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Everything posted by Northborn
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Excellent, thanks jet4571! It was working as intended ingame, it's only the ckit error that threw me off. I've written a script so that in the proper situations, (if attacked by player/companion or if the proper dialogue is picked) the bandits are removed from the new "friendly" faction. At this point, their BanditFaction takes over again and they attack the proper targets. Works like a charm, and now I can rest easy with the error.
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I've been using a new faction to ensure a certain group of bandits are passive to nearby life (creatures, patrols, etc.) It's been working great but whenever I load the mod I get this error: "Faction Reaction Error" I get exactly what's happening: the existing factions are not setup to reciprocate the ally/friend reaction. But for the sake of compatibility (and time) I do not wish to edit some 10-12 pre-existing Skyrim factions. So my question is, has anyone else ever resorted to this, and have you ever had any issues ignoring this error? I have an alternative, using dunPrisonerFaction, but again, I would have prefered to use a custom faction for compatibility's sake, however unlikely (or quite frankly useless) it would be for someone else to edit dunPrisonerFaction.
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Making specific bandits allies. Was there a better way?
Northborn replied to Northborn's topic in Skyrim's Skyrim LE
Hmm, now that I think on it, I might need to add a check for player companions OnHit (in case player orders a companion to attack), and also change the StartCombat target to the attacker, rather than the player specifically (again, in case its a companion attacking.) -
So I'm opening this question up to the community. I'd love to hear how people would tackle this situation, see if there were better ways to achieve this. I had not touched scripting since 2006, so I'm relearning the ropes. Scenario: You get to this outdoors area. There are 3 bandits and their boss (Ruark) searching the area. However, these bandits, however, should be friendly when first approached, and their boss warns you (forcegreet) to leave for your own safety. A vile beast lurks nearby. He and his guys are about to leave to. As a player, you can confront them / fight them for pillaging this area. Now, bandits usually attack on sight. Since patch 1.3 script-based modifications to the Aggression trait value has been blocked by the engine, so trying to set their aggression level to passive is not an option. Since I want these guys to be randomized/leveled bandits, creating new npcs for the situation is also not an option. Or at least an overly complicated one for its purpose. So my solution is this: When the quest stage is set, it adds these 4 bandits to the DunPlayerAllyFaction faction, which keeps them from attacking the player. Now, I still want the option for the player to attack the bandits on sight. Without a script, they will take the hit and whine that they are your friends until they die. So instead, what I did was write the following script: scriptName NBStg20BanditOnHit extends Actor Int Property TemperCheck auto Faction Property PlayerAllyFaction Auto Actor Property Bandit01 auto Actor Property Bandit02 auto Actor Property Ruark auto EVENT OnHit(ObjectReference Attacker, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) If (Attacker == Game.GetPlayer()) TemperCheck = TemperCheck + 1 Endif If (TemperCheck >= 3) Bandit01.RemoveFromFaction(PlayerAllyFaction) Bandit02.RemoveFromFaction(PlayerAllyFaction) Self.RemoveFromFaction(PlayerAllyFaction) Ruark.RemoveFromFaction(PlayerAllyFaction) Bandit01.startcombat(Game.GetPlayer()) Bandit02.startcombat(Game.GetPlayer()) Self.startcombat(Game.GetPlayer()) Ruark.startcombat(Game.GetPlayer()) Endif endEVENT -- Now from all the testing I've been doing, this all works like a charm. I've encountered no issues so far. They all react as they should. My question is: Was there an easier/better/alternative way to accomplish this, which I possibly missed? As a bonus question: the one last issue I have is that occasionally wolves or rabbits or deer will wander by, and the bandits/boss will all bolt after them. Any suggestions how I could stop this without disabling combat entirely via a package?
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Since I haven't shown much of late, here's a little scenic shot of a new area. Image removed temporarily. Making excellent progress on the mod!
