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kuertee

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Everything posted by kuertee

  1. i'm not sure if this is possible or has been tried before. can we make clothes like hoods, cloaks, capes, furs as special effects similar to how the dragon aspect spell overlays a special effect on the player?
  2. NPC Reactions mod http://www.nexusmods.com/skyrim/mods/65243 It doesn't have npcs reacting to monster players - except for Vampires. But they do react to your appearance: e.g. Markath affiliated NPCs v player wearing Forsworn armour, Nords v player wearing Thalmor armour, etc. I suppose that I could add reactions for players that are not of any of the default races (or their vampire versions).
  3. Force Greet packages breaks when actors are added to Aliases Ok, here's the reason why Force Greet packages in the Forsworn Conspiracy quest lines sometimes works (e.g. the guard that intimidates you outside the inn after acquiring Margret's journal) and sometimes fails (e.g. Dryston who starts a brawl with you after acquiring Weylin's note outside The Warrens and the guard that ambushes you in Talos' shrine when you return to Eltrys). Actors' Force Greet packages may fail if they are added to an Alias - even if that Alias has no attached packages. Adding actors to an Alias forces them to evaluate their AI. This is what's making the actors in this quest (and possibly others constructed similarly) to not Force Greet the player. Eventually the actors will re-acquire those failed Force Greet packages when they next evaluate their AI. HOWEVER, some actors (e.g. intimidating guard outside of the inn, Dryston, Nepos' maid, the ambushing guard in Talos' shrine) in the Forsworn Conspiracy need to Force Greet the player immediately after entering and exiting an interior cell. Because these actors may move away (and they actually do) from their intended locations, they may not reacquire the failed Force Greet package. Regardless, actors Force Greeting the player much later in time may eventually get the quest running again, it is not usually ideal. Here's my test save with Wet and Cold. The save-file contains only the DLCs, unofficial patches, Live Another Life, and Wet and Cold. And here's my description of the test in Wet and Cold's thread. I've already notified, Isoku, via PM of this. Unaffected Actors Anyway...Actors who don't need to move to the player (immediately after an interior-exterior cell-change) to enact their Force Greet on the player works because the player is immediately "there" and the package triggers immediately. The intimidating guard outside of the inn (after you acquire Margret's journal) is an example of these actors. He never fails to Force Greet the player because his package triggers immediately BEFORE any of my mods add him to any Aliases. Affected Actors Actors who do need to move to the player (immediately after an interior-exterior cell-change) to enact their Force Greet on the player fails because mods that adds their effects on NPCs by adding them to Aliases would have added them to their Aliases. Examples of these actors are Dryston, Nepos' maid and the ambushing guard in Talos' shrine. These actors are added to Aliases before they could Force Greet the player - which breaks their Force Greet package. Again, they may eventually reacquire these failed Force Greet packages but its unlikely due to other Conditions (e.g. location, Quest stage, etc.). Note that the owning Quests' Priorities don't matter in this case. My mod's quests that finds NPCs all have a priority of 0 while most of the quests in the Forsworn Conspiracy have a priority of 60. Also, it doesn't matter whether the Alias they are getting added to have a Package or not. The simple event of adding them to the Alias fails these Force Greet packages. Again, actors may reacquire these failed Force Greet packages when they re-evaluate their AI in regards to their attached Quests' Priorities. But by then, other conditions may have removed those Force Greet packages already. Affected mods Mods that forces these actors to fail their Force Greet are mods that finds actors by adding them to aliases. My mods that are affected by these are: Battle Fatigue and Injuries, Fight or Fly, Gold Adjustment, NPC Reactions, Sightless Senses, Skill-based Damage Multipliers, Useful Potions. I'm sure there are other mods out that will similarly break these types of quests. One of them is, as described above, Wet and Cold. It adds its effects to NPCs by adding actors near the player to Aliases. The fix And this is how to fix these mods. In the Aliases' Conditions for finding the actors, add three conditions: IsInScene == 0 (e.g. Nepos' maid's Force Greet package is attached to a scene. My mods have already done this since their first releases.)GetDistance (Player) > 1500 (This is the important Condition. It ensures that actors nearby has a chance to enact their Packages.)GetDistance (Player) < 10000 (Use whatever distance you normally use to find actors.)For combat mods (e.g. Battle Fatigue and Injuries, Fight or Fly, Useful Potions, Skill-based Damage Multipliers), I modify the distance Conditions above. These Conditions will add the NPC already in combat. Their attached Scenes and Packages would not matter in this case. And they will reacquire those when they re-evaluate their AI after combat anyway.IsInCombat == 1 ORGetDistance (Player) > 1500 ANDIsInCombat == 1 ORGetDistance (Player) < 10000NPC Reactions has an added layer of protection - because NPC Reactions have actual Packages that may interfere with other packages. If an actor in an NPC Reaction Alias is added to a Quest that has a Priority of more than 0, it is removed from that NPC Reaction Alias. The code is a bit more intricate, of course. It requires saving a list of Quests (that have a Priority of more than 0) and constantly checking if they are added to another. I've fixed my affected mods now and will slowly re-release them.
