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VanKrill

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  1. Well, its looking like not. I did not get a single response, other than yours, of any sort of interest in the mod. Understand, I will make the mod for my own use, education, exercise in the tech, and play satisfaction. But making the mod, and publishing the mod are two entirely different things. Making the mod is a few days work. Getting the mod documented, cleaned, credited, and published is a few weeks work. There isn't enough interest to be bothered. -
  2. There are actually a series of different weapons, wands, staffs, all oriented around the 9 Different end point alignments. The following are from my development notes. ======================================================== ======== Alignments ======================================================== 00) Y Yodh - True Neutral - Hermaeus Mora - The Center, Animalistic Survival Instinc, Cosmic Indifference. 01) k Kaph - Neutral Light - Almalexia - Healing Good, True Light 02) A Ayim - Ordered Light - Mara - Motherhood, Compasion, Civilization, Dibela - Art, poetry 03) T Teth - Order - Jyggalag, Jhunal, Zenithar, Talos - Logic, Math, Cosmos, Trade 04) R Rho - Ordered Darkness - Mehrunes Dagon - Bound to Tradition Evil 05) D Daith - Neutral Darkness - Molag Ba'al, Sithi, - Balanced Darkness, True Evil 06) S Sade - Chaotic Darkness - Sheogorath, Nyx - Chaotic Evil 07) K Kai - Chaotic Neutral - True Chaos - Plots - 08) t Tau - Chaotic Light - Kyne, Tsun, Lost Lorkham (Shor) There is a 09 as well, but not appropriate for this forum. (Adult Mod Extension only) The weapons shown in the picture are just one set for practice. In that case, it was the True Neutral or Yodh version. It was also the highest end / quality version. Krysaal items should each have four levels: Apprentice Trael Adept Drengr Expert Kylfing Master Skald So the pics were of the Yodh-Skald variety. There will be 4 levels X 9 Alignments X Blade, Sabre, Claymore, Wand, Stave, Amulet, Circlet, and Ring. That makes a daunting 288 items. So I developed a mix and match mechanism to turn them out on themed assembles with common texture and meshes for some of the parts. A wand is made of a Orb+Coupler+Krysaal(cylinder)+Joiner+Shaft+Tip. I've made collection of Orbs, Krysaals, Shafts and Tips. The couplers and joiners are uniform except by texture. A sabre is a Pommel + Hilt + Crossguard + Krysaal CrossGem + Blade + Scabbard (Some have finger rings or Blade catchers.) All of the parts have their own part meshes, and you construct the weapons by doing quests for the parts or the mats to craft them. A Krysaal item is about 2 hours game play and quests to get the parts / mats to craft it. There is no requirement to have matching sets, so you could use an Evil Sword and a Good Staff, which would give you more diversity in ability, but less focus and ultimate power. The Expert and Master level items also count as bonded artifacts and generate a small amount of aligned Manna per day. There will be factions for each of the Alignments, and a Cult of followers with a Jarl-like leader, a captain and a number of Lieutenants plus minion henchmen aplenty. Groups in opposition to your alignment will be aggressive toward you, those in common with your alignment will give you aid and quests. There will be a list of character arch types as well, somewhat like the Interesting NPCs mod, but with quests themed to the Alignment system. -
  3. The Manna Magic System is heavily based on Magic Crystals called Krysaals. As such, there are special combat moves and spells which can be done (Via Scripts) which can only be accomplished when wielding Krysaal Weapons. Here are some in game screen shots of the Blade(longer than most daggers), Saber, Claymore and Wand(staff).
