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Everything posted by Vandrath
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do i put the Visualeffect property line any where in the script? i tried removing it and got this error Starting 1 compile threads for 1 files... Compiling "BossFight"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\BossFight.psc(22,1): variable Fx is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\BossFight.psc(22,4): none is not a known user-defined type No output generated for BossFight, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on BossFight
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Tried a couple of ways to get the FX in but none worked. the script wont compile. Ii found one way and got only one error when compiling. function MistPhase(VisualEffect Property fx) Fx.play(self, 2.0) disableNoWait(True) ; fades-out the actor without pausing the script. mist.enable(True) ; fades-in the mist. The script pauses until the fade-in has completed. utility.wait(10.0) using that i still got the error: Starting 1 compile threads for 1 files... Compiling "BossFight"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\BossFight.psc(21,32): extraneous input 'Property' expecting ID No output generated for BossFight, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on BossFight Does this mean I have to have the specific ID of the effect i want to play in the script itself?
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This is the current script i have so far. Where would i place the visual effect property and the fx.play? Scriptname BossFight extends Actor ObjectReference Property Mist auto ; set to the mist ObjectReference[] Property teleportMarkers auto ; fill the array with teleport markers int stage = 0 event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \ bool abBashAttack, bool abHitBlocked) float fHealthPercent = getAVPercentage("health") if stage == 0 && fHealthPercent <= 0.75 stage += 1 MistPhase() elseif stage == 1 && fHealthPercent <= 0.25 stage += 1 MistPhase() endif endEvent function MistPhase() disableNoWait(True) ; fades-out the actor without pausing the script. mist.enable(True) ; fades-in the mist. The script pauses until the fade-in has completed. utility.wait(10.0) int randomMarker = utility.RandomInt(0, teleportMarkers.length - 1) ; don't forget that the first item# in the array is ZERO, so the last item# is "length - 1" moveTo(teleportMarkers[randomMarker]) mist.disableNoWait(True) ; fade-out the mist without pausing the script enableNoWait(True) ; fade-in the actor without pausing the script I would also like to add a sound effect that plays along with the visual effect. Once again i dont have the slightest clue how to do that.
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for Fx.play will that allow me to select the effect i want in the script properties? I would like the FX to play around the enemy actor. Will it still play around the actor if i set myref to "self"?
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Yes, 0 to 3 and its still not working. the testing room is small (i took 4 dlc castle large room corner pieces and stuck them together) could it be that the markers have to be placed at a greater distance in order for the game to actually place the actor at the x marker. I would like the mist to be set as initially disabled (the mist will start invisible and then be triggered at the first vanish) currently the mist is always there until the script is run (this is just optional but it would help with the realism of the fight and the lore surrounding it). Also i would like to add a visual effect if thats possible. the effect would play when the boss disappears and re appears. I recall seeing something about a line of script that will allow you too define in the properties of the script which visual you would like. I dont know if its that cut and dry mechanically. edit: a thought just occured. can i just check the initially disabled button on the mistfx itself or will that break the script in some way?
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I know. The reason i asked for that script is because i wanted to use one of the Soul cairns purple shields as a block to give the final part of the dungeon a bit more flare.
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I tested the boss with the int random marker=utility part of the script changed but the boss is still not reappearing on the Xmarker heading. Do i need to be using another type of marker? I am testing the boss in a single room cell with the teleport x markers in one of each of the 4 corners of the room. Do i have to fill my arrays with 10 markers for that part of the script to run?
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I have another Request if you guys dont mind. This one should be simple (i think). I would like a script that will do the following: on combat start with a specific enemy actor make a static object appear. that static object would then only be able to be deactivated by an activator (such as a lever). the goal of this is to lock the player in a certain area for a boss fight then have the boss drop the key to open the door where the lever is located I dont know if its proper to have multiple posts for multiple script requests or just have them in one post?
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What does that mean? keep in mind that i am in no way a scripter. i only know enough to slightly understand what these scripts do at a glance.
