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hullaballoonatic

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    DOTA 2
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    Starcraft 2 or Brood War

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  1. I use notepad++ and set up the compiler as shown here: http://www.creationkit.com/Notepad%2B%2B_Setup but have the filepaths designated to create the pex file in the appropriate mod's folder. you can create a separate quick-compile for each mod if you like. Now whenever I work on scripts, I completely avoid the CK until I need to add the properties.
  2. so i am designing an ai for my follower mod, and she has to recognize enemies. an easier way to accomplish this is if i were to be able to easily separate complex enemies from simple ones. complex enemies are basically the humanoids: can have different armors, spells, weapons, etc. simple enemies are beasts, dragons, animals, etc, that all are pretty much the same and only differ by level. here's my current strategy, but i am hoping there are improvements you can think of: every enemy in combat is hit by a spell with three magic effects, but only one goes through depending on the conditions that help differentiate them. the first checks to see if the enemy is labeled unique, the second is intended to check for all complex enemies, and the third everything else (basic enemies). While checking for unique is a single condition function, checking for complex enemies is far more robust, and i'd rather the game not have to plow through all these conditions for every enemy in combat: conditions for complex enemy (current iteration) A couple things to note about this list: Things might be unintentionally omitted. I don't know if children need to be accounted for as complex enemies, though I'm guessing people may have modded them in such a way that they become hostile (do they even have animations for combat?); I may have forgotten a few enemy types that can be complex (I'm pretty sure the hags are basic enemies)I don't think there's any other way to account for all types of vampires, but I'm all ears. This kind of depends on the extend to which objects I can check keywords, because I believe the magic effect is run on the actor, and the actors that are of the vampire races do not comprehensively have the vampire keyword. If there is a way to check the keywords on the race in a way that's less demanding than all these races, please let me know. I'll go into more detail about how I'm identifying enemies beyond this in a bit, but I have to run off for now. I very much appreciate any insight you can provide.
  3. I am creating a new race called the astral race that uses a handful of shaders to give it its unique look. I attach these as hit and enchant shaders on magic effects, and then roll all those magic effects into a single spell which I make a passive trait of the race. Unfortunately, only the effect whose name comes first in alphabetical order on the list of effects for the trait spell will actually appear on creation of a new character of this race. However, if I make any change to that spell in the CK, (even if it is as simple as making a duplicate of the spell and attaching it to as a trait for the race) and load up any of these already created characters, every shader effect will appear without a problem. I am somewhat new to the Creation Kit, so I am wondering if someone would be so kind as to explain if there is some limitation I can't work around or if I've made a mistake. Here are some screenshots. Here are some pictures - two of showing all these effects properly applied to an ingame character, and then my creation kit setup - somewhere in that screenshot is the problem, and I can't pinpoint it. http://i.imgur.com/XbcxgXb.jpg http://i.imgur.com/CsoF8Rh.jpg http://i.imgur.com/h48BaLT.png
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