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kane4355

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  1. well i havent been able to test the elseif loop because as soon as i tried, the next test in game, the NPC1 ended up coming back during a stage when he wasnt supposed to, more than likely traveled through the walls and i dont know how. i set up collion layers all all four sides, an xmarker heading set up as the teleport location in the script (teleportnointeraction01). so im trying to figure this one out. maybe a stop combat will do. because he dissappears and once i start fighting the draugr he walks in from the general location where the silence room is set up. would a disable/enable hold his health? as far as the idle, its not necessarily whether it plays or not, its the fact that the creation kit tells me the function doesnt exist. so i dropped it and i cant play an animation either on an actor, apparently.
  2. so onhit worked! he teleported out, next stage was set and the fake visual of him was displayed (like a mannaquin) however, him teleporting out was abrupt and the fake visual of him stands still just like a mannaquin. is there anyway to get it to play a certain animation in a loop? also, the script seems to stop once It hits 75 percent health and doesnt do anything for the 50% health iteration. it could be because the script isnt incrementing... i tried doing a function increment after the event but it seems to conflict. id either get an error for end of function or end of event even when it was specified. I am going to try an elseif for the 50% and 25% iteration, if that doesnt help then its the increment problem. here is what i have so far: Scriptname DKRashPhaseset01 extends Actor Actor Property NPC1 Auto int NPC1Phase = 0 ;initiates phase increment value ObjectReference Property teleportnointeraction01 auto Quest Property myQuest01 auto int Property StageSet01 auto int Property StageSet02 auto int Property StageSet03 auto ObjectReference Property DKRAGfake01 auto ObjectReference Property DKRAGfake02 auto ObjectReference Property DKRAGdraugrthrall01 auto ObjectReference Property DKQRAGDP01 auto ObjectReference Property DKQRAGDP02 auto Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \ bool abBashAttack, bool abHitBlocked) ; Obtain NPC1's current health actor value to establish phase lines float NPC1Health = NPC1.GetAVPercentage("Health") if (NPC1Health <= 0.75) if NPC1Phase == 0 ;Initiate Phase 2 NPC1.MoveTo (teleportnointeraction01) DKRAGdraugrthrall01.Enable() myQuest01.SetStage(StageSet01) DKRAGfake01.Enable(true) Debug.Trace("NPC1 has less then 75% health remaining") NPC1Phase = NPC1Phase +1 elseif (NPC1Health <= 0.50) elseif NPC1Phase == 1 ;Initiate Phase 4 NPC1.MoveTo (teleportnointeraction01) DKQRAGDP01.Enable() myQuest01.SetStage(StageSet02) DKRAGfake01.Enable(true) Debug.Trace("NPC1 has less then 50% health remaining") NPC1Phase = NPC1Phase +1 elseif (NPC1Health <= 0.25) elseif NPC1Phase == 2 ;Initiate Phase 6 NPC1.MoveTo (teleportnointeraction01) DKQRAGDP02.Enable() myQuest01.SetStage(StageSet03) DKRAGfake02.Enable(true) Debug.Trace("NPC1 has less then 25% health remaining") NPC1Phase = NPC1Phase +1 endif endIf endEvent and i am having issues understanding the whole playidle script: http://www.creationkit.com/PlayIdle_-_Actor
  3. yea that didint work either... im wondering if even on an onhit event i will still need the increment function... ill try the onhit.
  4. i was actually thinking of just removing an event all together. the draugr increment script does what it is supposed to do without any activation and is attached to the quest self and sets up a function to increment. so that is what i tried doing here : Scriptname DKRashPhaseset01 extends Actor Actor Property NPC1 Auto int NPC1Phase = 0 ;initiates phase increment value ObjectReference Property teleportnointeraction01 auto Quest Property myQuest01 auto int Property StageSet01 auto int Property StageSet02 auto int Property StageSet03 auto ObjectReference Property DKRAGfake01 auto ObjectReference Property DKRAGfake02 auto function IncrementNPC1Phase() ; Obtain NPC1's current health actor value to establish phase lines float NPC1Health = NPC1.GetAVPercentage("Health") if (NPC1Health <= 0.75) if NPC1Phase == 0 ;Initiate Phase 2 NPC1.MoveTo (teleportnointeraction01) myQuest01.SetStage(StageSet01) DKRAGfake01.Enable(true) Debug.Trace("NPC1 has less then 75% health remaining") NPC1Phase = NPC1Phase +1 endif endIf if (NPC1Health <= 0.50) if NPC1Phase == 1 ;Initiate Phase 4 NPC1.MoveTo (teleportnointeraction01) myQuest01.SetStage(StageSet02) DKRAGfake01.Enable(true) Debug.Trace("NPC1 has less then 50% health remaining") NPC1Phase = NPC1Phase +1 endif endIf if (NPC1Health <= 0.25) if NPC1Phase == 2 ;Initiate Phase 6 NPC1.MoveTo (teleportnointeraction01) myQuest01.SetStage(StageSet03) DKRAGfake02.Enable(true) Debug.Trace("NPC1 has less then 25% health remaining") NPC1Phase = NPC1Phase +1 endif endIf endFunction i really dont want it to activate, i want it active 24/7 to allow for the looping effects and if functions to work. but if this doesnt work then ill attempt the onhit.
