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LonerFO

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  1. Awesome news! Can't wait to try it out!!
  2. Ahhhhh that makes sense that it is linked to hunger. The hungrier you get the more your inner beast comes out to feed, thus making it harder to hide that from the public until your hunger has been quenched. I like that and think that makes perfect sense. Thanks for clarifying that for me! Nice! I'm looking forward to seeing how it plays out. That's true, people would probably load up a save instead of waiting to be resurrected. I just thought it would be an interesting way to approach a new game of skyrim. Awesome! I can only imagine how hard/long it would take to apply these changes to the AI. It's pretty cool that you guys are setting up an amazing foundation with this mod and will be working on it for the future. That's pretty cool that you guys added in customization options. The AOS system makes more sense to me now that I understand it's linked to the hunger system and not simply if your a Sire you get attacked on sight. I have to say that the way you guys have everything set up is quite realistic to my views on how it should be. Great job! I appreciate the replies guys and thanks for the welcome to the thread! I'm really looking forward to this mod and it is looking amazing. Cheers guys! Looking forward to more updates! Edit: Just another quick question. What difficulty setting are you guys testing it out on right now?
  3. Just want to poke in again here and say great work. It seems I arrived at a nice time in this thread because I'm seeing a lot of updates, then again maybe it's been like this all 50 pages. I'm a big fan of vampires ever since I was a kid so I just want to know a few things about 1 negative aspect of being a sire and that is the attack on sight. In a way I can understand this for balance purposes but in another it seems weird. I mean in some stories even the most powerful of vampires maintain their human looks but in others their are physical changes. The Nosferatu in Vampire the Masquerade(RPG book game I played) comes to mind. So I can sort of understand that at the Sire level your body is corrupted more. As in your more vampire than human and that can be noticed but I feel that if your not 100% pure vampire(as in if your not a born vampire) that your physical appearance shouldn't have an effect to cause a full out attack on sight. I just feel like I will be casting Enthrall over and over again and it would feel more repetitive than anything. To have a new spell that is say toggle-able like someone mentioned before would be nice. Perhaps restrict what we can do, or add negatives to it, when that spell is on to avoid it being overpowered/constantly being up. Another thing I wanted to know is how will the - fire resist effect a Dunmer(Dark Elf) that has 50% resistance to fire? At Sire instead of -100 fire res it will be -50 or because of the change of race it will be -100? Also how is death handled? When you die do you resurrect in a few hrs and have to feed within a certain time or when you die you die. It would be pretty cool to resurrect if you didn't die from silver, from fire, from being beheaded or dying in the sunlight but that might be overpowering. Thoughts? Will their be a change to the AI vampires at all? Any chance we can expect a long quest chain to be able to walk in the sun later on and become the ultimate vampire :dance: ? I'm also wondering about how Werewolves will react to us. Any chance their is some bad blood there? I saw you speak of sense dead and stuff, is it possible to sense supernatural beings? Like werewolves and other vampires? Sorry for bombarding you with questions, I wanted to post earlier but work has kept me pretty busy and I didn't have a chance to sit down and write this up. Awesome work again guys, the original vampire setup for skyrim was pretty pathetic and it was quite disappointing, I'm happy to see you guys took it upon yourselves to do it right.
  4. Sorry gotta look over the newness, not familiar with AA. Is it in the graphic settings from the launch menu? I found an FXAA and it was already disabled though. AA is Antialiasing that is in the options menu in the launcher. Right under Resolution, set that to OFF instead of 8 Samples (or 4 or 6) and it should help, at least it did for me.
  5. This looks amazing. I haven't touched the game in a while but this mod will get me playing a new game in no time. Hope to see it released soon guys, great work. Those teasers have me drooling like crazy.
  6. Well I got it to show up ok in geck preview and cell view but still a no go in game. http://img443.imageshack.us/img443/9471/textj.jpg Any Ideas?
  7. I edited a .dds for a unique npc I'm working on, made the new armor/helm and all. Everything works fine but the helmet appears different in geck and in game then how I edited the .dds. It's a lot brighter then I would like. I've noticed that in geck when the lights are brightened in cell view it's darker(the way I want it to be) but when I disable that it goes back to the brighter version I get in the preview and in game. Did I do something wrong?