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that made the script work. I tested the fight and came up with a few more issues. I defined the teleport markers as 4 Xmarker headings but the boss is not placed at any of the markers when he re appears. He just re appears at his initial spawn. I would like to set up more then 1 mist. I tried using a trap linker to link 2 fxmists, then set the mist object ref to the trap linker but the mist was always there. I would like the mist to appear when the boss teleports away and disappear when the boss reappears. Also I would like to add a visual effect to compliment the boss teleporting away and re appearing.
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Do i define the "mist" in the script properties? Can i define more then 1 mist by connecting multiple FXmists together via an X marker? tried to compile the script just now and got this: Starting 1 compile threads for 1 files... Compiling "BossFight"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\BossFight.psc(11,23): variable health is undefined c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\BossFight.psc(14,27): variable health is undefined No output generated for BossFight, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on BossFight Could you please explain how to set this up?
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Over the past few months i have been working on a dark Vampire/ Werewolf based dungeon located deep in the mountains of southern Skyrim. I have wanted to do this for a while and have been messing with Alpha layouts for a while now and i finally have a good landscape build and interior layout. I will be posting screenshots from my dungeon and general thoughts i have about the direction of the project. I would love feedback and thoughts on the layout, concept, immersion, mechanics and anything else. There WILL be retextures, new sound effects, a couple small quests, and hopefully diverse boss fights. I am currently looking for a scripter to help me program some of the boss fights. Here is a link to my current post in regards to what im looking for http://forums.nexusmods.com/index.php?/topic/791389-need-scripter-for-advanced-boss-fight/page__gopid__6349435#entry6349435 I am going to be doing side stories and presenting quests in the form of journals (on dead bodies or in rubble piles). Im not planning on any voice acting as of yet. Currently I am hoping to release the final version of this by Halloween. The beta version will be released in about two weeks, fully playable with some retextures and some programmed boss fights. The retextures are going to take a while so I may push back the release of the final version depending on how much i can get done. Here are some screenshots of the Exterior worldspace. The worldspace itself is 98% complete in terms of design. I will start doing a sound effect pass and texture pass in the next 4 days followed by actor placement. The interior cells are not shown yet but are 75% complete in terms of design and clutter. http://i50.tinypic.com/s5h0sp.jpg http://i46.tinypic.com/3fyo4.jpg http://i48.tinypic.com/141mqgy.jpg http://i46.tinypic.com/w02y5t.jpg I am debating redoing the ceiling of the exterior area to make the worldspace look like a mountain pass and doing a custom climate to add a more ominous feeling . I have some sounds and tracks from Oblivion that I would like to use in certain parts of the Dungeon. Is it alright to use sounds from past games and not have the mod taken down? Ill try to post updates every day or two.
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Didnt realize about the bump. Thanks for letting me know and thank you for the script. Ill try it out today.
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Is there a dragonbone weapon retex mod?
Vandrath replied to Aeromaster's topic in Skyrim's Skyrim LE
Over the next couple of months I will be working on retextures of the Dawnguard Dragonbone weapons. Ill be turning them into a more dark medieval style of weapon. -
there is no preset in the CK for weapons throwing out spells (i know what you mean and the idea would be awesome) you would need a custom script and if you really wanted to get into it, a new animation for the action of throwing the spell. In the case of taking from other people mods you should always ask ( its common courtesy). Some modders will let you know in the description of their mod what they would like in terms of usage by others. Some allow usage without asking (commonly modders resource category mods). Most will want you to ask for permission from them first. Some dont want you to use their mod at all. It varies but ALWAYS ask first if your not sure. Show these modders respect and they will show respect as well.
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I am currently working on a mod which will require a vampire boss fight. In my research on vampires throughout Elder Scrolls lore i found that Bosmer Vampires (the Kellrlith) from Valenwood can disintegrate into mist on command. I have an idea about how the fight will work based on the CKs abilities. I have little knowledge of scripting and would like to work with a scripter on this and other boss fights i have planned for the mod. As well as other projects in the future. My idea for the boss is as follows: When boss reaches 75% health (keep in mind the boss will have a lot of health) the boss will teleport to either an x marker (or x marker heading) in an exterior cell and wait for 10 seconds. During the 10 seconds in which the boss is out of the cell, the boss fight area will fill with mist and fog (the basic FX from the CK) After the 10 seconds the boss will teleport to a random X marker placed in the original boss fight room and the fog and mist will clear. The entire effect will repeat again at 25% health. This process will simulate the effect the player will see as the vampire turning into mist. This is just my vision of how the fight will play out mechanically. The reality of it might be different based on how papyrus actually works. Also i DO NOT want to use SKSE unless its impossible for the vanilla scripts to accomplish this task.
