Jump to content

Spasticon1

Premium Member
  • Posts

    50
  • Joined

  • Last visited

Everything posted by Spasticon1

  1. In response to post #73625003. #73625633, #73625983 are all replies on the same post. Hoamaii, you can still go back to the game page with one click. Instead of using the favorite games drop down you can just click on the game name itself. (or on the home icon right next to it, it doesn't really matter as it takes you back to the game's home page either way.)
  2. Good luck to everyone entering this! (We will need it. lol) :)
  3. Well this is a nice opportunity. It's funny that this was announced on my Birthday. lol :D
  4. So does Vortex have support for having Enderal and Skyrim LE separate from each other? Because that would be great.
  5. Hello everyone! I'm almost a week late on this, (I meant to announce this last week Friday.) but I'm happy to announce that I'm making a Warehouse 13 mod for Fallout New Vegas. Warehouse 13 is a SyFy show about government agents that work at a top secret warehouse in the badlands of South Dakota called Warehouse 13. The agents collect Artifacts, objects with unusual properties and bring them back to the Warehouse. The primary weapon of a Warehouse agent is the Tesla, a stun gun invented by Nickolas Tesla. Originally they had to be put back in there cases to recharge, but Claudia Donovan, a character on the show, modified them to have there own recharge feature, she also invented the Tesla Grenade and the Mini Tesla. The goal of 13's Teslas is to add all of the Tesla Weapons from the show, and in the order of when they appeared. New Tesla weapons will be added in full version releases. version 1.0 will feature the Tesla and McPherson's Modified Tesla. Also they will be found in a Warehouse 13 crate. I'm planning on releasing it soon, but I can't give a solid release date. The reason is that the model for it isn't done yet. Chris from the Fallout Who Vegas team, is kind enough to make the models for me. Without him, I'm not sure what I would've done. (Thanks Chris, The mod wouldn't be possible without you.) LoneNorseman helped me by providing me with the Tesla's sound a while back, and he also made the Icon for me. (Thanks LoneNoseman.) Also Who Vegas's Xoanon has guided me though making a custom weapon, provided me with a further edited versions of the Tesla sound for the different Geck stuff related to the games Weapons and he's given some great advice for making the Tesla. (Thank Xoanon.) You should know that 13's Teslas requires the Honest Hearts DLC. Why? Because the DLC has the Paralyze effect for the Tesla's Stun ability. Feel free to comment, ask questions, leave suggestions, etc. PS: Here's what the Change Log for Version 1.0. Version 1.0 - Initial Release. - Added the Tesla - Added McPherson's Modified Tesla - Added the Warehouse 13 Crate - TTW Patch
  6. Umm...Okay, this is bad. I tried to create the new Store Size Script and when I pressed ok. I got a message that said "The Creation Kit has stopped working" and when i pressed ok for that the CK closed. Why is that happening?!?
  7. Okay. Here's a script for a spell. It's part of a new form of Macromancy spells called "Dark Macromancy." (Dark Macromancy is a Restoration based form of size altering magic.) I was hoping for a bit of advice. Okay. My goal for Dark Macromancy spells is to make them use SetScale, and I want them to just alter size. I don't want Dark Macromancy to use the standard Fame and Infamy that the rest of the spells do. The idea is to sort of reincorporate the functionality of the original Macromancy's spells, but with a twist. The twist is that if you get to big or to small while using Dark Macromancy spells, you die. Why? Well, it's to balance out the fact that these spells are easier to use, and unlike standard Macromancy which alters your size, Dark Macromancy changes your size. Any advice?
  8. Ok I did the changes. (I have the script on a txt file) I'm going to try compiling it again. I also removed the end reference to the casters fame and setnodescale. Did I do it right? I ask because all I want is for the casters Infamy to increase. It's probably a redundant question because I probably find out anyway. I'm just checking.
  9. Ok. It's working. Ok. New Problem, every time I try to copy and past the Store Size Script, then compile it, the Creation Kit crashes. (I had to delete the script, now I'm trying to recreate it.) Also the script is in the quote below. I've added the the part at the top for your convience. If anyone comes up with a revised version of the script, please let me know. All I did was take Absorb Size and remove a few lines. Store Size is designed to drain the targets size and "store" it into you. it increases your infamy only. It still makse the target shrink. The script is loosely based off absorb size, but it Isn't supposed to make the player grow. Also It didn't work before because I had compiling errors. Which I still do. What do I need to fix the compile error?
  10. Actually after using the getav command on my character, the values are not supposed to be zero. by default your height is 1. After using the shrink spell, I got to the shortest height and got 0.25. I also used the player.getav "fame" command after using the grand absorb size spell, (A few days ago I started a new game so I set my alteration to 100, game myself some alteration spells and used the spell and it had quick results.) and it gave me something like 1.60, I used player.setav infamy and got 1.60. I used restore size and used both spells " getav "fame" gave me 1 and getav "infamy gave me 1.60. So I have no Idea what's wrong. If anyone figures out how to fix it, can I get the fixed script? I have no idea how MCM scripts work, and Macromancy 3 had it and I kept it when making Macromancy 4.
