adding an item to non-specific vendors and loot lists
PrettyMurky replied to PrettyMurky's topic in Oblivion's Discussion
I'd tried to edit the base container, of which the merchant's chests were instances. I could have added the item to multiple individual's chests, but then they and only they would sell the item; NPCs from other mods would not. I've come up with a different method to solve the problem: A menumode 1009 block, which checks if the NPC with whom the PC is currently in dialog sells alchemy equipment, if so adding the items I want sold to their merchant container, and adding the NPC to a faction to keep track of who has already been done. The reference to their merchant container is stored in an array, and another menumode block checks through the array every day, restocking each vendor every three days, if they require it. scn pmaoVendorQuestScript float fQuestDelayTime ref trA ref trB Begin MenuMode 1009 set trA to GetActiveMenuRef if trA.OffersServicesC 256 else Return endif if trA.GetInFaction pmaoAlchVendor Return endif trA.SetFactionRank pmaoAlchVendor 1 set trB to trA.GetMerchantContainer if trB trB.AddItemNS pmaoemptybottle 10 ar_Append pmao.AlchVendors trB endif End Begin MenuMode if GameDaysPassed > pmao.LastRestockDay call pmaoVendorRestock endif End ------------------------------------------------------------------------------------------------------------------------------- scn pmaoVendorRestock short tsA ref trA array_var ArrA Begin Function { } ForEach ArrA <- pmao.AlchVendors let tsA := ArrA ["Key"] if tsA % 3 == GameDaysPassed % 3 let trA := ArrA ["Value"] set tsA to trA.GetItemCount pmaoEmptyBottle set tsA to 10 - tsA if tsA > 0 trA.Additem pmaoEmptyBottle tsA endif endif Loop set pmao.LastRestockDay to GameDaysPassed End -
Once again, the parts of my mod that I assumed would be trivial, have left me confused. I would like an item that I've made (a potion with no effects called 'Empty Bottle') to be available for sale from NPC alchemy-themed vendors. I've tried adding it to the base containers that certain NPCs view as one of their merchant containers; I've tried adding them to leveled lists; nothing seems to work. I'd also like them to turn up as loot from appropriate NPCs (conjourers etc.), which I haven't tried to do yet, as it would be even harder to test, and I assume has a similar solution to the vendor list problem. If anyone can help with these problems, it would be greatly appreciated, as my Real-Time Skyrim-style alchemy overhaul is otherwise finished!
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Creating custom potions via script
PrettyMurky replied to PrettyMurky's topic in Oblivion's Discussion
Lol. After being confused by this problem for a day or so; within minutes of posting this to the forum, I find the solution in the OBSE docs. The trick, it seems, will be to use 'CloneForm' to create a new form of my blank potion items, which is then edited, then added to the player. -
In the process of making an alchemy overhaul, I've come across a bit of a problem. It turns out that commands such as 'AddEffectItem' will only work on base objects, meaning that if I add and alter effects to a blank potion I've created, then it works fine being added to the player that one time; however if I then try and alter it again, to add a new, different potion to the player, this will also alter the first potion; leaving the player with two of the same, most recent, potions. Anyone have any idea how I might be able to work this?
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http://obse.silverlock.org/obse_command_doc.html#Leveled_List There'll be things in there that will get the job done.
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I'm sorry, I guess irony doesn't always come across as intended. Just in case anyone else was unclear: Peter Molyneux is NOT the only person to have had this idea. As is the nature of human 'creativity', many similar ideas have come before, and presumably there are more to come; this is in no way a case of larceny, and any attempt to infer causal harm or loss, would be contrived. Here is a list of other, similar ideas.
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Yeah, don't steal from Peter Molyneux! He is the only person EVER to have had this idea.
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Well just look at thathttp://www.youtube.com/watch?v=aWA9JSKLbXI And that is the only quest I plan on converting. If you want more, then you'll have to convert them yourselves. However I believe I have made this as simple as possible. Most of the work for this quest was done through two simple scripts: and That is most of the actual 'coding' required to convert a quest. I've got to head out shortly, to see if I can max out my friend's new PC with mods; but I'll try and get more documentation up as soon as I can.
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Challenge to bring my friend's new PC down!
PrettyMurky replied to PrettyMurky's topic in Oblivion's Discussion
The CPU isn't too exciting. It's the combination of fast ram and solid-state hard drive, as well as the brand new graphics cards. The CPU probably is the weakest link in the chain; so I'll try and get as many actors active at one time, as I can. As I said earler; I think a big battle in Open Better Chorrol, with extended population, and the Unique Landscapes, visible when distant, all QTP's to the limit; should hopefully have some effect. Either that or look bloody impressive! Either way, should be fun. -
Well, event handlers definitely require OBSE. But then, I'm of the opinion that everything should require OBSE.