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Did you check your aliases? Did you make your quest using aliases? Sometimes a logical alias order to you might not be logical to the CK (you literally have to tell it if the chicken or the egg came first). I was banging my head against a wall for 6 hours while making a quest because my stage would not set. I though my aliases were layed out in a logical order but that wasn't the case. I switched up the alias then everything fired fine. Skyrim generates the quest on startup. It also generates the aliases in the order you assign them. If one alias is off the rest of the quest wont fire or the quest wont start at all. It could be the CK bugging but it can also be something very vague in your quest setup. I also have had a problem when it comes to scripts working one second then not working the next when tested. It could be a scripting issue.
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Check out Climates of Tamriel. The mod changes the lighting, weather, and general ambiance of Skyrims climate in a very good way. Its creator did a great job with the lighting effects. the mod also lets you pick settings for certain aspects of the mod on install.
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The hands look very out of place. any warrior in their right mind would not wear those gloves into battle. Any humanoid needs full use of the hands in combat. unless you plan a race of pro Boxers, but Nords just use their fists.
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Quest Scripting: Rescues and Storming castles
Vandrath replied to QaxeIsKaze's topic in Skyrim's Skyrim LE
You definitely need to know the basics of quest design and in your case a bit more knowledge on top of that (how to bundle Packages with Aliases). The CK wiki provides a very good tutorial on the basic and intermediate quest designs. You should be able to find what you need there. I have only basic knowledge of the quest system so far (honestly its a pain to learn but pays off 10 times over once you do). When you are learning the quest system go through the quests of Skyrim in the CK and just look at their structure. It is very helpful in trying to understand Aliases. -
Hammerfall would be the most logical Decision for the next DLC. Fighting off the Aldmeri Dominion on the western coast would play right into the elder scrolls lore. I doubt a Morrowind DLC. The reason I doubt it is because they would have to write some new lore in order to make it realistic to the current story line and half of it is covered in ash. I would also be very disappointed if there was a DLC in Morrowind because then Bethesda is ignoring the Aldmeri Dominion. Cyrodill has been ravaged and ransacked by the Great War. Almost every city got mangled in some way save Bruma I think. Probably wouldnt be to interesting for a DLC unless you make your way through a certain part of it to get to (yes im gonna say it) SUMMERSET ISLE. Summerset Isle is the perfect candidate for a DLC. You play out the next great war with either the Imperials or Stormcloaks (depending on who you side with in the Civil War). Geographically the Isles are slightly bigger then the Shivering Isle from Oblivions DLC and the region is vastly unexplored in the Elder Scrolls games (as far as i know) and a new Architecture and a Style of society not yet seen in an ES game. It would be a very stupid and time wasting move should Bethesda decide to turn away from the Dominion and not include at least one Dominion focused DLC. Unless they make an entire game based around the next Great War. :biggrin:
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Skyrim Texturing. What are your techniques?
Vandrath replied to Vandrath's topic in Skyrim's Skyrim LE
What is the Mudbox method for texture generation (gimme a sec to explain what i mean because i dont know if i asked the question right)? Does Mudbox generate a UV map for the mesh once everything is painted and finalized? Can it save the UV map in a .dds format? If it doesnt save in a dds format will I have to take the UV map and put it in Photoshop in order to save as .dds? -
Skyrim Texturing. What are your techniques?
Vandrath replied to Vandrath's topic in Skyrim's Skyrim LE
I find that to be a very good method ;D -
Skyrim Texturing. What are your techniques?
Vandrath replied to Vandrath's topic in Skyrim's Skyrim LE
Whats the difference between Mudbox and Photoshop? Is it just different developers making the same type of product but with different layouts and code?