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Leeira

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Everything posted by Leeira

  1. @sukeban: Yeah, I ran into the same problem that movementspeed, attackspeed is not updated directly. So I decided to remove it and instead add the invisible item to make the player overloaded (which is updated directly of course). And further, when using "setAV" it modded value will not be persisent when loading saves as far as I know, it always reverts to vanilla values when changed via "setAV". @all: I thought about some things and I'm not going to change things like stamina-regen, stamina-usage and such things dependand on how much you carry. I want to keep my mod as compatible as possible and there are many great mods ot there which change this stamina things (most combat mods, vampire mods, Basic Need mods and so on). And I definatly want to avoid that people have to choose if they want to use my mod or a combat mod or whatever.
  2. I think I'm not going to make the player faster than vanilla, because the player would get overpowered because NPCs don't get faster and you can easily run away from them (correct me if I'm wrong and NPCs get faster at higher levels in vanilla). But making him slower when carrying much (much, not too much)... would definately be immersive but maybe annoying to most. What do you think, should I slow the player down more and more as he carries more (not dependand on a total value but on his percentage of MaxCarryWeight used). Oh, one more idea: To change armor while fighting is impossible, so I should make it impossible. Does anyone know how I can check if player is in combat? (It must be possible because it is impossible to fasttravel while in combat)
  3. Hello, I need help with a script-piece that allows me to show the player a menu to configure some of my script variables. It should be that my default value is diplayed in the middle while left and right of it are 2 options for a lower value and 2 options for a higher value. Could anyone please explain to me how to do this?
  4. Ah, this shout, thanks. But this mod is all about immersion, so if you want to use this strategy, better not carry too many weapons with you. So, if you think about realism, it's unrealistic to carry as many weapons as you can and then think you could even take up your enemies weapons. The bag thing... Well, there is this bag mod which I think would fit well into my mod. Maybe with some little ajustments (some bag increase carryweight, some MaxPotionCount and so on). But beeing able to use this bags to carry more weapons would just destroy the goal of my mod. But I think I'm going to ask Dragten (the mod author) if I'm allowed to use his mod in mine (with credit and so on ofcourse) or if I may make it that way that you have to load his mod and then my esp which changes some aspects of the mod to make it compatible with mine. I have two little problems right now and maybe someone of you can help me: 1. How can I change how many MaxCarryWeight you get when increasing your stamina by 10 points when leveling up? 2. When you are carrying too many items of one type (lets say 3 onehanded-swords) and put one sword into a chest, it first says the vanilla game message "you are carrying too much", then my own massage "you are no longer carrying too much". The game recognizes that you are no longer overloaded and it's no big bug, the message is just annoying and may confuse some people. Does anyone know how to fix this (I mean, how to disable the vanilla message in this case)? The problem seems to be that my invisible-weight-item is removed correctly, but after the game shows it's vanilla message. When I simply drop the weapon to the ground, only my message shows up, as it's ment to be.
  5. Maybe Mansh00ter can tell you. In his mod TRO - Basic Needs he is able to detect if you are in running, dinkable water, so maybe he knows how to check for plants too. If he tells you, please tell in this thread beacuse maybe others might want this too.
  6. Well, it's the first mod I ever did and I do not know how to do this. But maybe I can look into how other mods do this. The mod works stable now and I changed some things: - A few numbers. - Pickaxe and Woodcuttersaxe are excluded from the WeaponCount. - The normal racial MaxCarryWeight values are changed (85-130, depending on race. In vanilla they all were 300) - All carryweight-raising effects from alchemy and enchantments are lowered to about the half of vanilla value. - The SteedStone only gives 30 instead of 100 to MaxCarryWeight. They are indeed too liberal for what I plan to do. For I don't think about weight, but about where to put all this things. I mean, you can't put 7 daggers, 4 one-handed and 2 two-handed weapons in your backpack and run arround, not to speak of all the armor. And I want to make it as immersive as possible, even if it get's harder for the player then. But what did you mean with disarming your enemies? I played as a mage for most of the time so maybe I have missed a game mechanic, please explain it. I play with alle the ACE things myself and yeah, I think two bows is the best. But I don't like unlimited arrows. So you can't use your bow blind but have to manage your ammunition. A real ranger, hunter or whatever can't just take hundreds of arrows with him (beside two bows, blades and so on), thats a fact. I don't think it cripples early-game because I like the idea that you can't buy that much things early on. I mean, you just escaped from beeing execuded with almost nothing in your pocket... You should not be able to buy this super-uber-sword two (ingame) days after. You can still craft many things, then walk to the smith (you are slowed down but not unable to move) which is normally only a few steps away and sell him all the stuff. But thanks for telling your oppinion. I know my mod does not suit everyone and I like to hear oppinions of people that aren't 100% confident with my mod, because maybe some things have to be overthought. How do you implement maxcarryweight movespeed scaling? I thought about that myself and do not know how to do it. I lowered the MaxCarryWeight too, so I think I will not limit the number of misc items, instead they are limited by the MaxCarryWeight which is much smaller in my mod than in vanilla game, so no more 80 cooking pots. ^^ To categorize every single misc item would just be too much I do not remove items automatically, because of the problems when crafting, equipping your companion and so on. I add an invisible 1000 weight item which makes you overburdend. This way it is easy to say how much you are really carrying (displayed weight-1000) and all the vanilla things like movement speed reduction, no more fast travel and so on are in place. When the basic mod is released and there are no serious bugs which I haven't found myself, I may look into the selling-NPC.
