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DavideMitra

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Everything posted by DavideMitra

  1. Two of my house mods add hookah. You can sit cross-legged, you can turn on/off smoke fx effect...and even if I'm using vanilla animations it seems like your character is grabbing the tube with the right hand. Here's the link to one of the mods. Check the pics! PS: of course it's only a static animation, but, I repeat, the way I did implement it is very immersive HOUSE OF THE REDGUARD https://www.nexusmods.com/skyrim/mods/54162/?tab=images The other mod (HOUSE OF THE REDGUARD II) was an unfinished project. You can still download it though.
  2. Mod uploaded!!! http://www.nexusmods.com/skyrim/mods/83683/?
  3. EDIT: now there is a script that permits vampires to enter the cave without receiving sunlight damage!! And...Yes, inside it's pitch Black, however I wasn't right when I said ''it would be difficult to right enemies in the darkness'', because not every enemy has an incredibile speed like a skeever, and in this case it would be difficult for some foes to ambush you from behind, without giving you the time to prepare yourself for a fight. I will add some enemies! Of course, slow enemies (maybe skeletons) themed with a dark and mysterious dungeon
  4. Excellent work. Yep, works like a charm. Bug-free too! Now I must study how to properly add navmeshes (it shouldn't be that difficult...this would be my first mod to include them). After that, I will fill the dungeon with some enemies and I will write some tutorial books (there are lots of hidden special features). Then the "first exterior dungeon ever" will be out here in the Nexus! Just one week, or maybe two. Not more. In any case, I will post a link here so you can see the final product. You (both of you, even if FrankFamily did support me a lot and did create the final versions of the script) did contribute to the last stages of the mod development with a really essential feature and - I'm sure about that - many players will be happy and will consider the mod fully immersive because of you! Because of the importance of what you've done, I'm not even sure how to proceed. Maybe just some credits are not that much. I was thinking to write your name in the author's box, along with mine. I will have to think about it... Thanks again for your assistance and for your patience DavideMitra
  5. So, you didn't build much things. In my opinion, it might be still too early to request some help. Carry on, most things must be done, otherwise you might look like one of those thousands modders Who want to create something Epic but will never manage to achieve 50% of their goal When it will be the time for the help request, I strongly suggest you to attach some pics, so that People can actually see if you are doing something fantastic. And... If you can't create scripta, just forget about them...for now. if you can't create meshes, I suggest you to temporary place objects that come along with the CK. Just rename them and create a new form, so that - when the replacement mesh will be ready - you can directly swap it safely, without screwing vanilla files.
  6. Thanks for the detailed explanation! Now I understand why you did wrote that "0x"! The CK is giving me some problems: I created a new script and copied your content (of course, I deleted the part with scriptname and extends), but the CK crashed to desktop. I tried this twice. Not sure what's causing this... So, I decided to edit Levionte's script and to replace it with yours. Well...this is the only way to avoid the CK to crash. I've tried the final version of your script. Unfortunatelly the game acts really weird. If I'm waiting one day inside of the dungeon (waiting for vampirism updates), the sun weakness spell is added to my magic effects section and if I perform power attacks my stamina goes to zero forever, until nighttime comes. BUT the magicka regen bar still works like a charm, anytime. I've tried to wait some hours (even without the wait key: T) but nothing did change. I think the "CheckFrecuency" line is NOT involved because, as I already said, the magicka bar always works normally. Please tell me if something comes up in your mind. Otherwise, I guess we will use the old script (for now, the counter-spells are still there: I didn't delete them, just in case). Of course, in that case I will have to try to add the CheckFrecuency funtion, hoping it will work correctly. However, that doesn't mean that the last script is useless. If it will work, it will be the best solution!