  4. I have created a general Mod Talk thread on my proposed concept where I will be flushing out more of the details, posting screen shots of my current system, and taking comments and feedback on development, for anyone who is interested: http://forums.nexusmods.com/index.php?/topic/2352729-proposed-major-mod-concept-krysaal-manna-magic/ -
  5. I am working on a Major Magic/Gameplay Mod which I'd like to get some feed back on. It changes the way that you get Magicka, Heal from wounds, and approach your Karmic Choices in gameplay. It is designed to greatly re-enforce Role Playing in Skyrim. There are two values for Alignment attached to the player, spells, quests, and actions: Light ^ | X Action | | X Current Quest X Player's Alignment | | Order < ===========Neutral============== > Chaos | | | X Current Manna Alignment | X Zombie Spell | | X Evil Temple Manna Bond V Darkness The Health Regneration rate has been reset to close to zero. Several days to go from low health back to full, ... UNLESS, you use standard magicka based healing spells. The Magicka regeneration rate has been reset to close to zero. Several days to go from no manna back to full... UNLESS, you use an alternate kind of magic to regenerate Magicka, called MANNA. Manna comes to the player from a magical amulet, which has the ability to cast a Magicka restoration spell, using scripts, but burns its internal storage of Manna to do so. The Manna stored in the Talisman Amulet comes from one of three sources: 1] Linkage to Artifacts, like the Maque of Clavicus Vile, Dawnbreaker, or Azura's Star 2] Linkage to other NPC mages who have voluntarily, or by defeat and magical enslavement, taken on a status of a Vassal Mage, somewhat like a housecarl, but a portion of their Magicka get syphoned off and transfer to your Talisman via a Manna-Bonding Torque Amulet which they wear. 3] Land Bonding, were a specially crafted Krysaal, or magic crystal sphere, is placed in a Land Bonding Socket, in special, magical locations, or power points: Hot Springs, Gilder Green Cavern, Tombs, Swamps, Forest Glades, Mountain Peaks, Ruins, Lakes, .... Each of these Bonded sources will add an varying by the source amount of Manna per day into your storage Talisman's Krysaal, or magic crystal storage well. The Artifacts, Vasal Mages, and Land-Bonds all have an alignment for both axises as well, and it is reputation appropriate, i.e. a Forest Glade will be Light and Ordered, a Swamp will be Dark and Chaotic, a Volcano is Chaotic Neutral. Your Talisman stored Manna has a floating average Alignment based on your sources. Your person has an Alignment based on your achieved quests, actions, spells and dialog interactions. The closer the match between your Manna Alignment, and your personal Alignment, the more efficently you "Burn" your stored Manna. Additionally, Dark Spells are more powerful for a Dark Player. Light spells are more powerful for a Bringer of Light. I have not considered making the appearance of the character change with is alignment, partly because I believe the idea is patented by another game company, but also because I've not figured out how to change the appearance of a character by a script. I do have a simple spell which shows your current Alignment, the Alignment of your Manna, and the Alignment of each source of Manna, before or after bonding. ------------------------------------------- I am looking for any and all feed back, good or ill, or neutral, on the idea. Most importantly, would anyone be interested in the mod, should I continue? -
  6. I am working on just such a mod. There are two values for Alignment attached to the player, spells, quests, and actions: Light ^ | X Action | | X Current Quest X Player's Alignment | | Order < =============Neutral============ > Chaos | | | X Current Manna Alignment | X Zombie Spell | | X Evil Temple Manna Bond V Darkness The Health Regneration rate has been reset to close to zero. Several days to go from low health back to full, ... UNLESS, you use standard magicka based healing spells. The Magicka regeneration rate has been reset to close to zero. Several days to go from no manna back to full... UNLESS, you use an alternate kind of magic to regenerate Magicka, called MANNA. Manna comes to the player from a magical amulet, which has the ability to cast a Magicka restoration spell, using scripts, but burns its internal storage of Manna to do so. The Manna stored in the Talisman Amulet comes from one of three sources: 1] Linkage to Artifacts, like