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lostdarkwolf

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  1. Oops, I messed up. Just figured out that GetSpellReadied does not support arguments. I was thinking that it would work like GetSpell. It doesn't. What I said above won't work. This means that only vanilla spells on self can have custom sound effects. OpenMW's support for lua mods might be the way to go for this.
  2. I'm just guessing, but it seems like you might be missing a sound file. Does this happen for Morrowind, or the Construction Set?
  3. How do you get a specs display like that? It's nice. If I was you, I would just limit my FPS a lot more to keep the frame rate constant. You could also try lowering outdoor visual settings, such as distant land, if you use stuff like that. My computer is weak, but In vanilla, my indoor FPS is about twice that of my outdoor FPS. It is the same in OpenMW. Although, OpenMW has twice the FPS that vanilla Morrowind does. My outdoor visual settings are minimal. I think it is just the performance demand of the game engine. I also think that, besides computer upgrade, waiting for the development of OpenMW is probably the only way this could be smoothed out better, if it's possible.
  4. When it comes to spells made from spell-making, you are stuck with the default sound-effect system, but you can still replace the sounds. If you are using OpenMW, GetSoundPlaying will not work right now. Bug report: https://gitlab.com/OpenMW/openmw/-/issues/5272 . It could be best to wait until this gets fixed. I did test this with OpenMW 0.47, and it indeed doesn't work for spell failure sounds. If GetSoundPlaying is working, you will need to use many calls of GetSpellReadied to play a new sound for each chosen spell. GetSpellReadied should likly be placed within a new start script. Normal spell failure sounds will need to be replaced with silence. Setting VARIABLE_1: use many GetSpellReadied "SPELL_ID_NAME" to track if the player is using a spell that has a custom sound effect. Store the sound index within VARIABLE_1. (no sound == value 0, sound effect 1 == value 1, sound effect 2 == value 2, and so on.) 1. check for a spell-casting attempt: (you likely need to call all of them) GetSoundPlaying, "restoration cast" == 1 ) GetSoundPlaying, "shock cast" == 1 ) GetSoundPlaying, "mysticism cast" == 1 ) GetSoundPlaying, "illusion cast" == 1 ) GetSoundPlaying, "frost cast" == 1 ) GetSoundPlaying, "destruction cast" == 1 ) GetSoundPlaying, "conjuration cast" == 1 ) GetSoundPlaying, "alteration cast" == 1 ) 2. wait for the cast using " if ( LastTime<GetCurrentTime ) ", and a timer variable. 3. check VARIABLE_1, and play the appropriate sound. Reset VARIABLE_1. if VARIABLE_1 was zero, then just go with the default casting sound effect system. In this case, it will still be up to the mod to play a set of non-silent effects for the default sound effect system. I can try to make an example for you, but I can't promise it will work. OpenMW is all I can use right now, so I wouldn't be able to test it. I will try to get vanilla Morrowind working to learn more about what to do.
  5. The sounds start with the ID "Spell Failure Restoration". It's about 75% of the way down the sounds list. Place the new sounds in the right folder, and they should be replaced. For restoration it should be "Data Files/fx/magic/restFAIL.wav". I dont think you need an ESP file.
  6. Sorry that this is a bit late, but there is another way. Unfortunately, it's quite janky, but I think it's stable. Track when invisibility is applied to the player with the GetEffect call and a timer variable. Also track the players last bounty. if invisibility just recently stopped, call the short code below. There will still be a message that the player has a bounty, but the player will actually have their last bounty. Also, nearby gaurds will still talk to the player, but the fine payment demand won't happen. StopCombat, Player SetPCCrimeLevel PlayersLastBounty I did this trying to make a code that will forgive an attack. It was too janky for me though. So the concept is kindof tested (within OpenMW), but ultimately this process is not tested.
