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kromey

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Everything posted by kromey

  1. Once I figure out the fix myself, I'll be happy to share it, and then it should be trivial to engineer that fix into the mods you use yourself.
  2. Also, a quick status update (well, really more of a prediction...): Work has finally calmed down a bit, so once I log off today I plan on firing up the CK for the first time in almost two weeks, and with any luck by this evening I'll be sending the first alpha test version to my testers! :thumbsup: I'm hopeful that the pace of work can pick up after that and that I can bang out more alpha versions and soon the general beta! Hm, I don't think I've ever explained my release plan... Basically, I plan on doing a 4-stage development: The first stage is already nearing completion -- that's my own development and testing. Stage 2 is the Alpha, a series of incrementally more complete early versions of the mod, sent out to my half dozen testers to find bugs for me to fix. Stage 3 will be the Beta, and will be the first time Lichdom will appear on the Nexus. The Beta should be expected to still have some bugs to work out, but hopefully the Alpha will find all the really egregious ones. Stage 4 will be the general release, and will be when Lichdom ticks over from the 0.x Beta versions to 1.0.
  3. Eh, this I don't see happening. While in the long run 50% magic resist and 50% magic absorb are the same in terms of damage received, I'm much more liking the concept of the latter for the lich, where its enemies' own magic gets absorbed and turned back against them! What I do intend to do is to create a standalone patch for the vanilla summon spells so that they won't be affected by spell absorb, same as USKP does but without all the other nonsense in USKP. Man, every time I watch the promo video for it on Steam, I get more and more excited for it. Going to wait, though, until I get Lichdom 1.0 out, before I install it and start playing with it -- because I'll likely disappear into Solstheim for a good long while before coming back out to continue working on the mod!
  4. Generally speaking, it'll just look awkward. Seams and such, and in some cases downright hilarious changes in physical form (e.g. putting on a CHSBHC armor when you're otherwise using UNP). In some cases you won't even notice the difference (I've enjoyed a few CBBE armors with my UNP body, although if you look close enough seams are abundant). If you're fine with seams and other "awkward" visual oddities, you're fine mixing one body's armors with a completely different body -- nothing's going to implode on you. PS I have no idea if this remains true putting BBP-type armors on when you don't have a BBP skeleton -- I know BBP adds new bones to the skeleton to get the animations to work, and I have no idea if an armor expecting bones that aren't there is going to cause problems. My guess, however, is that it would be fine, that at most the armor just won't show up and you'll have a "nude armor".
  5. Normally I'm not one to like sci-fi gettin' all up in my fantasy. But the Weeping Angels are just too cool! I'm actually looking forward to this one, can't wait to see what you come up with! :thumbsup: ...Aaaaand I just realized this is an old necro thread that hasn't been updated since August. Le sigh. :dry:
  6. UNP is a nude body mod, like CBBE or CHSBHC. Link to adult-only mod page: DIMONIZED UNP female body
  7. Yeah, it's something that's been at the back of my mind for a while. I've been ignoring it for now, focusing instead on the lich as a necromancer rather than a summoner (I've tested, and while daedric summons are indeed affected by spell absorption raising undead is not), but it's been in my plans to release a standalone fix for the issue for those who don't use the USKP (such as me, as a lot of what it "fixes" I don't think is actually broken -- e.g. why shouldn't Necromage boost the spells an undead character casts on himself?). That said, though, that's a bit discouraging that the USKP doesn't fix the spell absorption/summoning issue. I'd always just assumed it had. I'll have to do some testing and see what I can come up with to work around the problem, if not come up with a proper fix.