  11. Well it shows how much fame and/or infamy you have. Below is are explanations for both. First I should mention, that Macromancy 4 uses SetNodeScale for it's spells. Current Size (Fame): Your current size (fame) at your default height is 0. When you grow the amount will go up when you shrink it will go down. Negatives should be possible. sense you can become smaller than your default size. it goes up when you use spells like grow. down when you use shrink, and resets to 0 when you use restore size. Max Size (Infamy): This is simple, At first it will be 0. it will go up as you use spells like the absorb size spells (although the absorb size spells also make your fame go up.), store size (Although store size doesn't work at the moment but that's a problem for later), and absorb dragon soul. It will go down when you use spells like give size and consume size. Also here is a pic of the MCM: So what do you think?
  12. Hello, I need some help. I'm working on Version 4.2 of Macromancy 4, and I'm have some trouble. I have a few spell script errors, but first I need help with the MCM. It doesn't work. I have no clue why, and I really want it to work. By the way, it's supposed to show your max size, and current size. Max size is represented by Infamy, and current size is represented by Fame. Here it is: (Note: I've put it in a quote, to make it easy.) Any clue why it doesn't work?
  13. So I want to make a mod that adds the Tesla weapons from Warehouse 13. The problem is that I don't have any meshes or textures to make them. Can someone please help me? Also I could use some advice for making some scripts or something to make them function like the Tesla's from the show.
  14. Good idea for the interior, but I still need a custom exterior (like one with a custom sign for the exterior.)
  15. Hello. I have an idea for a inn mod. It would be called the "NexusMods inn." (Sorta based on the Oblivion mod.) Although I would like it to have custom textures. (and a nice location.) Can anyone help me? (I not great with creating & placing buildings.)
  16. Hello. Can someone please tell me how to get the MCM for Macromany 4 to work? It's supposed to tell you your current size, (fame) and your max size. (infamy) The problem is that it doesn't work. Here is a link to my Macromancy 4 mod. Link: http://www.nexusmods.com/skyrim/mods/83946/?
  17. Can someone please make a Warehouse 13 mod? For info here's some links: Warehouse 13 Wiki - for info on show, and other stuff. Warehouse 13 Artifact Database Wiki - has more artifacts and info of fan-based expanded universe. Warehouse 13 Fanfic/Roleplay Wiki - coincides with the Artifact Database Wiki
  18. Ok, here's the deal. I'm going to get behind schedule if I don't finish soon. So change in plans. Here's the finalized info for the release: Version 4.0 - Script update for Restore Size. - Mass Restore Size: Adept-level spell. Restores all actors within the blast radius to their normal size. (Fire and Forget)- Greater Absorb Size: Adept-level spell. A slightly more powerful version of Mass Absorb Size. Except It only affects a single target. (Fire and Forget) - A Lore Book: "A Study in Scale." - Merchant Revamp: Elara Malene - Female Brenton Mage who wares Ebony Armor. - 2 new Staffs, 2 new Scrolls, and 2 new Spell Tomes: Staff of Mass Restore Size,Staff of Greater Absorb Size, Scroll of Mass Restore Size,Scroll of Greater Absorb Size, Spell Tome: Mass Restore Size, Spell Tome: Greater Absorb Size. - MCM Edit: Edited to say Macomancy 4.
  19. That's a good question, but for now no sounds. For footprints you'll want the Footprints mod. (Although I can't guarantee that it'll work for Macromancy for I don't use it myself.
  20. Hello. Sorry I got distracted by the fact I got Fallout NV for the PC. Now I'm giving Macomancy 4 my full attention once again. I've given myself a fresh start on my mod. So here's a status update for things so far: Version 4 Restore Size Script Fix - Done Revamped Merchant: Done - She is now a female Brenton named Elara Malene. Lore Book: Done - You'll be able to buy it from Elara. It's called 'A Study In Scale' New Spells: Unfinished - Honestly, I'm trying to figure out the scripts. I hope to modify the original Growth and Shink Scripts so that they can effect the Caster and a target. Otherwise I'll end up having to make new scripts. Possibilities for Macromancy 4 MCM: Unknown - I'm keeping it for know. Going to try to change it to say Macromancy 4, but beyond that, I don't know what I'm going to do with it. Follower: Unknown - If I do Include a follower in a future update, it'll be Elara. Although I'll only make her a follower if demand is high enough. Leveled Lists: Confirmed - I will get Macromancy 4's stuff into the leveled lists, but that will be in one of the minor updates. Well that's it for now. I hope to release it soon. I only need to figure out some scripting.
  21. I'm having a problem. For tall races like the Giant race mod, or mods that increase a race's height above normal, the 1st person camera is at the default height. I'm also having the same problem with the 3rd person camera. What do I need to to fix this?
  22. An If statement, I'll try it out. I've started working on a lore book for Macromancy 4 that was written by my version of the merchant, who I'm calling the founder of the magic.
  23. No problem. I'll take a look at the duel cast grow rate. The problem with the setting a minimum size is that SetNodeScale doesn't have a minimum cap, but I'll try to do some experimentation at some point. Absorb Victim? I like it. I'm just not sure how to make the script though. The concept alone makes it a more complex script then normal. Revylrie, do you have any advice for this?
×
×
  • Create New...