  7. This does work for OpenMW. Below is a process for making an alit summoning spell. Replace "alit" with whatever you want to summon. It should be noted that a custom summoning spell cannot be used in spellmaking. repeat this process to make something else. This example is for the player only. This spell will not work correctly for anyone else, unless they have thier own version of the spell. This would mean changing "Player" to your NPC's ID. Also, if an NPC summon needs to attack the player, its fight value needs to be 90. Summoning an alit: 1. Make a "Summon Ancestral Ghost" effect spell. Duration should be 1. It's title should be "Summon Alit". In this example, the spell's ID is called "summonAlit". 2. Attach the small bit of code below to the summoned Ancestral Ghost, called "summon ancestral ghost" - Unfortunately, this will make you unable to summon an Ancestral Ghost during summoning an alit, but I don't think it's a big deal. EDIT: Oops, nevermind. This is not an issue because summonAlit is deacivated too quickly. the spell that sticks around is summonAlitCover. if ( player->GetSpellEffects, summonAlit == 1 ) Disable endif 3. Edit the default Alit's ID and make a new object with a new ID. This alit will be for summoning. Its fight value should be 50. In this example, the summoned alit's ID is called "aaa_alit_summon". 4. make a float-type global variable as a timer, value zero. In this example, the timer is called "SummonAlitTimer". 5. apply the code below into a start script. short LastSpellEffectsAlit if ( LastSpellEffectsAlit == 0 ) if ( Player->GetSpellEffects, summonAlit == 1 ) if ( SummonAlitTimer > 0 ) MessageBox, "You cannot re-cast this spell while it is still in effect." endif if ( SummonAlitTimer <= 0 ) Player->PlaceAtMe, aaa_alit_summon, 1, 120, 0 set SummonAlitTimer to 60 endif endif endif set LastSpellEffectsAlit to ( Player->GetSpellEffects, summonAlit ) 6. make a "EXTRA SPELL" effect spell. It's type is an ability. In this example, the spell's ID is called "summonAlitCover". 7. apply the code below to the summoned alit that was created in step 3. (I called it "aaa_alit_summon".) short doOnce short OnDeath float LastTime ; track remaining summon time if ( LastTime<GetCurrentTime ) if ( SummonAlitTimer >= 0 ) set SummonAlitTimer to (SummonAlitTimer - GetSecondsPassed) endif endif ; set the summon to follow the player and make it register as a spell by using a cover. (It is not a spell, it is code.) if ( doOnce == 0 ) AIFollow, Player, 0, 0, 0, 0 set doOnce to 1 set TimePassed to 0 player->addspell, summonAlitCover endif ; have the cover spell vanish when 2 seconds are left if ( SummonAlitTimer <= 2 ) player->removespell, summonAlitCover endif ; destroy the summon when time is up if ( SummonAlitTimer <= 0 ) disable endif ; have the cover spell vanish, and destroy the summon, all upon death. if ( OnDeath == 1 ) set OnDeath to 0 player->removespell, summonAlitCover disable endif set LastTime to GetCurrentTime Change Edit: Added the missing "set" command for the LastSpellEffectsAlit variable. Edit 2: Step-by-step process cleaned up a bit. Added specification of used ID names when making resources.
  8. it can go fast and look alright :confused: if you don't mind a low dpi and resolution. i play skyrim at a 320X240 dpi and 640X480 resolution. the text is still barely readable and it runs so much faster for me. however, you must run the game in window mode. but you can resize it to full screen. it will overlap the start bar. maximise it with task manager AFTER RESIZING to get rid of the resize border visible on the top and left. - 1. enable force resizing by downloading this component. it is a direct link - 2. if you want to remove the window border, download the Simple Borderless Window Mod. - 3. go to your SkyrimPrefs.ini and set the following accordingly. bFull Screen=0 iSize H=240 iSize W=320 you can tinker with the width and height if you have a wide screen. - 4. when skyrim launches, use control alt delete to get access to windows and resize the window as desired, this is also a nice poertunuty to launch borderless windows if you haven't already. dont forget da kudos! XP
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