  5. wow so i tested the script in game and it doesnt work like it is supposed to... i dont know why... but i got all the way down to 10% on the npc and nothing happened.
  6. ill have to back that up to 90% still a lot of testing with bugs that need to be cleared with the questing and scripting. A bug, it seems, is haunting me. I cant quit eunderstand it or why it is doing it but i am not the only one experiencing it. Ironman5000 is also experiencing it with his mod currently. basically, npc's leveled or regular are experiencing something interesting and it is at random and i cannot pin it down. npc's are reacting or activating before a player reaches the trigger point, which they shouldnt. other specific incidents, such as draugr coming out of their sarcaphagus before the lid pops open - and only after they have come through does it pop the lid. some work perfectly fine and others do not. i cannot quite place where the issue is coming from. it has nothing to do with making sure they are parent activation only or whether the masterambushscript is checked for ontrigger (it is set to that on default). the quest is laid out it is just a matter of fine tuning and fixing ALL the bugs and there is quite a list. i am also working on the boss fight and need help with that.
  7. I want to say thank you to swordmania for his great help in starting work on the navmesh. it is greatly appreciated! The mod is about 95% done (excluding possible beta testing) and there are two huge hiccups in the way : navmesh and the final boss scene. it is not going to be a simple 1 on 1 fight scene, it will be quite intricate, much like the Forbidden Legends end state in Reachwater Rock. It will still be go find this dude and kill him, but the fight scene itself will be intense, for both melee and magic. because of the fact that it is an intricate fight scene, i am seeking help from scripters to make it happen. anyone here who would like to help or look into it, here is the link to my brainstorm/asking for help. http://forums.nexusmods.com/index.php?/topic/717952-creating-boss-fight/page__gopid__5735897#entry5735897 thank you to all the people who are looking foward to this mod, it means a lot and keeps me going. it may not have everything you want but i can try to include it once it is released and release additions through updates.
  8. i stopped brainstorming on here to finish off some work and started yesterday with the script and this is what I have so far: Scriptname DKRashPhaseset01 extends Actor Actor Property NPC1 Auto int NPC1Phase = 0 ;initiates phase increment value ObjectReference Property teleportnointeraction01 auto Quest Property myQuest01 auto int Property StageSet01 auto int Property StageSet02 auto int Property StageSet03 auto ObjectReference Property DKRAGfake01 auto ObjectReference Property DKRAGfake02 auto Event OnActivate(ObjectReference akActionRef) ; Obtain NPC1's current health actor value to establish phase lines float NPC1Health = NPC1.GetAVPercentage("Health") if (NPC1Health <= 0.75) if NPC1Phase == 0 ;Initiate Phase 2 NPC1.MoveTo (teleportnointeraction01) myQuest01.SetStage(StageSet01) DKRAGfake01.Enable(true) Debug.Trace("NPC1 has less then 75% health remaining") NPC1Phase = NPC1Phase +1 endif endIf if (NPC1Health <= 0.50) if NPC1Phase == 1 ;Initiate Phase 4 NPC1.MoveTo (teleportnointeraction01) myQuest01.SetStage(StageSet02) DKRAGfake01.Enable(true) ;Do More stuff Debug.Trace("NPC1 has less then 50% health remaining") NPC1Phase = NPC1Phase +1 endif endIf if (NPC1Health <= 0.25) if NPC1Phase == 2 ;Initiate Phase 6 NPC1.MoveTo (teleportnointeraction01) myQuest01.SetStage(StageSet03) DKRAGfake02.Enable(true) ;Do More stuff Debug.Trace("NPC1 has less then 25% health remaining") NPC1Phase = NPC1Phase +1 endif endIf Endevent it is still incomplete, as you can see ";(Do Stuff)" is where i haven't put anything in. here is basically what I want to do and this script is basic because my understanding is basic.. There are 8 phases. the first phase starts when the player crosses a trigger point and activates a door opening and the NPC1 who is sleeping in a coffin to awaken (exactly like a dragon priest, because he is one). Once NPC1's health reaches 75% phase two starts. he teleports to a ledge and cannot be interacted with, does not initiate combat and ignores everything, pretty much silenced and the player cannot interact with him. during this phase Draugr are activated from their slumber and attack the player. this is phase 2. Once the draugr are all dead, phase 3 starts with NPC1 teleporting back in initiating combat with player and having the same health he left with. phase 4 starts when NPC1 has 50% health where he teleports to the ledge once again, same as phase 2. This time, lesser dragon priests are brought in, 4 of them to be exact. player kills these and it initiates phase 5. 