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To this day, I still haven't solved the issue. It's not related to the COC command as my dungeon is now linked to Tamriel, and ambushes continue not to work on existing save games, only on COC from main menu. This obviously is not a proper fix, as I expect most people who play my dungeon will play it via an existing save game (and they should). Has anyone ever found a solution? :/
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Putting out a new call for help. While Frankdema continues to work on new enemies, I could use more help in the modelling department. I am looking for someone able to craft new, unique armor and/or weaponry. Anyone with animation know-how would also be a boon and possibly open new doors for the mod, particularly in the realm of puzzles. While I'm not ready to move forward in the voice acting department, I also welcome samples. In the end I will likely need 2 to 3 female voice actors and a similar number of males. You will likely be called to voice minor characters also. While there has been a lack of updates of late, the mod is still very much in development and continues to grow. The lack of screenshot updates has two reasons: I don't want to show too much, and we are currently in the scripting phase.
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As far as I know its possible to code basic cutscenes via ingame npcs and animations, but nothing particularly cinematic. As far as I'm aware, there are no ways to launch bik or avi videos. I could be very wrong though.
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*sigh of relief* Finally done with roombounds and optimizing the map. That was rough! XD
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Hey BBB, going to listen to your samples when I get out of work! Definately going to need voice actors, no way I'm releasing a silent mod, hehe! If anyone else cares to submit samples, you are welcome to. I'm going to need at least 3 males and 2 females, Nord or Breton.
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Just redid the front page, updated the screenshot section and added a new sneak peak of the map's full architecture as of last night.
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And a new update from yours truly, a new area that I call the Sepulcher. Architecture and lighting down, expect coffins and rampant vegetation to litter the area in the final product. The Sepulcher by Day Night Falls The Stairway
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They'll definatly have lore and backstory. Their presence will be explained, and while there's bound to be some bladefodder to wade through, I also intend to have more unique scripted fights. But yes, the new enemies are all part of the story and have lore attached to them. I wouldn't create new enemies for the sake of having new enemies. It's important to me the storyline and setting come together as a whole within the Elder Scrolls mythos. While a lot of it is being created, I'm doing me 100% best for it feel genuine and lore-friendly. My goal is for it to feel like it was always part of the game and lore in the first place! ;) The backstory for the locations, and the backstory for the various characters and creatures you encounter are all separate, but come together within the context of the story.
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I'm gunning for dungeons and dragons type adventure. There's choice in where you go, backstory, rewards. More than walking down a path slaughtering stuff and calling it a day.
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It will be to an extent. I'm keeping what Blackmane looks like under wraps until the mod launches, and while the player will encounter Blackmane early on, they wont learn of where it comes from or how it came to be until much deeper into the story line. Blackmane itself is only but a small piece of the puzzle, though it will play a large role in the overall storyline.
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Fun fact, the dungeon map doubled in size over the weekend. What started off as an alternate route became probably my best work yet. Going to hold off on screenshots until I get lighting in. I do think it's very promising, and hopefully I can write rich lore to go with it all.
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And now you can! Here's a preview of a new variant of undead that will be encountered. Distant cousins of the draugr. :wink: As frankdema pointed out, this is very much a work in progress. More detail will be added, and once the model is complete, I'll be retexturing the armor myself.
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You should see the mock up frank just sent me of one of our first enemy concept. ;)
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Frank, my friend, I'd be all over that. Not only did I enjoy our past collaboration, but I'm a big fan of your work, particularly the Stormcloak Explorer and the Nordic Hunter. (I use both regularly on my Stormcloak character (My favorite character to boot)) I'm going to get my thoughts down on paper, concepts I have for enemies, armor and weaponry, and I'm going to get you in on this project! Expect a message soon!
