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Apollodown

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Everything posted by Apollodown

  1. I proudly present... a trailer. Mod coming this week. It will knock your socks off. Also I moved this topic here from somewhere else and now I don't know how to delete the old thread :(. *awkward*. I hope I at least got the right thread this time. What does CWO do? Restores: Dialogue, scenes, and battles cut from vanilla release of skyrim. Restores battles for winterhold, dawnstar, morthal, falkreath, markarth, riften, and fort greymoor. Enhances: Soldier capabilities and diversity Dynamisizes: Makes Civil War quests possible to fail, with ramifications. Makes the entire civil war questline dynamic, at least on a very basic level. Ramifisizes: Makes your choices matter. All guards in holds owned by the opposing faction are hostile to you. What does CWO not do? CWO will only be restoring content that the developers originally intended to place in vanilla skyrim, and as such relies 99% on vanilla assets. Any assets added by CWO are only to patch up places that developers did not finish(which is remarkably little), or to further flesh out things that are obviously incorrect(levelled lists of soldiers, for example). No new voice assets will be used. CWO will also not be restoring the Civil War campaign that developers originally intended, at least not in the near future(the current build of CWO has already taken ~350 hours of my time - I estimate that it would take 1000 hours to restore the campaign in its entirety). When will CWO be released? Very soon. Like, in the next couple days. I keep running across things that I want to/need to change, but all the most difficult, game-breaking issues have been worked out. I think. Once I am happy with the product, it will take me 6 hours to fill out the levelled lists, create a bsa, and create a mod page. Sooooo....Saturday at the latest?
  2. I'm getting close to brute forcing it with TESVEdit, but wanted to see if there was a better way first, because maybe I'm doing something wrong. If that's my only viable option I believe I can formulate a workaround and just create ridiculously overwrought conditions to make it happen. Maybe. I ALWAYS try yelling at my monitor.
  3. Hey folks, I'm working on a big and exciting mod, and am nearly through, but can't for the life of me figure out this issue: Quest CW handles much of the dialogue for the civil war - when I duplicate a topic info, I find that my actors don't say anything! The reason I've narrowed it down to is that the file path in a duplicated topic info's response changes from skyrim.esm to mymodname.esp. Is there any way that I can duplicate dialogues easier, or edit the file path back to relying on skyrim.esm? Or do I have to literally copy and paste all the audio even though it's already in the bowels of the vanilla files? Am I asking this question correctly? Thanks in advance, Apollo
  4. **EDIT** I FIGURED IT OUT. Mod will be incoming soon. It ain't pretty, but it's good enough for Beta. And them dragons be fallin out of the sky. **EDIT 2** This mod is now live at http://skyrim.nexusmods.com/mods/32597 Two things piss me off about dragon fights: a) they are too predictable when it comes to the 35% injury and b)even if you manage to kill them before they land, they are immortal until they finally do touch down. Here's my foundational idea for solving the issue: 1) disable dragon injuries based on health percentage 2) cause all dragons to immediately ragdoll when they die. A more advanced version of this mod would allow for injuring a dragon based on chance and health percentage, for example every time a dragon is hit for over a low threshold of damage, there is a low percent chance that it will injure the dragon. The percent chance should, in my opinion, rise based on how low the health percent of the dragon is. This would look like: When health is: Percent chance that each hit causes injury 100%-75% .05% 75%-50% .1% 50%-25% .15% 25%-0% .2% Additionally, any hit that causes massive damage(I would personally define as 10% of the dragon's health) would have a 50% chance of injuring the dragon. A final part of the more advanced idea is that if the dragon has been injured and is grounded, it does checks every 4 seconds to see how much damage has been done to it, and if it doesn't reach a certain threshold then it removes the injury flag from the dragon and allows it to fly again. The problem is that this would literally be the first esp I've ever made(I'm a highly experienced mod user, never built one though), and it sounds to me like some scripting may be involved, so maybe I'm not the right person to make this. That being said, if nobody else will make it, I plan to, but I've hit a couple of stumbling blocks, the biggest one is I don't know what prevents a dragon from dying before landing: is it from the DeathWait animation? Does anybody have any ideas for how to get a dragon to not play any death animations and immediately ragdoll on death? The second question I had is that if I were to build a script similar to what I outlined above, and ran it on every dragon, would that cause epic slowdown or would it be a simple equation for the computer? By the end of this mod I expect to shoot dragons out of the sky and have them land on hapless victims(thanks to collision body fix).
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