6 locations around the room are set, 4 of them on ledges out of players reach except by long range means and 2 are on the ground within players range for melee. during phase 5, NPC1 will randomly teleport to each of these locations, but not stay more than 30 seconds and randomly move to another one. the 4 locations on ledges, the NPC does not move but stays in the location until he randomly moves to another location, bombarding player with destruction magic. Once the NPC1 gets his health down to 25% he teleports out again to the ledge where he cannot be interacted with and 4 more dragon priests are awakened, same as phase 4. this starts phase 6. once they die, phase 7 starts with the dragon priest summoned in... normal fight like phase 1 but with a catch: the player has a time limit to kill the dragon priest because after a while he starts reanimating the dead draugr and dragon priests that died in the room. after 30 seconds, 4 draugr are reanimated. after 1 minute, another 4 draugr. after 1.5 minutes, 4 dragon priests, and after 2 minutes another 4 dragon priests. the times may vary depending on level of difficulty at the end but i plan on this being a lvl 50+ mod. NPC1 will be flagged as essential so once he reaches bleedout this starts phase 8. all the reanimated corpses are killed and the staff the dragon priest wields is dropped. the player will take and equip the staff and use it to attack the priest which will kill him off. once he does that, the player has the option to either keep the staff or destroy it (due to it being evil). increment scripts: quest: Scriptname DKdraugrquestfightscript extends Quest int Property TotalDraugr Auto int DeadDraugr = 0 int Property Stageset Auto function IncrementDeadDraugr() DeadDraugr = DeadDraugr + 1 if DeadDraugr >= TotalDraugr setStage(Stageset) DeadDraugr == 0 ;Resets value to 0 endif endFunction alias: Scriptname DKQITCPH1Draugrdeadscript extends ReferenceAlias DKdraugrquestfightscript Property myQuestScript auto Event OnDeath(Actor akKiller) ; increment dead count myQuestScript = GetOwningQuest() as DKdraugrquestfightscript myQuestScript.IncrementDeadDraugr() endEvent i have 2 scripts (above) that work fine for knowing when the draugr die and it revolves around questing. so, once the NPC1's health reaches 75%, he does all that other stuff plus set a stage that activates a traplinker connected to all the draugr. then i created 3 increment checkers as quest scripts, one for the draugr, one for the first set of dragon priests and one for the third. then creating an alias for every single actor involved and then applying 3 different scripts that increment their specific value up ondeath. 8 draugr, once 8 deaths occur, an action is taken which is setting the stage of the quest to the next level which i added this in as a fragment code on the next stage: Alias_DKRAGfakealias01.GetReference().Disable() Alias_DKRashAulGhuulalias.GetReference().MoveTo(DKRAGteleportinteract01) Alias_DKRashAulGhuulalias.GetReference().Activate(Game.GetPlayer()) the first line disables the fake npc, second line teleports NPC1 back into the room for the fight, and the third line i am not sure if i need, because the original script is set up to run onactivate and i did not know if it would do a continue loop or turn off once a specific event was met. so i set it to activate the NPC1 again. this will also be applied to the dragonpriests, but with different script names and a different increment variable. The script above is attached to NPC1 and the onactivate event is when the player crosses the trigger, activating the dragon priest. questions and confusions: does the onactivate continue a loop, as in does the script stay activated through numerous IF functions? IE does a loop apply in the script i have above until the last IF function is met or does it stop when one IF section is met? such as if the phase = 0 and if the health <= .75, will it stop there and not continue when the NPC1 reaches 50%? one of the issues i have is not teleporting the npc but moving the same NPC and making them non-interactive, keeping the same health and bring them back in all while having them in plain view of the player. the best way i can think of this is creating a room outside of the actual fight room, distant in the void and closed off with an xmarker heading specified as a teleport location and NPC1.Moveto that location, with collision markers around him, keeping him there until he gets teleported back. and on