  8. There is a condition function IsPowerAttacking that looks to be exactly what you need! In your enchantment, apply this condition to the magic effect(s) so that they only trigger if you're power attacking -- no Papyrus needed for this! :thumbsup: 1) Open your enchantment 2) Double-click on the first Magic Effect 3) Add the condition to the Conditions box on the right 4) Repeat steps 2-3 for every Magic Effect
  9. :nuke: I have made a decision. :nuke: Many of you won't like it; for this reason (and because it's a significant change to what I've thus far promised), I have pondered this choice for quite some time, and have finally come to a decision on it: :excl: Liches do not get new spells. :excl: Specifically, I am making the following changes to the lich's spells and powers: * Lich's Command is being re-classified as a spell (not a lesser power) and removed from the lich. * Paralyzing Touch is being re-named Lich's Touch, but remaining where it is (i.e. a power the lich gets automatically). * The as-yet-unnamed Destruction-boosting power is being named Font of the Lich, and dubbed a Power (and being given to the lich automatically). * Changes to the remaining spells are pending/TBD, but in any case will not be granted for free to new liches. Since I really have a lot else I should be doing instead of posting here, I'll only briefly explain my reasoning (I may later post a more fuller description). For quite a while I've been worrying about the lich being too powerful -- there's a lot of fancy new abilities and bonuses, but not many drawbacks. This is generally not the case with the passive abilities -- I feel there are enough drawbacks to balance the lich out from becoming OP, while still granting enough boons to make the lich more powerful. I also feel that it isn't in keeping with the lore of lichdom that putting your soul in a fancy box suddenly gives you spectacular new spells -- in fact, that bit always rubbed me wrong, and is the reason why the original lich had a couple of powers, but no spells. So does this mean that these awesome spells are going away? :ohmy: Nope! :cool: Some of these spells will be worked into the post-1.0 new content, e.g. slaying an NPC lich might give you a spell book with one of these spells. Some of these will only be learnable by a lich; others will be available to anyone who can get their hands on a book (although the names may be changed, e.g. Lich's Command might be re-worked into a new spell Command Undead). A few may be held back, to only be available to Ancient Liches. That's all for now. No new progress on the mod, as work is still dominating my free time (although I made the time today to watch the Super Bowl with some friends -- can't completely lose out on a social life!), and dropping these spells won't actually accelerate my estimates on release because I had forgotten to account for them in the first place! o_O
  10. This is actually not difficult: Step 1: Make your "extra damage" spell -- sounds like you've done that already :thumbsup: Step 2: Make a perk that uses the Apply Combat Hit Spell entry point to apply your "extra damage" spell. Step 3: Make a spell (for this I'd choose an existing blessing and duplicate it) whose only effect is to apply the perk (Perk To Apply). You can also make your "undead only" condition on the perk's entry point instead of on the spell -- in fact, that's exactly what I'd do, as it avoids the game engine having to process your spell on every attack. Your new blessing will then grant your new perk to the player while it is active (and remove the perk when the blessing is lost); the perk ensures that every combat hit (armed or unarmed) does extra damage to undead by applying your "extra damage" spell. For this you would have to do some scripting, and I'm not sure how you would determine how much damage was done... Nope, I take that back. For this approach, you would drop Step 1 above, and then in Step 2 you would instead use the perk entry point Mod Attack Damage to apply a multiplier to your dealt damage. Note that with this approach, however, you'd simply do more damage -- the extra damage wouldn't be fire damage as you have with your spell.
  11. Ideally, I want my mod to be compatible with a completely vanilla Skyrim, so that people who haven't bought Dragonborn (or Hearthfire, or Dawnguard) can still enjoy the awesometacity of being liches. :) That said, if Dragonborn brings in something that is just too awesome to pass up... (Or for that matter, if I find something in Dawnguard or even Hearthfire too good to pass up...)
  12. You would not believe the week I've had at work. Short version: I'm now behind on the mod from where I wanted to be. I've got half a dozen testers rarin' to go, and they're twiddling their thumbs waiting on me to get even the initial incomplete test version to 'em -- whereas I'd hoped to be sending it to them yesterday. I may have some time later today to work on it, but I'm now hoping for a Monday or Tuesday evening test version. Hoping. Unfortunately, work has to take precedence over modding. :yucky: Given that, I don't expect to have the first general release (which will be a beta, btw) out for another week, maybe two. So much for beating Dragonborn...
  13. Okay, so, that information... didn't lead me anywhere. :confused: However, I then decided to get crazy and searched through the game's source scripts; Game.psc was useless, as all those functions are native ones (i.e. not written in Papyrus, merely exposed to it), so that was a dead-end. But then I found PlayerHorseScript.psc. :thumbsup: Now, this script appears to simply re-spawn a dead horse at the stables where it was originally from, so not all that interesting -- except that there's an alias referenced there called Alias_HorseRef. Now, no other script includes such a property, however I suspect there is a quest somewhere that tracks the player's horse. :cool: Don't have access to the CK at the moment, as this is yet another working weekend (8-5 M-F my sore butt -- worked 60 hours so far this week without a day off, and likely to work again tomorrow before starting all over again on Monday!! /rant), so if someone else wants to run with this information and see if they can find such a quest... :teehee:
  14. Interesting... you've used this variable, can you tell me what it is, or at the very least how you accessed it for your mod? If we know more about the nature of how this is stored, we might be able to devise a solution for the OP in how to clear it...