the Maque of Clavicus Vile, Dawnbreaker, or Azura's Star 2] Linkage to other NPC mages who have voluntarily, or by defeat and magical enslavement, taken on a status of a Vassal Mage, somewhat like a housecarl, but a portion of their Magicka get syphoned off and transfer to your Talisman via a Manna-Bonding Torque Amulet which they wear. 3] Land Bonding, were a specially crafted Krysaal, or magic crystal sphere, is placed in a Land Bonding Socket, in special, magical locations, or power points: Hot Springs, Gilder Green Cavern, Tombs, Swamps, Forest Glades, Mountain Peaks, Ruins, Lakes, .... Each of these Bonded sources will add an varying by the source amount of Manna per day into your storage Talisman's Krysaal, or magic crystal storage well. The Artifacts, Vasal Mages, and Land-Bonds all have an alignment for both axises as well, and it is reputation appropriate, i.e. a Forest Glade will be Light and Ordered, a Swamp will be Dark and Chaotic, a Volcano is Chaotic Neutral. Your Talisman stored Manna has a floating average Alignment based on your sources. Your person has an Alignment based on your achieved quests, actions, spells and dialog interactions. The closer the match between your Manna Alignment, and your personal Alignment, the more efficently you "Burn" your stored Manna. Additionally, Dark Spells are more powerful for a Dark Player. Light spells are more powerful for a Bringer of Light. I have not considered making the appearance of the character change with is alignment, partly because I believe the idea is patented by another game company, but also because I've not figured out how to change the appearance of a character by a script. I do have a simple spell which shows your current Alignment, the Alignment of your Manna, and the Alignment of each source of Manna, before or after bonding. ------------------------------------------- Does this sound like the kind of mod you are looking for? -
  7. No one in their right mind would try to read that wall of text. Here is a breif attempt at breaking up the text into readable paragraphs: --------------------------- I want someone to make a Karma system that has an immersive menu which can tell you your reputation with certain groups or guilds. This mod will also make enemies become neutral towards you but also have the possibility for a friendship. There are also sub-categories for each category. I will explain the groups and categories later. Bad Karma with good groups will make your appearance very worn out. An evil character over time will develop a colour change in eyes (become more reddish or brownish but the white part of the eye becomes yellower), facial hair growth, armour degradation and wearing out over time (it will show scratches, faded colour, destroyed parts (the iron helmet will have a horn snapped off), missing pieces (a pauldron will fall off of the chest armour piece)), the good groups will react more hostile depending on how severe the karma is, the bad groups will react more positively towards you, you will get higher prices from the good but lower from the bad, a good merchant will refuse to sell you excellent grade items (great/grand soul gem, any upgraded, enchanted, or rare weapon), a bad merchant is more likely to have better stock, your skin becomes pale and dark patches form beneath your eyes, good Daedric weapons will do less damage and have less of an effect whilst bad will do more, some skills will be enhanced and others will rot. Good: Absolutely the opposite of this^. Bad skills: Sneak, Speech, Pickpocket, Destruction, illusion, overall weapon damage but weapons will degrade quicker the more evil you are. Good: Alteration, Speech, Smithing, Alchemy, Enchanting. Good appearance differences: The more moral you are the more potent these effects will be: Eyes turn blue-er or green-er and they will be whiter and shiny-er, armour will be shiny-er, skin is smoother and more tanned. FACTIONS, GROUPS, AND F/G EFFECTS: MAIN FACTIONS: Dark Brotherhood, Bandits, CORRUPT GUARDS (NEW GROUP), People who are A-holes in general * wink wink * Nazeem, Vampires (generic enemy AND Volkihar vamps (Dawnguard required)) = EVIL/BAD factions/groups. Neutral groups= Nature (NEW NATUR SYSTEM: Animals, Spriggans, Flowers will react differently to you) If you chop firewood/harvest plants/ kill spriggans/ kill animals/harm animals/dropping items in wooded areas/ swimming in lakes where there are fish/ using leather armour/tanning hides/ becoming a werewolf Will harm your rep