  4. Hey Nero, sorry for listening in on this. But, by chance (i.e. while I was searching for something else), I came across this request. I don't usually check other forum threads but my mod's own threads. Anyway, you can turn off all those "advanced" features that my mod contains. Turning off "Trap avoidance", "Auto-looting" and "Eat and sleep", will give you the most "basic" follow-and-wait features of SMF.
  5. Hey guys, I'm not sure how many of you know about my mod, Professions. Well, I'm interested in knowing: (1, as the secondary reason for this post) how many of you know of it, and (2, as the primary reason) whether I should make it compatible with the Hearthfire DLC. Just to clarify...as reported in my mod's forum thread, the mod is not compatible with the Hearthfire DLC. This is because I don't have the Hearthfire DLC. HOWEVER, some of the users of my mod, Professions, have requested that I make my it compatible with Hearthfire. And, hence, this post and poll. If there is enough interest in a Hearthfire-compatible Professions, I'll make it happen (when I get some free time from RL work. I'm only a freelancer programmer, so I take any work offered to me. Currently, I have no time for gaming or modding. I will in about 2 weeks, though.) Thanks for your time.
  6. I have a question that is unrelated to your problem. Did you notice that you have Ultimate Follower Overhaul and my Simple Multiple Followers mod both active? I didn't think my mod was compatible with UFO. Because both mods increase the number of allowed player followers, they really shouldn't be loaded together and, so, I didn't add any compatiblity features for other multiple follower mods.
  7. Sorry to bump this. But, maaan!, I've been looking for something like this for more than a year! Mansh00ter's method works beautifully. Thanks! carstenseng1's doesn't. In carstenseng1's method, the Magic Effect needs to be attached to a Spell, an Ability in my test-case. The Spell is selected in the WaterType object. But even with the correct Spell selected, it was never applied to the player. I really should have search for a solution rather than trying to work one out myself. The solution I came up (and is working but) is slower (5 seconds max) and not 100% accurate (e.g. in shallow water). It requires an invisible item (an arrow) be dropped in front of the player and for the mod to check if it is bobbing up and down by tracking its vertical position. Only arrow items (and, possibly, dead actors) have this behaviour in water.
  8. Good idea! I don't know the mapping system nor the UI system. However, I can guess that it's easy to hide UI elements and have them shown when an item is an inventory or is "out of your pack" and is being used. My main complaint with the defalt map, is that they don't label the boundaries of which Hold. I still get confused at some of the narrative because I've not managed to become familiar with the different regions - even if I use the map quite often.