the same line, creating two fake visuals, using the mannequin traits and AIdata, but with my NPC1's nif file, set them on initially disabled, and enable one when npc1 gets teleported out. is there an easier way to do that? i thought about doing a playidle on the NPC1 when i teleporting him to the ledge location, but it says that it is very volatile when doing this in conjunction with waiting on an event to occur, not to mention it doesnt exclude being able to damage him or silence him NOR does it give a way to reverse the effect when teleported back. second issue i have is the random effect of teleporting in during phase 5. I set xmarkerheadings as the 6 locations he can teleport in at, but how to set it up so that it does it randomly until he reaches less than 50% health is beyond me. I was going to jerry rig it into a way so that he goes through the six locations every 30 seconds on a rythm and then it loops back until he gets down to the specified health. But, setting it to loop back is an issue for me to understand as well. i havent seen while loops at all in papyrus. third issue, is setting up the interval of reanimation during phase 7. I suppose i can set a wait timer and do a reanimate but what would be the best way to go about it. 4th issue is how do i go about doing phase 8? how do i go about being able to kill an essential player in bleedout just by the simple burst of a certain staff? i know you can killessential and can do an onswing, but this is a magic staff, can you do something like that?
  9. some more homework on this. I added an event and changed it back to an object reference extension. I will attach it to NPC1 and have the script start once NPC1 has been activated (NPC1 idles in a sarcphagus and activates upon layer walking into a trigger box) This is what I have so far ( and it seems no matter what the case it just doesnt want to give, so I am missing something): Scriptname DKRashPhaseset01 extends ObjectReference ObjectReference Property NPC1 Auto int NPC1Phase = 0 ;initiates phase increment value Event OnActivate(ObjectReference akActionRef) ; Obtain NPC1's current health actor value to establish phase lines float NPC1Health = NPC1.GetAVPercentage("Health") if (NPC1Health <= 0.75) if NPC1Phase == 0 ;Initiate Phase 2 ;(Do Stuff) Debug.Trace("NPC1 has less then 75% health remaining") NPC1Phase = NPC1Phase +1 endif endIf Endevent now the value NPC1 sticks because I created an event ( i think) but now I get this error: Starting 1 compile threads for 1 files... Compiling "DKRashPhaseset01"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DKRashPhaseset01.psc(8,24): GetAVPercentage is not a function or does not exist c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DKRashPhaseset01.psc(8,6): type mismatch while assigning to a float (cast missing or types unrelated) No output generated for DKRashPhaseset01, compilation failed. the same line, now line 8 is having issues recognizing GETAVPercentage as a function at all. it also is giving me an error on float. do i replace float with function? EDIT: NOPE!!!! it stays a float. the problem was with the extension after all. actors are not part of objectreferences even though you can set them. in some cases, actors are just like object references but have more values or things that can be done to them. in which case, finding the health value of an object reference would be retarded because they dont have health whereas actors do. So I changed the extenstion to "Actor" and the Property as well and it compiled. here it is: Scriptname DKRashPhaseset01 extends Actor Actor Property NPC1 Auto int NPC1Phase = 0 ;initiates phase increment value Event OnActivate(ObjectReference akActionRef) ; Obtain NPC1's current health actor value to establish phase lines float NPC1Health = NPC1.GetAVPercentage("Health") if (NPC1Health <= 0.75) if NPC1Phase == 0 ;Initiate Phase 2 ;(Do Stuff) Debug.Trace("NPC1 has less then 75% health remaining") NPC1Phase = NPC1Phase +1 endif endIf Endevent Now I have the transition to Phase 2... however, there are still some unknowns I will have to work with... such as How can I teleport NPC1 to another location keeping the same health and stats, silence him and keep him still? and then teleport him back in when phase 2 is complete, teleporting him with the same health and stats and lifting the silence stillness? an idea comes to mind that effects mannequins and keeps them still BUT i believe its an AIdata field and nothing to do with the scripts. OR I could just enable an actor with stats that resemble the mannequins in those locations and just disable the real actor... but how does the health persist through this?