with nature. Good nature= Spriggans won't attack, animals and plants more common, animals won't run away from you. Neutral nature = Default Skyrim behaviour. Bad= Spriggans more common, Spriggans more powerful, Plants and animals less common, Animals run faster and will stop at nothing to get away from you. GOOD GROUPS: Civilians, Thieves guild (Stealing from those people was justifiable, they are like clones of Robin Hood), guards, nobility, merchants, mages (not necromancers) (ALL mages that are usually enemies will now NOT try to kill you for accidentally walking on their patch of lavender and deathbell), Bards. I think this is a really good idea for a mod and I would get it solely for the appearance changes, if I left anything out just tell me and I will update this, if you decide to make this mod you MUST credit me and MUST tell me when it is done. IF YOU CAN I WOULD REALLY APPRECIATE IT IF YOU MANAGED TO GET ONE OF MY FAVOURITE MOD AUTHORS TO HELP WITH THIS PROJECT. THESE AUTHORS INCLUDE INSANITY/INSANITY SORROW (WHATEVER HIS NAME IS), DOGTOWN 1/KRYPTONIAN, JPDOCTOR, AlexanderJVelicky , PROMETHEUS_ts , Zerofrost. IT WOULD BE SO COOL TO COMBINE THE WORKS OF ZEROFROST, INSANITY, AND ALEXANDERJVELICKY! EPIC ARMOUR+EPIC WEAPONS+EPIC QUESTS= .....Epicness obviously. -------------------------------------- -
  8. I can't Thank You enough for this tutorial. I was originally working on making my own version of a blended FrostFall, Wet&Cold, and RND. What a foolish idea that was! No person in their right mind can accomplish all of that, and their stuff is better than anything I could make. I discovered that my ambition and hubris were over the top, and as I worked on developing my own version, discovered that the updates to both of those mods became ALMOST exactly what I wanted as a baseline for my own Mods. I am very into realism and immersion, and have some real world skills in survival. I want to make an extension to Frostfall which allows the use of Layered clothing, beyond the Head, Hands, Feet, Torso, and Cloak of Frostfall. (Given I can get Chesko to give me permission!? That's my next stop, once I determine the technique can work.) I want to only add a few added slots for "Layered Clothing" as used by any real world artic explorer: Mantle Slot 44 Muffler Slot 45 FaceMask Slot 55 SnowGoggles Slot 42 ( Used to prevent Slow Blindness) Mittens Slot 48 (Goes over gloves) Overshoes Slot 53 (Goes over Boots) Undershirt Slot 56 LongJohns Slot 54 Kilt Slot 49 Belt Slot 57 ( Used for Ice/Rock Climbing Ropes. Repelling in Skyrim is COOL! ) This would allow the use of less than Ideal Cold weather Armor, by augmenting other than through the FrostFall slots. The core of my mod is around North of the Sea of Ghost Nautical Travel / Exploration to establish a new Colony/Hold. This would allow exploration into even colder regions than found in Skyrim. Well, can't make an extension to the cold weather gear in FrostFall Skyrim, unless you can make a mod that patches FrostFall, to add a periodic bump to the exposure points. Your tutorial is just the ticket. Thanks Again. Thargon VanKrill P.S. It worked! Not a clean solution, but a working solution. A note to those who use FrostFall, there are great changes in the works for the next version, which will make the W.E.A.R system look stoggy and inflexable. https://www.reddit.com/r/skyrimmods/comments/2neekc/last_seed_my_hunger_thirst_sleep_mod_is_underway/ So, while my immediate problem is solved, the new version of FrostFall as an ESM API framework will make the technique un-needed. -
  9. The game assumes that dragons do not mate, but I can envision it being a fantastically immersive plot element. Imagine a Dragon vs. Dragon Mating selection combat! If a mother bear is protective of her cubs, imagine a broodmare dragoness protecting a Clutch of eggs! Imagine a particular village, its humans and its livestock, being daily harried by a pair of dragon feeding their hatchlings! You get asked to save the town. Imagine the other end of the dragon life cycle, an lost mythical Isle far out into the Sea of Ghosts, which is an Dragon Graveyard, where fatally injured dragons go to die, if they can. I understand that SOME dragon need to be eternal, mythic creatures of pure magic, but why ALL of them? Maybe Wyverns, as an immature sub-species, which few live long enough, or meet the magic accumulation requirements to metamorph into full Dragons? These are just a few ideas on how to solve some of the holes in the game.
