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TheElderInfinity

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Everything posted by TheElderInfinity

  1. I believe, for actor scripts, you can put akreference in somewhere. It would be FunctionName(Akrefrence) meaning that function is called on an actor. I think. btw, would you be able to do NPC infection like coh had? I'm not sure co
  2. You have to feed every time you transform if you haven't been overfeeding, but if you restrain yourself, you can get the ability to feed on animals, which makes things a lot easier. (and a lot less morally questionable).
  3. If you go and slaughter tons of people then eat them, you get buffs. If anything, the good guy werewolves are underpowered.
  4. MOD REQUESTS. It's the first stickied thread. This forum is not for mod requests.
  5. It's a really, really, really long list. The script itself is about 100 lines even without the magic effect long due to the need to create a scenario for every single possible combo of hunger levels. I did negative seven through seven and its extremely long. Couldn't you just send me your file? I've already put DieBySword 's most recent version of the script into the "master file" I'm working on.
  6. It edits a script attached to the PlayerWerewolfQuest and adds a script to cohLycanthropeTiming or whatever that quest is called now, and adds about 28 magic effects and one Global variable.
  7. ^^ Good. Merging all the .esp's together is going to be really, really annoying. While I think there may be a utility to do that available, we need to make sure nothing conflicts.
  8. Hey, anyone have any ideas regarding how we can get a new eye color exclusive to the werewolf hunters (due to the *SPOILER*)?
  9. I've already figure that out for the most part, though thanks.
  10. I see. Bad news I guess. Fortunately, the feeding script is working quite well. Unfortunately, Though it's not impossible, Bethesda devs were able to do it for GameJam week, and the rules included no source code edits, so they're basically working with what we had. For some good news, the feeding script is working perfectly so far. Now to add in the buffs and debuffs (there's 28 of them.) Whoever gets the task of merging the .esp files is going to be in for a LOT of work. By the way, does anyone know how to make a .esm?
  11. There's three different .esp files for different scripters; we're having something of a communication breakdown. I don't think we should merge .esp files until everything's bug fixed, so that we don't have to keep changing the not yet existing .esm
  12. the skeletons are completely different, so a new animation is needed, as far as i know. It could be retargeted to the werewolf skeleton, though DreamCodex is planning on making a brand new one.
  13. That's certainly possible, but I also need to write a script that starts upon the player's infection with Saines Lupines (or whatever the disease is called) and turns the player into a werewolf if uncured. As far as the ring of Hircine goes, I'm uncertain. I found that particular quest rather underwhelming, and think the reward wasn't really earned. As far as changing its function, I'd like it to give the player full control over their werewolf transformations, as per TES lore. On a side note, since Hircine will almost certainly play a role that merits a voice, we'll have to completely rerecord his lines. On a side note, I'd like to make the cursed ring of Hircine transform the player, in addition to random times throughout the day, on any night In which a transformation is possible, giving players a big incentive to break that curse, since the amount of feeding necessary with so many transformations is likely to net them huge debuffs.
  14. In the near future, Call of Hircine will be in need of a handful of voice actors of both sexes to voice generic (Untransformed) werewolves and werewolf Hunters! Understand that we've received an enormous amount of voice acting offers since this project's inception, some of which were from people with studio quality mics, we'll most likely be PM most of them back. At most, this phase of the project will require fouir voice actors with a decent enough vocal range to convincingly voice members of several of the sentient races, and it could conceivably be done with just two or so VAs with very good vocal ranges, therefore spots may be limited. We are prioritizing recording quality; Even an professional voice actor sounds underwhelming, and most importantly unprofessional in recordings that are not of exceptional quality. Note that I said recording quality, not mic quality, which is more of a cap on the quality of a recording than it is synonymous with it. Avoiding breathing, bowing, or otherwise unintentionally disturbing a mic is an important skill. It may also be necessary for prospective voice actors to have or convuncingly imitate several of the accents or speech inflections found in Skyrim, though that's not extremely important, considering how many characters in Skyrim have American accents where they don't fit, really really fake Nordic accents in some places, ecetra. Prospective VAs should PM me here on the Nexus forums, while a voice acting sample is unnecessary, it's certainly helpful., and we expect that VAs who haven't done so previously to provide a description of their voice. Recordings will probably begin as soon as the voice actors are cast and the script for this phase is finalized. Finally, while there are only a few opportunities for Voice acting in this phase of the project, there will be many more once this project enters its second phase, which will probably be some time in March or late Feburary. In advance, I and my collegues look forward to working with you. - TheElderInfinity on behalf of the Call of Hircine team.