  10. So, i used that above and put it in to see if it would compile, using the below script: Scriptname DKRashPhaseset01 extends ObjectReference Actor Property NPC1 Auto int NPC1Phase = 0 ;initiates phase increment value ; Obtain NPC1's current health actor value to establish phase lines float NPC1Health = NPC1.GetAVPercentage("Health") if (NPC1Health <= 0.75) if NPC1Phase == 0 ;Initiate Phase 2 ;(Do Stuff) Debug.Trace("NPC1 has less then 75% health remaining") NPC1Phase = NPC1Phase +1 endif endIf i got the following errors on compilation: Starting 1 compile threads for 1 files... Compiling "DKRashPhaseset01"... c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DKRashPhaseset01.psc(7,19): no viable alternative at input 'NPC1' c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DKRashPhaseset01.psc(7,23): required (...)+ loop did not match anything at input '.' c:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DKRashPhaseset01.psc(7,6): Unknown user flag NPC1 No output generated for DKRashPhaseset01, compilation failed. it seems line 7 is having some issues with syntax. line 7 is as follows: float NPC1Health = NPC1.GetAVPercentage("Health") I know that with certain extensions, syntax's change because they are allowed in certain references and others just do not comprehend it, which is why it sends an error. that syntax was taken directly from the wiki, only thing changed was the name from bob to NPC1. There is a possibility that my extension is not right. Maybe I should set this as a quest extension? Edit: that doesnt work either....
  11. So i found a DoOnce script from an existing vanilla script, defaultActivateLinkDoOnceSCRIPT. it is a bool property and is set to true by manually setting it through the properties. this is the script: ScriptName defaultActivateLinkDoOnceSCRIPT extends objectReference {Default script intended for triggers. When hit, they'll activate their linked reference} import game import debug objectReference property OnlyActor auto {Set this property if you want to only allow activation from a specific actor, such as the player} bool property doOnce auto {by default, this trigger fires once only.} function ActivateNow(objectReference trigRef) ; Debug.Trace("Activating: " + self + " " + myLink) objectReference myLink = getLinkedRef() self.activate(self, true) if MyLink != NONE myLink.activate(self as objectReference) endif if doOnce == true gotoState("allDone") endif endFunction auto STATE waiting EVENT onTriggerEnter(objectReference actronaut) ; Debug.Trace("Trigger Enter: " + actronaut) if !onlyActor activateNow(actronaut) endif if onlyActor == actronaut activateNow(actronaut) endif endEVENT endSTATE STATE allDone ;do nothing endSTATE i am assuming this value when set true applies to the whole script and not to just a certain line. I am wondering If I could use it per phase, such as this: ; Obtain NPC1's current health actor value float NPC1Health = NPC1.GetAVPercentage("Health") if (NPC1Health == 0.75) if DoOnce == true ;(Do Stuff) Debug.Trace("NPC1 has less then 75% health remaining") endif endIf could this make it possible to include all phases in one script or will i have to create a script for each phase, being one for <=.75, <=.50, and <=.25 all with the DoOnce command? Edit: I just got another idea: incrementing a value so that when one phase happens it increases the value and each phase requires a certain value in order for its actions to become true. example: int NPC1Phase = 0 ;initiates phase increment value ; Obtain NPC1's current health actor value to establish phase lines float NPC1Health = NPC1.GetAVPercentage("Health") if (NPC1Health <= 0.75) if NPC1Phase == 0 ;Initiate Phase 2 ;(Do Stuff) Debug.Trace("NPC1 has less then 75% health remaining") NPC1Phase = NPC1Phase +1 endif endIf
  12. yes i figured it would be so... however, the boss fight there has great differences to what i actually want to do. first off, it includes multiple NPC's. one of the battles puts one of the NPC's on a platform with fakes randomly around the cell. It could prove useful for some things, however, it still alien to me even when i read them. what part of the script would i need and what part of the script does this? i also already know where i would start and it of course would involve quest stages and multiple scripts. I would use the GetActorValuePercentage and establish NPC1's phases as such: ; Obtain NPC1's current health actor value float NPC1Health = NPC1.GetAVPercentage("Health") if (NPC1Health == 0.75) ;(Do Stuff) Debug.Trace("NPC1 has less then 75% health remaining") endIf However the above