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Himeki

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Everything posted by Himeki

  1. That's a really nicely done concept image. Shows exactly what you're talking about, I agree with faffman the middle one looks wonderful.
  2. Extra note: Saying "NON SKSE" EXTREMELY limits your capabilities with scripting. SKSE also fixes the memory bug that causes crashes (adopted from another mod originally, discontinued when SKSE picked it up and improved it).
  3. Removing it from the vanilla game is fairly easy (remove the ability from the vampire version of races. Fair warning custom races would be a lot of work to support.), but BV has it's own version of immunity. You'd need to either make a normal version and a BV compatibility patch, or just make a BV version. (BV permissions DO allow modifications without asking. Just credit them) In the mean time (or if no one makes it) you can do the following: Go into the game, open the console and look up the name of the immunity effect (seen in the "active magic effects" page). help "[immunity name here]" without the [ ] will give you the code needed. Then you use player.removespell [codehere] again with no [ ]
  4. Assuming they're already in with collisions enabled, that would be really simple to do. If they don't have collisions I can't do anything to help (they'd fall through things). Recipes to craft things are very simple to make (tutorial for making things craftable) Thank you for the link Enthusiast, I'll have to take a look at it :smile: And if you want to take a whack-at-it, I'm all ears for messages if you figure out a way to make them something to craft and put around the house as decor. Like I said, I will want to endorse and promote someone's work, if anyone can do it ^_^ This is something I think many people would enjoy for their own custom decorating or gifting opportunities. Much appreciation, Evie. If you can't get it to work I'll try to do it when I get a chance. Just let me know.
  5. for your CK Dawnguard issue, this might help or this (also bugs section) Yeah Serana raising corpses can get quite irritating at times. Mods like Hunterborn need you to use the corpse, and she decides that deer or wolf would be more useful against the almost dead (or already dead) enemy. :P
  6. No I meant the orbing ability, were you making it or just other powers? :P Don't want to make multiple of the same thing.
  7. I'm all for people learning how to do things themselves. Good luck with it. I suggest you have a projectile trigger an explosion, explosion places an object (does nothing else). I suggest having it place an activator, and put the script for summoning the fire on the activator. Having the activator (script) delete the fire, then itself when the time is up. This could also be used for the bed to put it where you want. You can also set it to spawn rotated based on you. If you run into trouble with it let me know and I'll try and help you out. PMing me is the best way to get a hold of me. If you can't get the script to work the way you want let me know as well, I may be able to suggest a way to fix it.
  8. Due to nexus permissions, you cannot port it over without getting the author's permission to port it. Just informing to avoid problems. :P
  9. Correct, I'm horrible with them and it MAY require a custom texture to use for the particle effects. I don't think there's anything in game that would work well. As far as randomizing the orbs that would be a bit difficult, you could however have a few effect shaders and randomly select which one is used when using the ability to make it seem more random. There are ways to see if the player is moving (and in which direction), as well as if they are sitting or not. So different effects could also be used instead for those cases if you really wanted to (again, assuming someone makes the effect shaders). Oh my bad lol, nah randomising is not necessairy if it's too difficult or not needed to make the ability look good, just tought I should mention it. Agreed, casting it while sitting would likely require a hotkey to be setup (since you can't use abilities while sitting), which would be much better if you added in MCM compatibility for changing said hotkey. And I've not setup MCM menus yet, so I'd have to figure that out first. Randomizing would basically just take multiple effect shaders that run slightly differently. Randomly selecting which one to use is fairly easy. It's just that you'd need multiple shaders to choose from. :P Still need a working effect shader to use however. Firepower02, did you plan to do it? or did you plan to do other powers?
  10. Assuming they're already in with collisions enabled, that would be really simple to do. If they don't have collisions I can't do anything to help (they'd fall through things). Recipes to craft things are very simple to make (tutorial for making things craftable)
  11. Just to make sure you understand, those are "resources" as in, not your stated mod, but things that could be used to place down for it. As for the mod itself, a check on player gold count could be done, however if you store your gold somewhere that'd be much more difficult and require a spell/command to add the container to the list of counted gold. (unless it was specifically a place you store it in this mod, that'd be easy) After the check for gold count finishes, static objects could be added/removed to fit the amount.
  12. Conjuring up the burning fire pit would be extremely easy to do. However having it work for Frostfall and/or Hypothermia would require a bit of looking into how they work, and seeing if there is any special methods required. Not to mention the fact that for Frostfall at least (which requires you to have firewood to light a fire) it'd be nearly removing the warmth concern. Unless you required firewood equivalent to Frostfall's amount, which would also require checking the settings to make sure you require it :tongue: Frostfall does have a spell that, when cast, consumes firewood to recover your exposure, but doesn't work when out in a storm (for example). I haven't used Hypothermia so I don't know what would be required, or if it acts differently in any way. If you just want to summon the burning pit without compatibility I can do that very quickly. If so: duration?cost?placed in front of you or where you target?if where you target what max range? TLDR: easy to summon burning fire pit, much more challenging to make it work with Frostfall while still being balanced. I don't know anything about hypothermia. (need answers to above questions)
  13. A suggestion for another way of doing this (for crafting). Act as if the chest is part of your inventory while crafting. Basically not pulling it into your inventory, but using the chest+inventory as component sources.