  7. Call me rude, but I just want to help you. NOBODY will create something like this for you. It's a huge project. Sure, someone might consider it interesting, but I'm sure people will have to create a worldspace from scratch, NPCs from scratch, models from scratch....maybe textures from scratch, etc. The point is...why would somebody want to help you? You're totally new to the modding world (aka probably you can't even use the Creation Kit), you aren't developing the mod and you are requesting others to accomplish this. Your text is a bunch of ideas. Maybe great ideas! But you can't pretend for some help for something like this. My "help", should you consider this an help: Learn how to mod. First of all, choose your possible specialization (object placing, scripting, mesh creation, etc..I suggest you object placing, but if you are able to learn other things, it's a lot better), then create simple mods. This way you will learn how the Creation Kit (or other programs) works. After this step, with some time you will be able to proceed to create a part of your dream-mod (for instance, if you choose the object placing path - which might be the first important path during the first building stages - you will give a physical aspect to your fantasy world. Only then, when the mod will reach an Alpha or Beta stage (aka a worldspace playable for real testing/preview purposes, not just ten houses, some trees and some streets), you could try to ask for some help. Some people might like the project and might join for some help. Or might not! It will take a lot of time and study to reach your goal, but if you really want to do it, simply do it and never give up! Cheers, I hope that helped DavideMitra
  8. I've tried to copy it without the { brackets and the CK crashed. I've also tried to copy it without the ;sign(followed by your explanations) and it still crashed. (The ; shouldn't create any problems, I've seen it lots of times, but I did a try with it, just in case) Finally, I've tried to read your suggestions and to think about how the script works. In my opinion, as I can see, you did post a base script concept that must be further elaborated in Papyrus (maybe you wanted me to understand scripting mechanics, because copy & paste doesn't force me to use my intelligence and this way I will never learn much about scripting). So, if I wasn't wrong with that, I did edit some parts of the script: Of course, the CK still crashed (this time it didn't even appear an error window, it directly crashed to desktop). Maybe I'm understanding what's wrong with this: For example: The numbers (1,2,3,4) must be correct, because the script should only work if you're a vampire...and, as I understood from the upper part of your script, these are the vampire stages: 0=non-vampire 1,2,3,4=vampirism stages BUT in my opinion I'm not allowed to do a list like this (playerref.removespell, playerref.removespell,etc), because these are not properties. Today I did lots of tries with the script but it seems something is still wrong. Maybe it was WAY simplier than I did...
  9. Good News! I did that edit to the script and it works like a charm! There could be a minor remaining problem: - I'm not sure about this... However, when vampirism stages advance and you remain all of the time inside of the triggerbox (aka you don't return to surface), it seems that the counter spells don't update along with vampiric penalties. I noticed that when you enter the triggerbox there's a message that says "spell added to player's inventory". But if I wait two days (aka the correct time for vampirism to upgrade), no new spell will be added. On the contrary, when I try to perform power attacks, it seems that the stamina regenerates at the same rate even if the counter spell remains the same one (maybe the game did upgrade the counter spell but it didn't notify it to the player??!!). Unfortunately, I can't verify this problem, because on the "active effects" description tab it only appears a single effect of the counter spells (fortify magicka) and no magnitude is visible. I really hope to fix this issue. Now that every kind of Dragonborn is able to visit the dungeon like if was a Vanilla one, I was thinking to add some enemies inside of the cave. If you have any suggestions, some tips would be really appreciated Thanks in advance
  10. Because "exterior dungeons" means: - Realism #1: In Vanilla Skyrim, should you like to enter inside of a cave, you must accept to be teleported to another dimension, far away from the natural exterior entrance. In my opinion, this breaks the game's immersion. And no, it's not fault of older computers. Look at old games like Gothic or Gothic 2. Their old graphical engine would permit to visit exterior dungeons without noticing fps drops. - (should someone be inspired to my mod, and create a dungeon filled with enemies) Realism #2: Why would an enemy stop at the cave entrance instead of pursuing you into the wilderness? Exterior dungeons solve this problem. However, is is important to say that this problem emerged with Skyrim: Oblivion enemies, in fact, would follow you outside. - Psychological feelings: I can't describe how beautiful it is when you are inside of a dungeon and you know that people are still following their shedule, trees are still moving because of the wind, etc.! For instance, you are inside of your hideout room (which is located near the Whiterun main gate) and, some meters over your underground roof, there are guards patrolling the perimeter, traveling merchants selling their goods, horses sparing their time inside of a stable, etc. They aren't virtually there. They - are - there!
  11. Hi! Thank you... Well...I have an old computer and I only noticed a certain fps drop inside of the hideout room: various light sources, lots of objects concentrated in a single room (there are many invisible objects too, mainly activators), etc. So, most people won't notice an important fps drop or won't notice it at all (I repeat, everybody should consider that I have a not-too-modern computer. I can't even record some gameplay because it will lag like hell) No, I don't plan to further develop the dungeon structure. And if I would, there wouln't be much space to do that (if I would dig outside of Whiterun's walls, I would be forced to place grass/rock patches over the tunnels (like the ones you see at the cave entrance). And many patches around Whiterun would look very bad. The dungeon is a cave system that includes lots of hallways and some rooms (a giant room too: the ruin's one). That Dwemer Ruin entrance is part of the Quest I created for the mod (it consists of exploring and using intelligence) Since it's pitch black there are no living enemies: it would be too difficult to fight in the darkness and to avoid ambushes). Also, the Ruin's Entrance provides 3 samples of "Natural Caves Dwemer Oil", a new ingredient that will reveal useful to create very powerful (but very very rare, because the ingredients are very rare) explosive arrows that have a decent explosion range. Another special feature of the mod is that you can forge natural weapons (aka realistic weapons like iron and steel ones) that have daedric quality and that can be upgraded to legendary level. Natural arrows become available at the forge too (like in Dawnguard) and provide the same amount of damage like daedric ones.
