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MRWalther

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  1. Hey ho! I'm working on an armor and weapon overhaul. Maybe I'm more dumb than I want to admit, but I can't find a way to edit stats tables (e.g. gunstats or armorstats) efficiently. Values can be changed directly in Frosty Editor, but having to go through ten ranks for each weapon guided by external files referencing which entry number is what is quite the hassle. I'm aware such tables can be exported but the resulting .bin files are unreadable once opened with Notepad or N++. Is there a trick for this I could have missed?
  2. Animations are one thing, transitions and blending another. That would require heavy editing of behavior files.
  3. Hi! I'm also looking for an effective way to detect hit location without using trigonometry. Using activators attached to each body part could be a way. Activators are ObjectReference type, so scripts with OnHit events can be attached to them, and they can use collision geometries. This method could have multiple advantages, like right hit detection during animations, and easy creation of hit zones on creatures. Unfortunately I don't know yet if it's even possible. I've been digging in the creation kit and even in NifSkope, founding nothing that could help this, but I could really have missed something. This idea come from a post on the forums where someone used preloaded activators and moved them to actor nodes but I haven't been able to figure out how he was doing that : http://forums.nexusmods.com/index.php?/topic/927840-need-help-with-an-idea-math-related/?hl=%2Bactivator+%2Bnode&do=findComment&comment=7555826
  4. Hello readers! I'd like, as title says, to use bumping idles (the ones played when you sprint into another NPC) as hit reactions during combat. So I wrote a script placed in a constant effect ability : scriptname OnHitRecoilScript extends activemagiceffect Actor selfActor Actor attacker float headingAngle Idle Property BumpedFromFront auto Idle Property BumpedFromLeft auto Idle Property BumpedFromRight auto Idle Property BumpedFromBack auto Event OnEffectStart(Actor akTarget, Actor akCaster) selfActor = akTarget EndEvent Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) attacker = akAggressor as actor headingAngle = selfActor.GetHeadingAngle(attacker as objectreference) if !abHitBlocked if headingAngle <= 45 && headingAngle >= -45 selfActor.PlayIdle(BumpedFromFront) elseif headingAngle < -45 && headingAngle > -135 selfActor.PlayIdle(BumpedFromLeft) elseif headingAngle > 45 && headingAngle < 135 selfActor.PlayIdle(BumpedFromRight) elseif headingAngle <= -135 || headingAngle >= 135 selfActor.PlayIdle(BumpedFromBack) endif endif EndEvent But the idles don't play. It works with recoil and stagger idles, but not the bumping ones. I've dug a little bit in the idle animations interface: bumping idles have conditions refering to GetLastBumpDirection, so I suppose it's too much restrictive for them to be played simply during a OnHit event. But I also suppose I can't just remove them, otherwise "normal" bumping will be affected. Is there something I'm missing? Will achieving that require to mess with behavior files :sad: ?
  5. Thanks a lot! It works! I should have thought about the event :dry:
  6. The script is attached to the actor through an ability. It's given to the player with a quest and to NPCs when they hit the player for the first time. Scriptname MVActorEquippedItems extends activemagiceffect Actor selfActor int headPartRating int armsPartRating int bodyPartRating int legsPartRating int armorPartRating Event OnInit() armor headArmor = selfActor.GetWornForm(0x00000002) as armor armor armsArmor = selfActor.GetWornForm(0x00000008) as armor armor bodyArmor = selfActor.GetWornForm(0x00000004) as armor armor legsArmor = selfActor.GetWornForm(0x00000080) as armor Debug.Notification("Head : "+headArmor) Debug.Notification("Arms : "+armsArmor) Debug.Notification("Body : "+bodyArmor) Debug.Notification("Legs : "+legsArmor) rightHandWeaponType = selfActor.GetEquippedItemType(1) leftHandWeaponType = selfActor.GetEquippedItemType(0) Debug.Notification("Right hand : "+rightHandWeaponType) Debug.Notification("Left hand : "+leftHandWeaponType) EndEvent
  7. Hi, I'm currently trying to write a script that can return properties of equipped items using actor.GetWornForm() and actor.GetEquippedItemType(). It works well on the player character but for NPCs it returns "none" for worn form and "0" for equipped weapon, even if they have weapons and armor parts equipped. Is there a specific way to use these commands on NPCs?
  8. I completely agree! Me too XD I completely agree here too! I'll add examples : Hit your opponent's leg, he should fall (maybe not systematically, and depending on the weapon type) Hit him in the head, should die if he has no helmet, should die if he has a heavy helmet and you use a hammer The fight could become : ok I have this weapon, my ennemy has this armor (and the contrary), what can I do to expose his head? It would not only rely on the armor parry and weapon skills level.
  9. Hi everyone I'm currently trying to edit some armor meshes. I already succeeded in making slightly edited vanilla meshes, weapons and armor, to work ingame after playing with 3ds max (relatively new with it, used to be a Blender user) and nifskope, with the help of Vannus and jaysus tutorials. I encounter some problems with heavier editing, and I'm looking for some modelling tips : - Would like to add pants and shirt to imperial armors, using other vanilla meshes as the thieves guild armor or the fur armor. I tried several things but I'm a little bit confused with what I have to import, and what I need to do along editing meshes. The case I'm currently working on is adding thieves guild armor pants and sleeves to the imperial light armor, by either attaching them to the cuirass or replacing the other nitrishape node (GenderUnderwearBodyLightArmor). How would you do that? -Then I'm looking for a "clean" way to edit things like boots and gauntlets. I mean for example modifying both gauntlets by editing just one, like with instances or references. Or do I have to delete one, edit the other, mirror and then copy weights from the original mesh? -Finally is there a way to edit armor_0 and armor_1 simultaneously so the modifications are identical on both?
  10. I'm on it XD I have several ideas, but I think they are very complex (if not impossible) to apply. Would be nice if we could have a damage localization, some dodge moves, finish fallen ennemies moves or bonuses and a system of momentum or equilibrium. Something like the deadly reflex mod for oblivion. I also think ennemies should be less resistant but parry (and dodge in case one day such a mod exists) more. The best would be controled directional damage and block, with effects on momentum depending on which attack is used and when etc. In all cases AI should be adapted to the changes. I know some of these things are possible, it has already been done for Oblivion.
  11. Same problem here with 290 to 294. I used the full installer, and selected the default python version. Reverted to 291, but the game is still not working. Do I need to reinstall the game, or is there an other solution?
  12. SickleYield : yes it's the Mithrodin sword I saw that TDA and Nico made some weapons from Guild Wars, but I don't know what pictures they use. The ones I've found are a bit small so I don't know if you can do anything with them, but there are really nice armors. Pictures are small but I can't put more of them in that post.
  13. OK look at this for nice swords (The last sword is from Amber, of Roger Zelazny, the others are from the site of Kit Rae). Is that big enough?
  14. Interesting. And what about about a morgenstern with physics :P ? This would be hard to make but very great to play!
  15. I know that it' s not very original, but armors and weapons from Guild Wars should be great in Oblivion. Some of them have already benn released; the Sephis axe and The Tanzit defender. I would do it myself if I could but I don' t know how to make models and textures. The Glass Armor from Morrowind could also be intersting.
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