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MildPsychedelic

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  1. Hi there. So I'm making a small quest through the CK and testing it in-game. I basically want to do what some of the vanilla quests do where the NPC will reveal a relevant Map Marker to your world map if you haven't already got it (eg when an NPC says "Here, I'll mark it on your map"). According to the functions for the script, I just go into the End Papyrus Fragment section on the relevant piece of dialogue, and enter: KarthwastenMapMarkerREF.AddToMap()But whenever I tried to compile it, the return is failed. So I tried creating a custom script and going into the properties to make a ObjectReference type, then entered the same code. However, while it did return as 'successful' after compiling, it doesn't function in-game like it's supposed to. I don't get the Map Marker for Karthwasten added to my map. Would appreciate if anyone can point to where I'm going wrong here, thanks.
  2. Well yes, but I just want to know if it can be done, and how. EDIT: Lucky for me, the SureAI team have provided a resource for this: http://sureai.net/development/resources/ Seeing as I've solved my own problem this thread could be considered closed now :smile:
  3. So I've been stowing away an idea for a custom mod of mine with an entirely new worldspace, ones utilized by big mods like Falskaar, Enderal or Andoran. I know I will have an immense amount of work ahead of me, so for now I am in pre-planning stages for it. But what I want to know before beginning it all is how I can have the mod set in a standalone .esm file, completely directed away from Skyrim. I want to be able to have this master file booted up as the only file, like how Nehrim did it with Oblivion. I was just wondering if there are any tutorials, resources or simple pointers that could help me sort that part out (or if it's even possible in the first place). I figured if I could start off with a blank template world, I could then continually build upon on it through various stages, basically as if I was doing it in a game creation engine like Unreal or Unity. EDIT: Lucky for me, the SureAI team have provided a resource for this: http://sureai.net/development/resources/ Seeing as I've solved my own problem this thread could be considered closed now :)
  4. I warn you now brother, the transition from 2D to 3D will be quite shocking.
  5. I believe TES works under the principles of 'It's magic I ain't gotta explain s#*!" Thus is makes explanations harder to work around, best just go with the flow.
  6. Well the idea for him was to be a good source on all Dwemer related things in-game. One of the goals I was hoping for would be to have Turmac as a guide for the player whenever there is a quest or task that involves delving into the ruins of a Dwarven city; before going into the dungeon you can use the conduit to visit Turmac and he will advise on what steps to take when going in, as well as that he could also direct you to certain objects/ingredients scattered throughout the dungeons which could take back to him in return for new content. e.g. he might say that the one particular city you're trekking through has the parts needed to craft a new armour. Or the ingredients needed for a new spell, it's not a necessity, but if you want something new then the option is there. As a matter of fact, you're not particularly supposed to care about Turmac, it's your choice as a player to go visit him. The game/mod shouldn't have to steer you towards him.
  7. At the current development, there isn't a catch. He's stuck there and can never permanently escape. He's sort of in the same situation as Durnehviir.
  8. Just a quick update, I've managed to add in what will be the beginning of his dialogue, I have even gone so far as to add in some placeholder voice acting so I'm glad it is finally rolling to a start. Also I've added a few new things: http://i42.tinypic.com/2hxrt4n.jpg I added this large machine as a sort of Soul vessel for him, to kind of show what he means by "I created this realm using the essence of my being" http://i42.tinypic.com/dmegis.jpg While not the most pressing part at the moment, I did want to make sure that Turmac will wear something shows he was a Tonal Architect, simply slapping on Dwarven Armor would not tell him apart from the rest of the Dwemer at the time. At the moment I will be using this until I either improve on making custom outfits or someone would happen to offer me a better version of their own design.
  9. As would I! It's the main reason I'm doing this, hopefully if the early stages are successful I can weave the Dwemer into the vanilla quests which have you travel through the dungeons he once called home. I did the throne animation so he would look comfier, I mean who the heck wood sit stiff and upright like the normal animation does, for 1000+ years! Well, he is a Dwemer, and a Master of the Arcane at that. He's not as susceptible to madness as most people are. Plus watching over Tamriel seems to have been good enough for a distraction.
  10. As would I! It's the main reason I'm doing this, hopefully if the early stages are successful I can weave the Dwemer into the vanilla quests which have you travel through the dungeons he once called home.
  11. Definitely, I want to strike the right balance with him. Despite the fact he's been isolated for so long, he has managed to discipline himself in order to keep his sanity, apart from that I want him to be happy that the Dragonborn has finally broken his isolation, albeit he should show it in a much reserved way.
  12. It doesn't always seem to be the case, I think a good example of the open goodness from the Dwemer would be the friendship between King Dumac and Indoril Nerevar. According to the histories the two races did not get along well, but this friendship between the two did exist. On top of that, I believe the condition of being isolated for over a few thousand years would definitely make anyone more open to company. On a personal note, I would really like this character to have the same aura of personality that Joshua Graham from Fallout: New Vegas did, that sense of superiority that he emitted, yet still spoke to those around him with due respect.
  13. Also, seeing as this has transitioned from a request to an actual project, I've added it to the Mod Talk section: http://forums.nexusmods.com/index.php?/topic/981215-the-dwemer/
  14. So this thread is basically a carry on from here: http://forums.nexusmods.com/index.php?/topic/979383-the-dwemer/ I basically had a proposition to add in a new NPC for the Dragonborn to interact with, but instead of waiting around for others to start, I - along with Daedthr, who has kindly offered to help out on my project - have decided to start it now. The idea of the mod is to add in a Dwemer character, one of the last (besides Yagrum Bagarn) to exist of his race. This Dwemer had a premonition about the catastrophe that would come to his people if Kagrenac continued to carry out his plans on the Heart of Lorkan, so before Tonal Architects could finish off their disastrous plan; The Dwemer created a pocket realm away from Nirn, from which he then bound his soul to. While this did save him from the event which caused the rest of the Dwarves to vanish, he found himself permanently bound to the realm he had created, and with no way of being able to leave the dimension without the help of an external influence from Nirn, he will be stuck there for eternity. That is, until the Dragonborn reaches his dimension. [early test pictures] http://i42.tinypic.com/350kw12.jpg http://i44.tinypic.com/2qjkv80.jpg Now what use would this be for someone who wanted to download it? Well: - New source of information on all things Dwarven - Chance to learn new secrets on Dwarven artifacts (new items) - Possible quests (might be included in the future), I aim to have ending rewards that include spells to summon various Dwarven Animunculi as well as the Dwemer himself (like how you do with Durnehviir) At the moment it's in VERY early stages, I hope to give him a custom outfit for that more Dwemer look. My main aim (after I've finished the writing) is to have him voice acted on all dialogue, seeing as the player will spend a majority of the time talking to him. However, if any of you are interested and want to lend a hand, please PM me I'm open for suggestions!
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