  12. YESSS!!! Guys it worked, thank you so much! Unfortunately, today I don't have much time, but I will try to edit the script so that we can add a counter effect instead of removing the 4 sunlight spells. I have some minutes...so...in your opinion, will this work?!
  13. Uhm...there must be something wrong. I removed the two brackets, like @FrankFamily said. However, when I place the script on the trigger tab, it appears a blue cross near the script name (I'm not a scripter, but I use lots of vanilla default scripts and I've never seen that symbol before). Also, from the specific little screen I can't see any properties, and, of course, the autofill-all box can't be interacted with. Yes, of course I could add new properties, but they would be a copy of the other ones I've already wrote in Papyrus. That doesn't make any sense to me. Here's the script. I didn't find other brackets. I can't see orthographic errors or things like that. Strange...
  14. Oh...thanks. I will try it. Now I must go to work. I will post a report about the script without those symbols. I hope it will work correctly! :cool:
  15. I could try to add some spells that counters the sunlight damage one. The idea you explained to me yesterday. I think I might be able to do it by myself. I just have to create 4 new spells (I know how to do that) and to change some names inside of the Levionte's script. At least I think so. However, first of all I must understand how to force Levionte's script to work (because it doesn't work...my fault, of course). Only then I will proceed to edit it. This is the script I wrote in the CK (there are two events, so I just copied both events in a single script. Is that right or did I have to do something additional?!). I just assigned it to my giant trigger box. I added no properties because they already are inside of the script. What's wrong with it?
  16. Thank you for your help!! I created the global variable with the exact name you wrote. I created the second script and it should be fine. However, I can't create the first one! The Creation Kit allows me to write it, but when it tries to compile it (aka when I click ok) it crashes to desktop. What might be wrong? :-(
  17. Hi! Thanks for the reply! :cool: 1) I had an idea about global variables, but I don't know what's the correct variable to apply. Also, I don't know how to let it work along with my trigger box... 2) This is a good idea. If the scripter isn't able to remove the sun damage spells with the trigger box, he could add a counter effect like you said! 3) This isn't possible, because that global variable controls Climates (aka affects the sun cycle of an entire worldspace). Yes, theorically I could use Regions instead of Climates, but that global variable isn't able to control Regions.. Sigh! 4) You could be right, but I still need a clever scripter to perform that. Unfortunately, I'm not good with that kind of things
  18. I'm looking for a clever and experienced scripter. I created a no-loading-screen medium-sized dungeon (aka a dungeon directly located in Tamriel Worldspace) that develops beneath Whiterun. The mod is almost finished, but I need someone who is able to create a script that, when you're inside of a trigger box - aka inside of the dungeon -, gets rid of the vampire's sunlight penalties (should the player be a vampire). Of course, when the player exits from the trigger box - aka goes back to the surface -, the sun penalties must be returned to the player. You don't have to create a script from scratch. I've already found some vanilla scripts that could do the work with some specific edits I'm not able to do. First of all, feel free to examine my project (pics included), so you can decide if it's worth to help me or not (I don't think somebody would help for a mod that he considers crap). If you'd like to help me with this particular and innovative mod (as I know, this is the first dungeon of its kind here in the Nexus), please post something in the linked topic. We can discuss about it. Best regards, DavideMitra OFFICIAL TOPIC: https://forums.nexusmods.com/index.php?/topic/5550617-no-loading-screen-dungeon-picspre-release-info/ A SINGLE PREVIEW PIC (for other pics, just look at the topic) http://i.imgur.com/rwuLvwV.jpg