  7. Were the two ini files (where the saves are) deleted too or only the content in the steam subfolder? If they were not deleted, just delete them. If it doesn't help open the console in the main menue and use "coc whiterun". If it runs normaly the problems are caused by your saves. It may be because of running scripts which simply has been deleted while in use. Many mods have uninstalling routines which you have to use to uninstall them properly without ruining your save.
  8. May "RAN's headmesh variants (D)" have some texture files with it? This might cause the problem.
  9. Very old games may not work on 64bit. Skyrim definately does.
  10. Try setting your sneaking and pocketpicking skill to 100 via the console and try it again. I was able to sneak feed in the 1.0 version although I was not a vampire before becoming a belua vampire. But as a low level vampire with sneaking and pocketpicking low it is very unlikely to be succesful (which is intended by the mod).
  11. I drank the belua blood as a non-vampire and was able to sneak-feed and combat-feed and hunger updates. Sun damage is listed in the active effects list but it seems to do no damage (as a lvl 1 vampire, I did not test higher stages yet).
  12. I like ravenmast0r's idea too. If you are onto perks... will there be a way to make the perk changes compatible to ACE - Comprehensive Enhancements? It's a really big mod which adds many very nice things (several of them through perktree changes).
  13. Yes, I would say it's too much. A vampire drinking from a sleeping beeing has no haste and wouldn't want to waste any blood. Only combat feeding should be some kind of bloody (what is only my opinion of course). <- Only talking about the three feeding mechanics, not about vampire-skills.
  14. This is an idea, but I think it would just add some more to fiddle but with the same result as beeing able to carry the things yourself. Maybe this NPC costs some gold every day (and it will not only be a few coins) because, of course, you have to pay for his work. Speaking of immersion, this would definately be immersive. But this would be a feature in the future, because it will be my first mod and I first have to deal with the basics (all item types and so on). For now, I only have weapons and armors build into the mod right now.
  15. @kuertee: Ok, then what do you think about my above values? @mojodajojo: I will not use something like transmute, because I want as much immersion as possible and I don't feel that this is immersive. Oh, and does anybody know what the keyword for potions and poisons is? The only keyword with "potion" in it was the vendor thing.
  16. Well there should not be too much blood, especially while feeding. I mean, you are not going to rend your target but you drink from him and don't want to waste any blood. But well, spells that only damage the opponent via something bloody... well, they should look bloody.
  17. So, you just want to slow them down? Then you could mod the "SpeedMult" value. The player has it and as far as I know the NPCs too.
  18. But I have to say, I understood "while you're in Morrowind" all the time too. xD
  19. Hello, I've started to do a mod which adds immersion to the carryweight-system. It no longer only depends on the weight, but instead you are limited to carry a certain ammount of certain items. For example it is not realistic to be able to carry multiple sets of heavy armor or 10 swords and still be able to move normaly and fight. So I plan to have the following values: 2 Daggers 2 One-handed weapon OR 1 Two-handed weapon 2 bows (not sure about that, maybe only 1) 1 set of heavy armor AND 1 set of light armor 30 arrows 20 potions While single numbers may be changed, just say what you think would be best. But I need ideas on how to deal with a big problem: You can no longer take as much loot with you as before. So, how to compensate the "loss" of gold?
  20. Do you want a real vampire mod or just one changing optics? If you search a real, complex one use Belua Sanguinare.
  21. What to say... maybe just: YAY! ^^ Oh, and one question: I know, it's pretty early to ask such things, the mod is not even uploaded, but: Is this mod incompatible with anything but other vampire mods? Like combat overhauls (Dueal Combat Realism), Basic Needs, Frostfall and such immersion mods? If you talk about that in the mod-readme, just tell me and I'll be patient. ^^
  22. So you have to clear out a dungeon for the quest? Is the dungeon marked as "completed", "cleared" or whatever it is called when you look at the main map and hover your mouse over the quick-travel marker?
  23. Of course this is unrealistic (Dragons up in the air would need secounds to cross all the nordic world and destroy everything, so why don't they?) but you can do nothing about that kind of unrealistic things.
  24. Well, if you play without fast-travel, longer days and nights feel just better.
  25. This mod removes all shadows which should boost your performance.
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