  9. Deadblood from the official Bethesda forum pointed me to the problem. It was Duel - Combat Realism. The bug is also mentioned in the mod's Nexus page:
  10. Hey all, I've just started the Dawnguard quest lines. However, I've hit on a bug: Everyone in the Dawnguard castle attacks me after becoming a Vampire Lord and after the training from Harkon. Does anyone know what causes this and if there is a work-around? Thanks! EDIT: I have the most current Unofficial patches for Skyrim and Dawnguard. EDIT 2: I don't have any custom races mods. However, I had to use the Console command "player.SetRace ImperialRaceVampire" because I couldn't feed as a normal vampire after a game update several months ago. EDIT 3: (Sigh!) I meant the Vampire NPCs in the Vampire Castle - not the Dawnguard Castle.
  11. Good idea! I thought one of the bigger "overhauls" removes the health regen out of combat. And I think I noticed an auto-consume potion mod in the official Bethesda forums. But I hardly participate in any thread except my [RELz] thread, so I don't know that mod's status. Self-charging Soul gems and poisoned weapons are a little more complex, I think. Papyrus (the scripting engine we build mods with) has no link to the instance of the items in containers (including the player's inventory). We can only determine the item's link to the library of items the game holds and query it's library's properties. E.g. when the sword, Excalibur, is in your inventory, we have access to it properties from the library like weight, cost, and type of enchantments but we don't have access to it's game-world properties like amount of charge. Unless, of course, someone has found a way. I had a quick look at SKSE functions and the Papyrus functions in the Creation Kit wiki and nothing stood out. I'll put this in the backburner, daventry. I've got a list of things I'm still trying to get finished with my mods. After that, I'll look into these.
  12. I've released the full version with that tweak. The horses will stop following you when near a door, a bed or any crafting stations. So, they should crowd around you anymore. http://skyrim.nexusmods.com/mods/15225
  13. Hey Sonogu/Redbeard007, I have an update to horse commands coming. I'm just waiting on the Creation Kit to be updated for 1.8 before I release it to the public. One my recent updates to the mod is that the horse stops following you when you are near a building. The horse crowding you in entry places has always been an annoyance since the Oblivion version of the mod. Recently, I figured out a way to make them not follow you when near buildings. So when you get off them in towns, they stay at their spot - unless you move far enough from any buildings when they start to follow you again. EDIT: Here's a pre-release version if you wish: https://sites.google.com/site/kuertee/kuerteeHorseCommands%200p721.zip?attredirects=0&d=1 Read the update procedure. I had to rebuild it from scratch due to a bug I introduced in the last version - hence, my Horse Commands mod page is hidden. It's forum thread is active, however. EDIT 2: The actual test for this behaviour is if the player is near a door. If the player is near a door, the horse will stop following him. I'm not sure if there are doors in that island. I may need to extend the test to other structures to incorporate "outdoor" dwellings. E.g. players near beds.
  14. Was wondering if a math genius can help me out. I need to find the x,y of the point a certain distance (e.g. 2000) in front of the player. Using the limitations of the Skyrim world and the limitations of Papyrus, I would be thankful of anyone would explain a process of how this could be achieved. Is it one formula? Or do we need to have a Quest/Magic/ObjectReference combo? I plan on continually moving an invisible marker to that point. Thanks!
  15. Some of the Horse-type functions, I already have plans for. My Horse Commands mod (http://skyrim.nexusmods.com/downloads/file.php?id=15225) is going to be a full recreation of the Oblivion version. E.g. it has commands: "Return to closest city", "Return to home city", "Return to custom player marker (i.e. stables)": http://oblivion.nexu...s.com/mods/8766 At the moment, Skyrim Horse commands only has the saddlebag, come here/follow command, stay command, flee always or normal Skyrim fight-or-fly AI during combat. I'm just waiting on SKSE to provide us with more functions - particularly, detecting what object is in your crosshair.
  16. Hey Leeira, the limits look good. 1 or 2 bows is much of a muchness. If you make the mod configurable, you can let the users decide not only this but all the limits - including the use of the NPC assistant.