  10. It has Snake People, Snakes on the Puzzle Options, but no snakes in the game. ( Conan is everywhere, but no Thulsa Doomers to behead! ) It has Whale Bones, Whales on the Puzzle Options, but no Whales in the game. ( Wouldn't a Whale Harpooning and Nantucket Sleigh Ride subgame be fun?) It has Ants, and Skeevers, but nothing in between. Unusually large Rodents are common, but no mice, common rats, or beavers. Who ever heard of medieval port towns without rats? It has song birds, duck, geese, and hawks, but Owls only appear again as Puzzle Options, not living birds. I guess there were too many owls, at one time, they ate all of the rats and mice, and with their extinction, the Owls starved to death? Maybe?... It has saucy children, Adults, but no Teens, no Babies, and no sex (un-modded) ... How? It has mines and smelters, but no Ore Carts and rails. In game, you use coals to smelt ore, but there are no coal mines. There is Ocean Water at hand, but Salt is Rare and hard to get. You can paralyze someone with magic, but you cannot tie them up with rope. But you start the game in binds. You can be made a captive and placed in a prison cell, but you cannot take a captive. It has a re-birth of Dragons, but no Dragon Eggs. It has horse sized poisonous Insects, but no walnut sized beetles. It has Butterflies and moths in plenty, but no Caterpillars. It has waters filled with aggressive carnivorous fish, but very little in the way of other fish for them to eat. It has sounding horns, but the guards, when attacked, never blow them to sound an alarm. It has lumbermills, and stumps and logs, but you cannot chop down a tree. A wet patch of stone will burn (explode), but a wooden house will not burn. There are sheep/goats aplenty, but no sheep dogs. There are tanning racks (scraping), qenching troughs, but no tanning vats. Almost Everyone has long hair, but no one has a hair-tie, brush or comb! What are the missing elements you've noticed? -
  11. I got a version of this working. The Script is actually attached to a Magic Effect, which is in turn attached to the food item. It does mean having a new food items for all food, and attaching a specific script to each with only marginal re-use. The Green and Red apples use the same Magic Effect and script. I do not bother with trying to change the vanilla food items. For compatibility and remove of module error prevention, I have a separate once an hour process which scans the player's inventory, and if it finds vanilla items of particular interest, not just food, the script removes them and replaces them with the new Survival Immersion Compilation verson of the same item. That way, if the player decides to stop using my module(s), the scripts and the items simply disappear from their inventory, leaving no scripts still running in the back ground. -
  12. Well, I've got an intro set of Meshes and Textures, which could be expanded for variety. But the whole is folded into my Baseline Mod for my Immersion Compilation system. I've got an IC00_Baseline.esp mod which holds all of the stuff for my version on FrostFall, Cold and Wet, Imp's More Complex Needs, WIC, Cloaks, Val's Crafting Meltdown, Immerse Armors, Immerse Weapons, and Hunterborn, all folded into an Integrated Mod. My goal was to get rid of the conflicts, duplicated items ( like bed rolls and cloaks ), and non-functional drops. But it is a HUGE WIP that will take another several months to have ready, and even then, I'm not sure I'll get permissions to release with the borrowed meshes in the work. So... I'll try to make a copy of the *.esp and under a new name, delete down to just the Breakable Shields content and release on Nexus. -
  13. So I have worked out how to make and implement a bunch of slow moving reef floor type of Conches, Urchins, SeaSlugs, Tube Worms, and StarFish. I still am no closer to a working Whale, but some of the new monster mods have impressive sea monsters, which I suppose could be used as a stand in for the Whale. Sharks I've got in plenty. -
  14. I've got this working. Only for a specific, custom set of Dueling Shields. But it works. I've figured a way to make the last step, sometimes ( random chance ) cause the shield to fling off of the wearer's arm in a shower of shards or just as a shield that is now a moveable static, not an equipable piece of armor. The Havoc engine presets to start at the players arm, and then to launch it out in a semi-random direction took some time, but it works now. There is a slight hesitation after the blow that triggers the total failure of the shield, before it goes flying off, but I doubt there is a way to completely get rid of it. Still, it looks cool, particularly when you're both in a dueling ring, and you destroy each other's shields at exactly the same moment, and then flash turn for a killing move. I had it happen once where my return stroke was a decapitation. Really wish I was video recording the action, it was very graphic and unique.
  15. Don't try to use an stock arrow at all. Put a script on the bow with disables the standard arrow effect, but launches a magic effect that happens to look just like an arrow in flight. Then used the much more flexible scripting techniques which can be added to spells, to determine the type of arrow, and type of target armor, and create an impact/explosion effect depending of deflection or penitration. Keep in mind, in real history, the bodkin, or Stilleto points, were designed to punch through plate mail quite effectively, and when driven by an English yew longbow, would often pass through the front side of armor, the knights body, the back side of the armor, and pin the dead knight to his dying horse. -