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Righto. Omesean. I am terrible at names, and the worst part is that its not the first time he and I contribute! (I made the fur hood for his Einherjar armor in the first place! :P) I can understand why Bethsoft did't use much jumping puzzles, but if anything, it's their own fault. I'll be the first to say it, the jumping mechanics and the collision detection in this game is pretty horrible. If you jump to soon, you can end up stuck midway on the ledge, unable to jump. I'm getting better at it, but it's a reality players will have to live with. I'm trying to reduce the likelihood of this as much as possible of course with the angle of platforms and the height/distance needed for jumps, but if I want to keep a minimum of challenge in the jumping puzzle, its something players will have to learn to play with. (And it's probably me being a stickler for quality that makes it seem all the worse for me, because it's my work.) But yes, I'm very much a stickler for quality. I actually redid an entire part of the dungeon last night because I thought it was boring. But I gotta say, its coming along real well if I do say so myself. Right now I'm having just one big issue: the water plane I use is too big and disappears (bugged), and if I have two planes meet, either edge to edge or overlapping, the water effect disappears momentarily when crossing the border between planes, and the character takes a breath underwater. I'll find a solution I'm sure, its just a mild drawback. I've decided to expand the dungeon a bit to give the water area an extra kick. It now opens up an alternative path deeper into the dungeon, and actually rewards the player with a nice little easter egg. I also picked out a few puzzles last night, and without spoilers, I'm going to try something I didn't see much of (if any) in Skyrim: Item-based puzzles. Using the right items on a specific puzzle piece to activate it, like the adventure games of old. Ie. Place the missing skull on the headless skeleton, or insert dagger into socket, etc. Still working on the mechanics, but they should be fairly simple. But it's going to require players to think, pay attention, rather than just activate say a pedestal and have the character use the right item for them. (Not a big fan of current-era gaming's insatiable obsession for handholding).
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I definately aim to have puzzles, but I'm still debating exactly how to approach them. Puzzles and traps definately fit the theme and the location. Without spoiling too much, there are interesting discoveries await beyond Blackmane's den. For puzzles, I'm currently tilting towards more archeological puzzles, like deciphering a journal and a wall drawing (custom textures, obviously) more than the more obvious spin the pedestal to match the symbol on the wall puzzle. More subtle, requiring thought. There will also be simpler puzzles but something that require a good eye. For example, there's a fairly extensive jumping puzzle built already. I will test various concepts and ideas to make sure I strike a balance between complexity and playability. I don't want people to be bored to death while struggling to solve riddles. This is where my beta testers will come in. I think you'll be able to explore the entire cave, all paths (bar a few affected by choices). As a matter of fact, I suspect some players will suddenly find themselves in a room they've already visited, but this is all intended. Again, I'm trying to strike a balance between complexity and playability. Various paths converge on different levels, so you may opt to go one way rather than the other. In the end, it'll depend on how much the player explores. As a matter of fact, how much he learns depends on how much he explores. And what he knows may well affect his final decision. In the end I'm gunning for an organic experience. And indeed, I do want to reward players with new weaponry and armor for completing my questline and for exploration. I've already recieved permission to use the Omesean's Einherjar armor, to which I will give a new and unique texture job. Its more than likely that I will include a special version of my own Fur Hood into the mod also. It's an ambitious project, but I'm making sure that it remains a doable project. I also intend for this to be a fully voice-acted venture. I could never release a mod with subtitles only. (I'm a bit of a quality-nazi when it comes to my own projects. The bar is set very high.) :P Hopefully, as time goes and I make progress, I'll be able to bring other talents onboard.
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Thanks! The branching paths is something very important to me. Obviously, for the sake of story, the paths will all close in on one specific locations, but how you get there, how much you explore, and who you encountrer, it will affect your progression, what you see, what you learn. You will learn more about the lore via certain paths. Will you encounter a specific group and deal with them right away, or will they come up behind you later to rain on your parade? Will you go the obvious and brutal route, or find the hidden route? Sneaking might be to your advantage. It might not. Are you an argonian? Or a mage with waterbreathing? There might even be a path for you!
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For the record, I'm absolutely open to ideas. So any ideas for enemies, puzzles and other things you might like to see in the a questline, bring them on!
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A new update. Better lighting in the shaft, new areas, the dungeon is getting incredibly big and detailed. Been in talks with a few individuals who will help me develop new enemies, weaponry and armor. - You are not alone - Gloomy Passage - Witch's Falls at night - Witch's Falls by day - From on high - Into the Falls
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Just adding to this even if its been day a week or two: A clean COC teleport from the main menu works while one my game character (from a save where he's never been to the cell in question, of course) the draugr stand otuside of their coffins. Its a real annoyance, since I can't just wash my hands of it and say oh it works with a clean save. Its more than likely anyone who'd download my dungeon played in on an existing save. I'm not sure if there's a mod causing this, my gut feeling says yes, though right now, I have no time to mess around disabling all my mods.< Something interesting I've noticed: The draugr itself plays the coffin opening animation (I don,t meant the cover opening, I mean the draugr moving itself). There's clearly a problem with using the marker itself. Hmm