  14. I have no idea what this mod would be about. You're far more likely to get people interested in joining up if you actually say what your plans for the mod are. What is the purpose of the mod? What is the goal? What type of mod is it? Immersion? Overhaul? Additional Content? Simply saying you want to make a "huge mod" is not likely to pull people in to want to help. A clear outline of your plans (which may change as the mod progresses of course) will help immensely in getting attention.
  15. Correct, I'm horrible with them and it MAY require a custom texture to use for the particle effects. I don't think there's anything in game that would work well. As far as randomizing the orbs that would be a bit difficult, you could however have a few effect shaders and randomly select which one is used when using the ability to make it seem more random. There are ways to see if the player is moving (and in which direction), as well as if they are sitting or not. So different effects could also be used instead for those cases if you really wanted to (again, assuming someone makes the effect shaders).
  16. As far as I know they count as a "vehicle" in the engine. Which might explain why no one has fixed it yet. I'd love to see this happen, but I don't know much about the animations.
  17. While not exactly what you're looking for, Convenient Horses does greatly improve horses. Along side it is Convenient Horse Herding. They haven't been updated in a while, but as Skyrim hasn't seen updates since before that, they work just fine.
  18. http://www.nexusmods.com/skyrim/mods/34155/?
  19. Not to mention, what if you ARE a healer, especially if you're a powerful one. Heal him seconds and chase her down.
  20. I don't know of any way to dynamically change the projectile model. I hightly doubt there is one. You'd need a separate spell for every possible item to switch to. And a projectile for each weapon type. However the iron dagger as an arrow is a very quick setup. Grab iron dagger .nif, place on new "arrow" projectile, attach to aimed type spell. You now have the spell wanted. Other than arrow-type projectiles you'd need a special model, impact data, and impact set designed for it.
  21. I'm waiting on an animation for it. There are teleport spells that do the equivalent of orbing self already. So unless we can get the animation, there's not really any reason to do it :P.
  22. Would that be my spell request, perchance? : D Sort of yeah, I was already thinking about it. But I enjoyed the multi shot idea.
  23. There's a stop ai script, which makes the npcs stop moving, but the other things in the world like projectiles could still move. The slow time would slow down everything, but it will affect everyone except the player. Piper's freezing will not affect blood relatives and will lose effect when hit, the slow time is timed, and only wears off when the time is up. I also did experiment with premonition, but it would be difficult seeing a possible alternate future in game, it would require a scene to play, and that means we have to make a future scene for every quest, and places or things to touch to trigger premonitions, since it is a passive power. Maybe limit it to only one premonition per quest, but that would still be a lot. I think the easiest power to make would be Paige's power. I thought about stop ai briefly, but expected it could cause issues with some quest-based NPCs if used on them...though I suppose you could exclude them from being effected if it becomes an issue. I agree the premonition power would be quite involved, I'm not good with cutscenes, so I'd avoid that unless someone else was making them all. Paige's power would be a little difficult to replicate, definitely not on arrows flying at you for example. I am working on other things as well, so I'm not sure how much of this I'd have time for. The Orbing portion I could help with though definitely.
  24. "Like a cheese wheel" *cough* Meet the Team: Himeki Second spell video is a cheesewheel destruction spell, basically as you described. That aside, you can quite easily put a model in as a projectile. However getting them to stick like an arrow does is quite irritating. I'm trying to wok on a Spectral arrow spell that actually sticks in the opponent (conjuration spell, summons an arrow that flys at your target, much like a normal destruction spell does a bolt of fire for example). I'm not sure how to dynamically load a model for a projectile based on an item chosen in game. However using a message box with option buttons it could easily be made for a few set selections (or MCM menu when I eventually convince myself to go learn that). Immersive Quests is my top priority at the moment, but during downtime I'm working on other things such as the above spectral arrow. TLDR; Easy to do mod, use Iron Dagger model for a projectile, apply projectile to said custom spell. Currenlty a bit busy. Easy for someone new to spell modding to try to create. Could you basically set an animation for a bow to load, but make it invisible and intangible. So as you perform the conjuration, the "bow is pulled" so when you send out the arrow, it shoots an arrow, and you could just have the animation repeat itself over itself so arrows could be repeatedly fired There's a way to make spell projectiles stick (Example being Ice lance...or is it ice spear...shoot a huge sharpened ice chunk at enemy, sticks in). I just hadn't gone that far yet as I hopped back to other work I was doing. EDIT: after quickly scanning the Ice Spike spell ( I knew I messed up on the name ), it has to do with the Impact data set you use.
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