  16. Nobody at all likes that mining idea? Frankly, I'm a bit shocked?!
  17. You could, but it has problems when the player moves out of script trigger range. In order to keep the system from totally bogging down, when you have something like a critter spawner, it triggers and say fish, or moths, become active only when the player is within a particular distance. The same is true for other creatures which are defined as actors. So, if you're not in the area, they trap cannot spring, if the trigger mechanism is done through havok physics which is the normal trap mechanism in Skyrim. Besides, it is unsportmanlike and boring! Here is another way of approaching the problem, by making a new kind of mini-game. A global quest script could calculate the odds of trapping something, and a trigger script placed on the trap itself could activate or place the resulting creature in the trap upon player arrival, but this type of script is notoriously buggy, lag inducing, and difficult to debug. If you made the trap a type of Lure and trigger, done by the player in stealth, where the deployed trap is limited in number to just one at a time for the player, and linked to an item in the players equipment slot or inventory, then the scripting becomes allot more stable. Imagine the type of game play. 1] You enter an area to do some trapping, maybe for bear. You approach in stealth, and spot the target bear(s) before they see you. 2] You watch the bear, and decide its likely behavior, and decide upon placement of the trap. 3] You wait for the bear to move away from the target spot, perhaps led by a flung stone, or arrow, making distracting noise on the opposite side. 4] You approach with the Trap equiped as your "Weapon". 5] At the correct spot, you "Strike" with the weapon (or block) and it drops at our feet, a token trap static activator object which is script linked to your inventory item, which has now become a magic wand activator. 6] Using the Magic wand, you move away to a vantage point and wait in stealth for the beast to approach. 7] Using the first of two spells, you make "Skritch, Skritch" noises from the trap, releasing a specially prepared potion scent lure.. for a bear, perhaps honey based. ( who knows what would work for a chaurus!? ) 8] When the beast is within what you judge to be capture distance, you use the wand's second spell to Trigger the Trap, and snap, it closes on the bears leg. Though at times it will miss, and the trigger spell is noisy. 9] The trap does not completely imobalize the bear, but is reduces its movement speed, temporarily, to a level so slow, you'll think it is actually stopped. 10] You may now approach to use Tame spells, shoot the beast full of arrows, poison arrow it to sleep for movement to a cage, or simply appoach with battle axe to hand. (Note: traps sometimes break, and the freed bear will not be happy) I think that is possible within the game engine, and would be stable in scripting and lag time. -
  18. I'd go a completely different direction, when seeking to make a new mining concept. I'd make a number of complete mines, all the tunnels, shoring beams, tracks, Ore deposits and carts full of rock. There would be many tunnels going off in all kinds of directions. Then I'd take away any permanent candles, torches or lights. I'd place across the tunnels at appoximately 2 meter linear tunnel length positions, tunnel wall end segments. Initially, all of these end segments would be enabled, visable, and blocking movement by havoc physics. The end segments would have various texture maps with "Clues" as to the richness of Ore potential leading in that direction. At an Intersection, Depending on the Mine layout, you could pick only one, sometimes two, and rarely all three faces to excavate. Once one or more faces are chosen, the other faces are "Locked out" by warning messages that state, "The other tunnels leading from this local have made the mine unstable, you cannot continue to tunnel in that direction, the mine will collapse." To work a face, you would need to use a Rock Drill, held by your follower, with basic mining skill, while you pound away, drilling a hole into the rock face. A bar graph will show current hole depth. There would be a consequence to picking the "Right" depth of hole, depending on the type of rock, and ore, and current stability of the mine ( amount of rumbling and falling pebbles ). You then insert one or more charged soul gems into the hole, with a strand of quicksilver runecord attached. You then pack sand and rock into the hole behind the "Charge". Spell laid on the Runecord will traverse the cord in a few seconds resulting in a huge blast, which would kill any nearby. The number of soul gems, and the type of soul stored, would affect the power of the blast. The depth of the hole would determine how much couples into the rock (possibly too much, causing a cave-in) vs. how much throws high speed rock debris out into the passage. If you overcharge a hole, you will bring down the whole section of the mine, locking it out. If you undercharge the hole, you will fail to shatter the rock, and the cracked surface will now be much harder to judge a proper charge size to clear the section. The RuneCord can be cut to length to set the amount of time you give yourself to run back to cover... but damn that stuff is expensive! There would be visable clues in the rock faces, which show how hard the rock is, and how much charge is required. Also, the time and effort to drill the charge hole will be a good