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Challenge to bring my friend's new PC down!
PrettyMurky replied to PrettyMurky's topic in Oblivion's Discussion
The hard drive is a solid-state, so I'm not sure how much of a difference sheer size-of-mod would make. Also, that would mean I'd have to download them as well... -
For the 4 types of ammo: You could set an 'OnBowAttack' event handler, which checks if the current current ammo is appropriate for the gun. If it isn't, then, depending on whether the event handler kicks in just before, or just after the projectile appears in the world; either stop it being shot, or ref-walk through the projectiles in the area, until you find the one you just shot; remove it; then add one back to inventory. For the 32 limit: I'd guess this could be done with an OnEquip block, on your ammo types. Although I don't know if ammo is treated differently.
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Hey, I know the feeling. I'm on the verge of making a Sexlivion rework, so the abundent, horny teens, would HAVE to use my Real-time Interactions engine then :D As for your two mods: Personally, I don't have either. Mainly, because at present I'm in the process of making too many of my own mods, and want the system as vanilla as possible for quicker running. However even when I do finally get around to playing the game, I'll probably avoid the lighting mod, just because I intend to have my PC pushed fairly close to the limit in other ways; and that kind of aesthetic mod, whilst nice, adds less to the game than something like Extended Imperial City. As for the physics enabler; I was planning on giving that a go at some point. From a modding point of view, I'm pretty curious as to how you did it. Speaking of modding; I should get back to it...
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Challenge to bring my friend's new PC down!
PrettyMurky replied to PrettyMurky's topic in Oblivion's Discussion
Thanks for all the suggestions. I should be going to see him tomorrow. I'll try and keep a record of what effects things have. I'll make sure I take some screenshots; hopefully, with the low fps, listed in the corner! -
Challenge to bring my friend's new PC down!
PrettyMurky replied to PrettyMurky's topic in Oblivion's Discussion
Ha! Nice. Although deliberately making a mod less effiecient would be 'cheating' a bit. I want to see if his computer can hack the most impressive mods, rather than just try and slow it down by any means. The waves of rats will be useful, to get as many actors in memory as possible. If I can get them to follow me to Open better Chorrol, with extended population; and maybe change them to imps, so they're casting spells; thats gotta give it something to work with! Hadn't thought of sound, that'll be worth going for. I might add FCOM; if I can be bothered with the installing. -
My friend recently bought a new 2.4ghz 8 core i7 with 16gb 1600mhz ram, ati radeon hd 6970, 2gb ram, and a solid state hard drive. He is under the belief that it can take whatever Oblivion can throw at it. I propose we prove him wrong. Obviously I'm thinking Quarls Texture Pack 3, Open Better Cities, Unique Landscapes, OBGE, and the visible when distants; but does anyone have any other suggestions? Anything that shows off what modded Oblivion can do, whilst being as system intensive as possible!
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I think it's based on distance, through the FMagicProjectileMaxDistance setting.
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Question about AI behavior during PC is in bed.
PrettyMurky replied to sbbg's topic in Oblivion's Discussion
Even if their AI's arn't actually processing (& I suspect they wont be), you might still be able to find out who is near; with GetMiddleHighActors, run within a Menumode block. If it includes your dude; MoveTo player, StartCombat, and WakeUpPC. The 'SeeYouSleep' mod would go nicely with this, as the couple seconds it takes to get out of bed, would represent the assassin's 'element of surprise' advantage. -
Scripting engine I made for Oblivion
PrettyMurky replied to PrettyMurky's topic in Fallout New Vegas's GECK and Modders
Not even slightly, I'm afraid. Without MenuQue (or some equivilent), you have no way of presenting options to the player; other than message boxes; which sort of defeats the point of the whole exercise. -
Even trivial "gamemode" script will NOT work...
PrettyMurky replied to sbbg's topic in Oblivion's Discussion
As far as I'm aware, 'quest priority' only affects dialog. -
Scripting engine I made for Oblivion
PrettyMurky replied to PrettyMurky's topic in Fallout New Vegas's GECK and Modders
Ah, true. It will depend on how powerful NVSE is. Although most of it is logic processing; so the main concern would be whether NVSE has, or can use, the MenuQue dll's. They handle the adding-in of new XML. -
It just occured to me that, given my assumption that the Obliv and FO CS's are bascially the same, my Real-Time Interactions script engine could probably be ported over to Fallout with much hassle. It's designed to get rid of as much of the frozen-time, in menus, as possible. So far, I've done persuasion, & recharging and repair (NPC and PC); and it is fully capable of (and hopefully I'll get around to) doing, alchemy, buying/selling, looting, and making something that will allow most, if not all, quest dialog to happen in real-time as well. So it's pretty powerful. But I don't have Fallout, so if anyone wants to port it across; let me know.