  15. Yes, you can! Beth recently added this feature in patch 1.6.89: First, load up your plugin and start a game in Skyrim. Open the console and type the command "FCF" (sans quotes). This now allows the CK to save to the plugin file (normally Skyrim keeps the file open and locked, preventing you from even saving changes from the CK). When you're ready to reload your plugin, type the command "hlp <plugin>" (sans quotes), where <plugin> is the file name of your plugin (e.g. if your file is nifty.esp, you'd type "hlp nifty"). If you made changes to scripts, however, you'll have to use the separate command "reloadscript" (hlp doesn't reload scripts, only the .esp). Note that FCF stands for "Force Close File" (and tells Skyrim to close the plugin files when it's done reading), and HLP stands for "Hot Load Plugin". Not all changes can be reloaded via this command, but for those that can it's a real time-saver. Do note that HLP will reset all of your plugin's quests, and also note that certain actions in Skyrim (e.g. loading into certain cells) can cause the game to re-open the plugin files; if HLP stops working, you may need to FCF again and then HLP. More information on Beth's forum.
  16. Did you try searching? Very first one strikes me as exactly what you're looking for, name and all... There's also these.
  17. Mod troubleshooting 101: Turn off all the mods you just added, then see if the problem persists. If it doesn't, it's one of those mods you just turned off. Turn them on one by one, testing for the problem each time. When it reappears -- there's your culprit. If it's not one of your most recent additions, turn off all mods, see if the problem persists, and if it doesn't start turning mods back on one by one until you find the one that causes the problem. It could also depend upon some interaction of mods, so when you've found the problem one try turning off all but that one, and see if the problem persists; if it doesn't, you've got a compatibility problem, and you'll need to repeat the procedure again and again until you identify the one (or ones) that, when combined, cause the issue.
  18. Yup, that's the problem. While the ID per se may not have changed, the fact that it's coming from a different .esp file (i.e. different file name) means that, for all intents and purposes, it's a different ID. Don't put the version on your .esp's file name; at most, include it in the file details, but really all you need to do is change the "version" field on Nexus. In your case, I would revert the file name back to v1_0, re-upload (replacing the v1_1 file), and just change the file version on Nexus to 1.1. This will allow users who may have been using 1.0 but haven't yet updated to 1.1 to still keep their stuff, and not get transported to the inn if they happen to save inside the house. (Folks who have updated already will probably not get their lost stuff back, except via console commands.) Edit: To add, I would drop the version from the file name altogether when you release version 2.0, and include upgrade instructions specifying that all items will be lost if your players don't first remove them (and themselves) from the house. For any future 1.x updates, though, I'd leave the v1_0 to make it easier on your users.
  19. Yeah, as I'm working on Lichdom I've noticed the "load order prefix" on all my forms is 1D (which translated into decimal is 29), but I certainly don't have 1D mods loaded!! (Which I guess makes me kind of a lightweight judging by others' posts, but, meh, whatever.)
  20. Tap ~ to bring up the console Type help "item name" (The quotes are only really necessary if there's a space in the name, but I use 'em all the time for habit.) You'll see a list of everything that matched; find the item you want, and there's the code; use that in your player.additem command.
  21. The "racial recognition" as you call it is based on the race itself, so without replacing the Dunmer race with your Drow race you cannot get NPCs to recognize your Drow as Dunmer. (Well, okay, that's not strictly true, but the alternative is to find every dialogue topic that refers to Dunmer and change the conditions to refer to Dunmer or Drow -- but that would be a massive undertaking, extremely tedious, and almost guaranteed to miss many -- I certainly wouldn't want to do it!) No idea about the facial structure thing, sorry; maybe someone with more experience in creating custom races (read: any) can help you out there. As for your magic resistance question, I think the closest you can get is a tiered solution, e.g. 25% at level 1, at level 10 that goes up to 30%, at level 20 to 35%, etc. To accomplish this: 1. Go to your ability spell 2. Duplicate the magic effect that grants spell resistance 3. Apply conditions to the first one on character level (i.e. 0 < level < 10), and set the magnitude to e.g. 25 4. Apply conditions to the second one (10 <= level < 20), and set the magnitude to 30 5. Repeat until you have as many tiers as you want (be sure to leave the highest one open-ended so that players with level uncapper mods don't suddenly lose their magic resistance when they hit level 90, or 100, or whatever)
  22. I think the standard solution is to create an invisible alchemy table in front of the player, activate it, and then when the player closes the alchemy menu delete the table. I would suggest checking out Chesko's mod Frostfall, specifically the mortar and pestle, an item you can carry in your inventory and perform alchemy in the field -- it's not a spell, but you should easily be able to duplicate his script's procedure in a spell.
  23. That name is defined by the Location, not the cell; a location can contain multiple cells, and can even contain other locations (e.g. the Whiterun location contains the Breezehome and Dragon's Keep (or whatever it's called) locations). So what you need to do is create a location with the name you want showing up, and then put your cell in it via the cell's Common Data tab.
  24. Bump. C'mon, there are teams on these forums talking about their stuff all the time, certainly some can offer some tips on how to collaborate effectively, whether you use Github per se or something altogether different!
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