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CampanaAliquanta

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About CampanaAliquanta

  1. I've often thought it would be interesting to try and have different speeds for your character on different kinds of terrain. In many games you just end up charging all over the landscape with no regard to where you are running. But IRL you take the easiest route, not necessarily the shortest distance. So to simulate this you could set the default running speed slower, but have different speed buffs for areas that are flat or paved. e.g. 15% for moorland with short grass, 30% for roads etc, and then maybe a separate buff/debuff for running up (-15%) or down (+15%) hill. Of course to do all this you'd have to be able to tell the difference between various kinds of terrain. Also, not suggesting it for TRO, but I would love to see this mechanic used in games in general.
  2. If you have time, at some later date, this would be a really useful tutorial to add to the wiki :) Going to bookmark this for my own future reference anyway.
  3. How do horkers detect when they are in water? They sit on land but they will follow the player into the water if you aggro them. They have a moving-on-land animation and a swimming-in-the-sea animation, so how to they detect which animation to use? The transition does seem to be a bit buggy though. (If you've already investigated this route then sorry, just ignore me).
  4. I did try searching the thread but couldn't see if you'd mentioned this before. Will there be an indicator (other than mana/stamina regen rate) for hunger, thirst and tiredness?
  5. Someone might be able to help if you gave a little more info. Are you trying to attach e.g. a saddle to a dragon? Make an NPC carry something? Place an apple on top of a table? Put an apple in a container? Add something to an actor's inventory? Or are you trying to reference a particular item in a quest script?
  6. You can use blender to create models (there are others, but blender is free). GIMP or photoshop for the texture files (you need a plugin that will open DDS image files). You will also need lots of time and patience, because if you've not done it before it can be quite confusing - most of these programs aren't intuitive enough simply to pick up and work out how to use by yourself. Google for tutorials or check the wiki here for relevant ones. Edit: modding doesn't necessarily mean importing totally new items. You can create quests, new areas, new NPC dialogues and behaviours, and change a lot of the game's behaviour just using the current assets.
  7. For instance, like this one here: More examples like these would be enormously helpful, because it gives people new to Papyrus (or to scripting in general) a good idea of how their script structure should work. Would anyone else find this useful?
  8. Did you add your NPC's ID to the branch topics as well as the main topic?
  9. Are the branches and topics set up correctly? Did you put connecters between them?
  10. The total project is estimated to take about a year, I think.
  11. Tutorials for importing/exporting nifs into Blender http://www.skyrimnexus.com/downloads/file.php?id=3790 http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1 With models your workflow is: 1) Make a highpoly model 2) Texture it 3) Bake texture of the high poly model including normals and bump map 4) Simplify the mesh/make a lowpoly version of the model, and use the high poly textures to make it look more detailed Google for a tutorial on creating weapons in blender for games and you should get a bunch of hits. Most tutorials don't cover everything you need, so you might need to use different tutorials for each step.
  12. I'm working on making NPC directions at the moment which I hope will eventually allow people to play with the map markers turned off. The way it will work is that NPCs have a dialogue option "Directions" which when pressed offers a list of places customised to that NPC's location - local inns, shops, stables, local people, other towns, and nearby villages, shrines, bandit keeps, dungeon locations etc. When the player chooses a place they want to find, a handwritten note is spawned in their inventory which describes where to find that place (as if they've scribbled down directions the NPC has given them). The NPC won't speak the actual directions, but they can be given bits of relevant dialogue e.g. "You got business at the stables?" if he has the MaleCommoner type voice and the player asks for directions to the nearest stables, or "New in town, right? If you need a place to sleep head over to the Winking Skeever..." if he has the MaleSlyCynical type voice and the player asks for directions to the nearest Inn. I've started with town locations that people probably know anyway, mainly just to get it working. I've set up handwritten notes with some locations, and I've got the dialogue tree working, now I just need to work out how to script it so that pressing the dialogue option spawns the note in the player's inventory. I have no knowledge of scripting though, so this part is going quite slowly. I also started making water creature models in blender, with the eventual aim of adding more water creatures to the seas and lakes.
  13. Well there is, sort of: http://www.creationkit.com/Bethesda_Tutorial_Layout_Part_1 Connecting it to the world: http://www.creationkit.com/Bethesda_Tutorial_World_Hookup
  14. To add dialogue: http://www.creationkit.com/Bethesda_Tutorial_Dialogue However, it might be easier to take the type of follower you want your NPC to be (e.g. Jordis or Lydia), copy her as a new actor, and then change the actor info to be the same as your customised NPC. That way you will not need to recreate dialogue.
  15. http://www.creationkit.com/Category:Papyrus
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