  15. Excellent, absolutely marvelous! I'll test the feeding tomorrow, now all that's left for this part of the script is. Ug fixing and polish, then the scripts are done. I think I'll work on the player infection script and feeding script, and maybe the NPC implementation (Hunters and wild werewolves) I think it's about time I started thinking about those Voice Actung auditions I mentioned about a month ago. I'm planning to slip werewolves into a bunch of the humanoid leveled lists, as well as adding wilderness encounters and hand placed spawns; See a random adventurer in the wilderness? He may be a werewolf! Or he might not, you'll have to wait till a night on which the moon is bright to Now, as for the polish, there's a few things I had in mind...Feel free to add anything you want to this list It would be really awesome if we could reproduce that flavor text and the pre transformation stuff that Curse of Hircine had, like the pulsing vision. If anyone works on that, may I recommend the werewolfWarn IMOD? When activated several times over a short amount of time, it has the interesting effect of gradually washing out the color and increasing the contrast. It looks really cool IMHO. Perhaps we could also throw in that red haze that fogs the screen when you power attack as a werewolf? Seeing the screen slowly pulse to a washed out bloody red, high contrast tint would look spectacular IMHO, and be really fitting. Considering how powerful the while loops and wait() utility functions are, it shouldn't be hard to choreograph this effect to start slow and accelerate in the 6 or 7 minutes prior to 8 PM on nights with full moons. Now on the subject of the moon, I'm trying to come up with a way to duplicate the random chance of transformation for werewolves on nights with gibbous and first/third quarter moons, hell, since the script to make NPC werewolves is going to be attachable to actors, it might be possible to make the transformation chance unique to each actor! One last bit of polish is going to have to be interrupting sleeping and waiting when it's time to transform. Those ideas are just related to your script DieBy...I'm astounded and impressed by how much you've acomplished so far! PS: could you email me the latest stable .esp and scripts Sword, I'd like to test m stuff with the latest version.
  16. Do a barrel roll. No just kidding. Use the SetQuestStage command to set the stage to wherever it should be, bang, done. Btw Xahstur, you wouldn't happen to know how we would go about adding in a sneak animation for werewolves (created by DreamCodex)? I'm really, really not that good about that one, in Oblivion there was a clearly labeled "walk" / "sneak" / whatever movement animations, but nothing under the move tab is defined.
  17. Wonderful job! Well, I've got an outline of how the feeding is going to go in, it's just an addition of seven lines to the werewolf transformation script plus a function and some debuff spells. I'm gonna test it on the most recent .rar you posted, and report back the results.
  18. I think currently you can't feed on undead/constructs. Also I am really new to doing mods for TES games and can't figure out the new scripting language (the old was pretty simple for me) Oh good, then that makes my task all the easier. Random idea for when we get to NPC transformations... Instead of removing all the NPC's items and putting them in a container upon transformation like it does with the player, we could just make it unequip all their items and remove them on death, then add back any loot the werewolf is supposed to have. Though naturally that should only be applied to actors who have no chance of carrying quest items to avoid breaking quests. Unique variants of the script could be given to unique actors. Of course we still have a problem with the NPC transformation in terms of storing their original race, the way the game currently does it isn't practical to use on a large scale. Ideally, we could create a custom actor value that recorded an actor's true race (and wasn't changed by the transformation), or we could add a variable to the script that does as much, though it'd have to be exclusive to each actor, but I'm not sure either would be possible. We could always create different versions of the script for each of the races, but once again, that doesn't support custom races.
  19. I guess I'll do that on my side then (I'm working on the feeding scripts now); could you make a perk that changes a global variable (in this case cohPlayerCanGainFeedsFromAnimals) to1 when its active? The feeding script will be designed to to only reduce the cohMissedFeedCount variable when the player feeds on a member of a sapient race, unless that variable is true. I'll also have to find a way to disallow feeding on constructs or undead (or apply debuffs when you do, "damaged teeth" or something for the robots and "upset stomach" or something for undead.") I've got a fairly good idea of how to do this by the way. Create an array containing all of the nonplayable races besides Falmer (in order to avoid breaking custom playable races, this array should be exclusive, not inclusive), and disallow feeding on entities that identify with that array. With the perk, change a global variable so that the feeding script references an array that only contains constructs, dragons, Daedra, and undead. Otherwise, the feeding script should be pretty easy. I just have to add seven lines into WerewolfChangeEffect script, edit one message, create 14 magic effects, and one short actor script that runs on the player, all fairly simple tasks. Though I'd eventually like to add a feral system, I think we could incorporate that into the random transform chance script.
  20. btw TemplaR, I was wondering if you could create a perk that allows you to feed on animals. It should be mid way into a path of the tree focusing on "control" an option for people who want to RP good werewolf characters. Edit: Um, Xahstur, you need to package the scripts as well...
  21. It seems that you dont who i am dont you boy? :) :wallbash:
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