indiction of the surface stability. It will be something that is setup consistantly enough for the player to actually learn a skill of picking the right sized charges. The end wall would then be disabled, and a bunch of rubble object enabled in the passage. You will have to clear that by shoveling into an ore cart before you can move forward to the new face(s). If you don't follow the "Ore Color" clues in the rock faces, and just mine faces randomly, you are far more likely to miss most of the ore in the mine, than find it, because you will lock out the pathways to the good ore bearing faces. In some reveal tunnel sections, there will be hollows leading into underground caverns, which will release monsters and falmer of various types, and sometime even led into underground tombs and ancient buried falmer cities. Sometimes it would open into an underground thermal gyser, or a underwater river, filling the mine up to a given level with water, ... be prepared. In some cases, a bad turn, a false passage, can be back filled, but it will always be unstable. Spells can be used to fuse the rock to stabilize the face, but at a cost of soul gems and time. If the player would rather go cheap, unstable sections of tunnel can be "DoubleShored" or even "TripleShored", at the cost of time taken to log the wood, and put it in place. In this type of mining, soul gems are found in deposits. An efficent miner has the calm to charge his gems by the monsters released as he tunnels. Cave-ins will cause health and fatigue damage, and often lock the player in a place were they can fight, but cannot move, and the newly opened hole into the cavern reveals glowing eyes and wicked laughter.... Bethesda should hire me. BTW, I'm working on this concept as part of my Immersion Compliation series of mods. -
  19. A good idea. Because I personally have such an intense interest in playing blacksmith characters, I'd not even considered the position of playing a character without black smithing skills, and therefore simply did not know that NPC blacksmiths would make items without a fee. Seems like a glaring oversight on Bethesda's part. -
  20. If you have the source files for the Breakable clothes scripts, I could really use them?
  21. It would be rather humorous to replace the 1st person hands with feet...
  22. I am a degree holding programer, and 27 years experience, so yes, I've a fair notion of scripting. Though I haven't had a chance to fully absorb the Papyrus details yet, nor the Bethesda way of doing things. I'm current writing my own version of "Needs Engine", or Eating, Drinking, Sleep, Staying Warm, and a Camping Skills like trapping and foraging. I'm busy digesting the script and techniques of FrostFall, HunterBorn, and Val's Crafting Meltdown. I am very interesting in reading through the scripts found in the breakable clothes mod you listed. I also re-write from scratch everything, and recreate all the models I use from vanilla items, to prevent problems with copyrights, which takes time. I am definitely going to implement your idea of breakable shields in my Immersion Mod in some capacity. I've already created scripts for making blades sharpenable and taking notches and dulling when used, and a bow string breakage mechanism. But it is allot easier to add such scripts on weapons, than on Armor/Clothes, because of the ease of detecting Usage. -
  23. I've been working the idea of real time Shield Hit - Test for Breakage Scripting, and found this discussion with some really cool ways to look at implementing your breakable shields. http://forums.nexusmods.com/index.php?/topic/900628-impossible-things-to-do-in-the-creation-kit/ The idea is to use Perks to link a magic effect which carries a script with the desired breakage test, including item disable and swap to broken item replacement. I've also been looking at placing a script on the (or ALL) shields which looks for wielder being "OnHit" and runs the breakage tests on each strike. The Armor Item has a script slot, but such a script would need to self-disable when the actor / player was out of combat or the loading would crash the game. Imagine every NPC with a shield in the game having a script constantly testing for a hit event all of the time. It might be possible to go about it from the other direction. When combatants enter a Dueling Ring, place a global quest script which watches those actors/player for scoring hits, and then check the target for shield wielding, if so, test and break as needed. This is from another discussion I found: -
  24. Yeah, I'm working on this, have a Skeever retexture that makes a kinda cheesy Beaver, now working on altering the Skeever mesh to make a broad flat tail and more rounded body and particularly rounded snout. The skeleton stays the same. The AI has to be modded a great deal to make a much more elusive and water orient beastie. Another version I'm working on is a Sea Otter. These creatures are in support of my Immersion Compilation Survival Game, which is heavily oriented around aquatic life. The Sea Otters are a needed crafting material source for both their pelts, and the discarded oyster shell skree they create. The beavers are needed for Alpine setting fine fur pelts, along with the dam creation which leads to Lake Trout and Lake Salmon resources. The cheesy Retext beaver is too poor in quality to use, but you can see a pathway from it to a working creature. Sable and Muskrat are also planned, if I ever find the time. -
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