  19. Hi! I'm here to present you a new concept of dungeon. I created a dungeon beneath Whiterun. "(bored) So? Is that all?!" There are no loading screens, the dungeon is located in Tamriel worldspace! "What a crap! I bet it's just a incredibly small grotto like the one near Dragonsreach" Absolutely not! It's a completely exterior, medium-sized dungeon that develops beneath Whiterun! "How did you manage to create it?! Uhm...I bet the rain will clip inside! At least, it always happens when people create buildings in Tamriel Worldspace or things like that!" Nope. Precipitation-free dungeon: no rain, no snow! "What about the sunlight? I'm sure it will clip through the underground cave roofs. Remember, you can't beat the graphical engine's limits and you can't stop sunlight!!" Except for the first small room, inside it will be pitch black! A realistic, underground cave system! From now on, candlelight spells and torches have a goal! "So, is a vampire that enters inside of the dungeon still affected by sunlight penalties?" I hope not. I'm still looking for an experienced scripter to solve this problem. If you know somebody good at scripting, please tell him/her to post here...we can talk about it! I could do it with some help! I just need that script, I don't know how to create it (I'm not good when it comes to creating custom scripts), but at least I have a starter idea! "And what about the ambient sounds?" When inside, you will only hear cave ambient sounds and the exterior sounds will be silenced!!! "It looks too strange to my eyes! I still can't believe it!" Scroll down, there are some proofs (pics)! "Please, tell me more about the dungeon's special features. Also, when will it be the release date?!" If you have questions, just ask. If you like my project, please subscribe to the topic and stay tuned! Thank you DavideMitra, a Semi-Retired Skyrim Modder PRE-RELEASE GALLERY DUNGEON ENTRANCE FROM OUTSIDE http://i.imgur.com/5qgtMcq.jpg THE FIRST HALLWAY THAT LEADS BENEATH THE CITY http://i.imgur.com/ad5yGml.jpg A NIGHTINGALE-THEMED ROOM http://i.imgur.com/1iB5B6i.jpg A RANDOM ROOM http://i.imgur.com/F3JeZSr.jpg AN (UNACCESSIBLE) ENTRANCE TO A DWEMER RUIN http://i.imgur.com/rwuLvwV.jpg YOUR REWARD HIDEOUT (THERE ISN'T A PIC THAT COULD DESCRIBE THIS, BECAUSE THE HIDEOUT IS HEAVILY CUSTOMIZABLE) http://i.imgur.com/s35nnSN.jpg
  20. ACROBAT'S SECRET HIDEOUT - by DavideMitra A mod that transforms Nerastarel's loft (upper quarters) into an hideout unaccessible to NPCs. Only your acrobat character will be able to enter the building (he walled up the door...so he will have to break through a window!) The mod includes a lot of special features, like see through windows, realistic lighting system, animated containers, movable furniture, etc. If you don't like house mods, you should download this modification because it includes some special armor/clothing and an entire powerful set of steel weapons (they are the equivalent to daedric ones, but they weight like normal steel weapons), Those weapons have been specifically forged for all the persons that hate unrealistic weapons like daedric, ebony and glass ones. RELEASE DATE: Friday 16 Due to the noble look of the loft, I will probably choose the cathegory "Castles, Palaces, Mansions and Estates" Here's a detailed video trailer:
  21. No, because the weather will be always clear :) My idea was to create something like a "dream house", and dream houses always have sunny days and relaxing landscapes
  22. Here's a Youtube trailer video of my last hard work. PS: For full mod details, please check this forum topic http://forums.nexusmods.com/index.php?/topic/2802724-modern-safehouse-release-date-with-a-nice-preview-pic/ Feel free to post a comment, if you wish. Best regards, DavideMitra RELEASE DATE: Friday 01
  23. MODERN SAFEHOUSE - by DavideMitra A new, completely custom safehouse that took me a lot of weeks of work. The house is inspired to Stahl House (Hollywood Hills - Los Angeles) and to its GTA SA counterpart (Mulholland Safehouse - Los Santos). Main features: - Completely exterior: no annoying loading screens - No third-part objects: completely vanilla textures and meshes - Architecture and design created from scratch (= something that doesn't exist in Skyrim) - Realistic staged sounds: hear different sounds when inside! - Staged immersive objects, immersive furniture (lay down furniture too!) - Other cool things like working television (only standby animations, though). Requirements: discover a secret Dwemer teleport-room that will teleport you to the modern-days Era. Retrieve an ancient artifact, the "Element 111", and reactivate the portal with its help! Release date: Next Friday (May 01 2015) PS: I hope I will be able to fix a dark terrain lod problem (at the moment, nobody has been able to help me). So, I hope it will be a full release...otherwise, I will have to release an update...of course, a lod fix. http://www.4shared.com/download/0gYOIJJLce/commentomodpagamento.jpg?lgfp=3000
  24. I just created a new small worldspace and I was forced to generate lods with the Creation Kit (I can't use Oscape because I don't own Windows Vista) The only problem is the lod color (check the pic). I read dark lods might mean missing normal maps, but each terrain normal map is located in the correct section (source/TGATextures/landscape). Of course, I already converted dds files to tga format! What could be the problem? Thanks in advance http://www.4shared.com/download/nQwRfuwUba/RichiestaAiuto3.jpg?lgfp=3000
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