  17. I'm all for this mod. ;) But in regards to gold, there's too much already in the game. Don't worry about it. I certainly don't - check my mods out and you'll see that they are all designed to be a money sink. EDIT: For e.g. I just started a game as a patron of the inn in Falkreath (i.e. Arthmoor's Live Another Life). After my first adventure into the caves where you get Haldir's staff, I still ended up with well over 1k gold - after selling whatever loot I can carry (I can't carry too much with my mods.) to the trader in Falkreath. And that's after all the gold-limiting features of my active mods. That was my first outing! There is too much gold in the game.
  18. That's all there is in base Oblivion. The actual feeding trigger is hardcoded in the base game.Here's how it works in base Oblivion. The hardcoded bits are labelled. you activate a sleeping npc hardcoded: the game presents a menu: "Feed/Talk" hardcoded: you choose Feed, the game sets Player.HasVampireFed to 1 this can be changed: the vampire script then detects that, gives the player the appropriate powers hardcoded: Player.HasVampireFed is reset to 0 for the next go. hardcoded: Necks bitten is automatically increased. The actual number can be changed by us. What cannot is that the number is always increased when Feed is selected by the user In my mod, I changed the vampire script so that it's not triggerred with HasVampireFed but is triggered with changes to the Necks bitten statistic. So, feeding in my mod still works with the base Oblivion's game. Even if I don't directly trigger Vampire script with HasVampireFed, it is triggred when Necks bitten count changes. To feed from dead creatures, the player needs to press a custom button on a corpse. Then, I simply increase the Necks bitten count. To feed from the dialogue screen, the player needs to choose the Feed topic from the menu. Then, I simply increase the Necks bitten count. Does this help with your mod, Question2?
  19. Hey Question2, To answer your vamprism question, here's how I allowed feeding from the dialogue screens and from unconscious and dead actors: The default Vampire script detects when you feed with Player.HasVampireFed. The value of HasVampireFed is hardcoded and is set when you feed on sleeping NPCs. I changed that detection method to something we modders can control: the player's Misc Statistics of Necks Bitten. With GetPCMiscStat (http://cs.elderscrolls.com/index.php/GetPCMiscStat) and ModPCMiscStat When in dialogue with a friendly NPC, I add a topic "Can I feed on you?". When the player chooses that, I simply increase the player's Necks Bitten count by 1 (with ModPCMiscStat). The Vampire script then detects that change in that Stat, and so runs the feeding script of adding new powers and weakenesses. When the player targets a dead body and presses a "feed" key, I check how long that dead body has been dead for with GetTimeDead (http://cs.elderscrolls.com/index.php/GetTimeDead). If the body has only been dead for 15 minutes (GetTimeDead = 0.25), I increase the player's Necks Bitten count again. For the toggable Hunter's Sight in my mod - the other question that you sent me: I simply created a Night-eye and Detect Life spells with no duration. Changed the Hunter's sight spell so that it has no spell effects except my custom Script Effect. Every time the Hunter's Sight spell is cast, that Script is executed. That Script manually adds the Night-eye and Detect Life abilities with AddSpell and RemoveSpell. They're the basic frameworks that I used in my Simple Vampirism Expanded mod (http://tesnexus.com/downloads/file.php?id=36408) for those two mechanics. Feel free to download the mod and check it out in the CS. Note that it (like all my mods) needs OBSE to function you may also need ShadeMe's CS Extender to open it in the CS. (One of those scripts may be too long for the default CS to compile.)
  20. Thanks, wetblanket! My Clean Up mod will do nicely for this purpose. It only removes the items IF you leave them alone. And my mod has a recovery feature for items that have been removed by it. Also, my mod's "clean dead actors" feature can be turned off in its INI file.
  21. Cough! Self-promo. Cough! Simple Vampirism Expanded: http://tesnexus.com/downloads/file.php?id=36408 But seriously, I tried most of the vampire mods. I liked CDM's. So I voted for that. However, now, I lean towards the "less is more...keep it simple" mind-set. Hence, I created my Simple Vampirism Expanded mod.
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