  8. I am hated by the NCR and I thought I would be safe in the strip, cause you know the securitrons are there and what not. But as I can see they can attack me without retaliation but if I attack them back then I aggro the bots. It's quite annoying. Anyone know of a fix here? Or a way to add it myself? I found this script and I think it's the one I need to mod. scn VStreetSecuritronScript ; - Jorge Short HitOnce Begin OnLoad If VStreetCombat.Wanted != 1 Set HitOnce to 0 Endif End Begin OnReset If VStreetCombat.Wanted != 1 Set HitOnce to 0 Endif End Begin OnStartCombat Player Set VStreetCombat.Wanted to 1 Set VStreetCombat.SecuritronInCombat to 1 Set VStreetFluffNPC.NPCNormal to 0 Set VStreetCombat.NPCNormal to 0 End Begin OnHit Player If HitOnce == 1 Return Else if HitOnce != 1 Set VStreetCombat.Wanted to 1 Set VStreetCombat.SecuritronInCombat to 1 Set VStreetFluffNPC.NPCNormal to 0 Set VStreetCombat.NPCNormal to 0 Set VStreetCombat.ForgetTime to GameDaysPassed + 3 If VStoryEventSecuritronsUpgraded != 1 VStreetBot01REF.StartCombat Player VStreetBot02REF.StartCombat Player VStreetBot03REF.StartCombat Player VStreetBot04REF.StartCombat Player VStreetBot05REF.StartCombat Player VStreetBot06REF.StartCombat Player VStreetBot07REF.StartCombat Player VStreetBot08REF.StartCombat Player VStreetBot09REF.StartCombat Player Else VStreetBot01MK2REF.StartCombat Player VStreetBot02MK2REF.StartCombat Player VStreetBot03MK2REF.StartCombat Player VStreetBot04MK2REF.StartCombat Player VStreetBot05MK2REF.StartCombat Player Endif VLVBStationBot01REF.StartCombat Player VLVBStationBot02REF.StartCombat Player VLVBStationBot03REF.StartCombat Player Set HitOnce to 1 Endif If VStreetCombat.SecuritronHit == 1 Return Elseif VStreetCombat.SecuritronHit != 1 Set VStreetCombat.Wanted to 1 Set VStreetCombat.SecuritronInCombat to 1 Set VStreetFluffNPC.NPCNormal to 0 Set VStreetCombat.NPCNormal to 0 Set VStreetCombat.ForgetTime to GameDaysPassed + 3 Set VStreetCombat.SecuritronHit to 1 Endif End Begin OnDeath If IsKiller Player == 1 If HitOnce == 1 Return Else if HitOnce != 1 Set VStreetCombat.Wanted to 1 Set VStreetCombat.SecuritronInCombat to 1 Set VStreetFluffNPC.NPCNormal to 0 Set VStreetCombat.NPCNormal to 0 Set VStreetCombat.ForgetTime to GameDaysPassed + 3 If VStoryEventSecuritronsUpgraded != 1 VStreetBot01REF.StartCombat Player VStreetBot02REF.StartCombat Player VStreetBot03REF.StartCombat Player VStreetBot04REF.StartCombat Player VStreetBot05REF.StartCombat Player VStreetBot06REF.StartCombat Player VStreetBot07REF.StartCombat Player VStreetBot08REF.StartCombat Player VStreetBot09REF.StartCombat Player Else VStreetBot01MK2REF.StartCombat Player VStreetBot02MK2REF.StartCombat Player VStreetBot03MK2REF.StartCombat Player VStreetBot04MK2REF.StartCombat Player VStreetBot05MK2REF.StartCombat Player Endif VLVBStationBot01REF.StartCombat Player VLVBStationBot02REF.StartCombat Player VLVBStationBot03REF.StartCombat Player Set HitOnce to 1 Endif Endif If VStreetCombat.SecuritronHit == 1 Return Elseif VStreetCombat.SecuritronHit != 1 Set VStreetCombat.Wanted to 1 Set VStreetCombat.SecuritronInCombat to 1 Set VStreetFluffNPC.NPCNormal to 0 Set VStreetCombat.NPCNormal to 0 Set VStreetCombat.ForgetTime to GameDaysPassed + 3 Set VStreetCombat.SecuritronHit to 1 Endif End Isn't the onhit supposed to take care of this?
  9. Well to get the dog quest I want him to be hurt(lying down chewing on his paw) and there isn't one where the dog is lying down(that I can find but havent had a chance to check them all out yet). I may have loaded the wrong nif with the wrong kf so I will play around with it and find out.
  10. I am quite new to FO modding scene. Have done some recent work with civ5. Some experience with blender/nifskope. Mod Info: Add a new companion, a dog(yes I hate rex as much as the next guy) Add a new perk for the dog, Sniff Out. A bit like ED-E's perk but allows you to take control and sniff out the area. Your sneak will apply to the dogs. Add a new area, A dog run town, only able to enter their alive if companion is with you(He needs to vouch for you). Other wise a pack a dogs will attack you(Would be quite hard to get in/out alive) Add quests for the new area, your dog will have to translate.(Obviously you couldn't talk to the dog but you can kind of guess what he is saying similar to in FO3) Also a quest in order to get the dog, time limited and requires decent survival. More dialogue/available options with dog with higher survival.(It would be the skill that lets you interact more with animals imo, might add a new skill all together) Story: Will type this up later but it's all up there in bits and pieces. Problems: I can't seem to import the .kf files with blender. Can import .nifs just fine without the .kfs but no can do with. Anyone experience this? and oh so sorry if it's been covered/mentioned before. Where do I even begin with adding a companion/script in geck? I've been messing about with rex and boone to get an idea but if someone could help out that would be great. Let me know what you guys think and any help is greatly appreciated. Cheers.
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