code only works IF the health is exactly 75%. what happens if the player hits the NPC enough that it goes below that percentage? And I cannot do <0.75 because it would just create an ongoing loop as the NPC's health went down. I would just want the next phase to start once the health gets past 75%. could there be a DoOnce command for this? Also, Once the phase completes for the Draugr, how would the NPC1 teleport back in with the same amount of health it left with? Or do I need to define that specifically with a ForceActorValue? The next phase would be pretty simple, however when the Draugr are coming in, how would i silence NPC1 and place him idle on a platform above and invulnerable? Each draugr would need an alias set up in the quest. each alias would have a script to IncrementDraugrDeath. the alis scripts would designate a parent script and this parent script would define what the level of increment does, and what it will do once the increment is met. obviously in this case settting a higher quest stage and then moving NPC1 back into the fight for the next phase. The draugr scripts would be as followed: (these are just examples from scripts used in previous quests i have made) Quest Script: Scriptname DKHODfightscript extends Quest int Property TotalDraugr Auto int DeadDraugr = 0 ObjectReference Property DKQbook02 auto function IncrementDeadDraugr() DeadDraugr = DeadDraugr + 1 if DeadDraugr >= TotalDraugr DKQbook02.enable(true) setStage(20) endif endFunction Alias Script Scriptname DKQHDDraugrdeadcountscript extends ReferenceAlias DKHODfightscript Property myQuestScript auto Event OnDeath(Actor akKiller) ; increment dead count myQuestScript = GetOwningQuest() as DKHODfightscript myQuestScript.IncrementDeadDraugr() endEvent As far as I know, each Draugr would need a separate Alias defined with each one having this script or at least that is how it has worked so far. So that is where I am at. The increment scripts can be applied to the Dragon Priests as well. But implementing the phases of NPC1 and getting him to teleport and do all those special things is where I am stuck at. I will continue to investigate possibilities.
  13. I am fairly new to questing and putting it all together. I have a small understanding of scripting, mainly using what already exists and putting it together into something that works. I also am able to create basic quests, such as kill X number of enemy or read this etc.... But i wanted to create a very complex Boss fight at the end of my mod, something almost similiar to the Gauldur Amulet fight in Reachwater Rock. I am no where close to understanding How I will get this done so if anyone can point me in the right directions or a tutorial to get me started (even to tell me its time consuming and not worth the time). but in case it still peaks the curiousity and I want to try to implement it. basically, I want to set up about 8 Phases incremented through a single NPC's health levels (lets call him NPC 1). Fight starts as soon as player walks into the room begining phase 1. Phase 2 starts when NPC 1's health goes down 25%, begining phase 2 which NPC 1 teleports out and summons in a wave of draugr who spawn from sarcphagus inside the chamber. Phase 2 ends when the Draugr are all killed, starting Phase 3 where NPC 1 pops in again to fight the player. Phase 3 ends when NPC 1 reaches 50% health teleporting out once again, starting phase 4 summoning in reanimated versions of 4 Dragon priests (reduced health). Phase 4 ends when they die, starting phase 5 with NPC 1 teleporting in, but this phase he randomly teleports between 6 locations, 4 on ledges where NPC 1 bombards player with destruction magic and other 2 within reach for a melee player to pummel NPC 1. Phase 5 ends when NPC 1 health reaches 25%, NPC teleports out and summons the remaining 4 reanimated dragon priests. This is phase 6. Phase 6 ends with their death, summoning in 1-2 Draugr Deathlords (reduced health) starting phase 7. Phase 7 ends on their death, NPC 1 teleports in starting phase 8. Phase 8 ends when NPC 1 is killed. is this possible? i have tried looking over the amulet scene to see if i can understand how to get all that to happen but im clueless. any help would be much appreciated.
  14. Here is more updates on the ballast work: http://img689.imageshack.us/img689/96/alduinhead02.jpg http://img521.imageshack.us/img521/7707/alduinhead01.jpg http://img822.imageshack.us/img822/7876/alduinhead03.jpg keep up the good work MrNivellen!
  15. head ache after head ache... just when i think i understand something and I am on a role, something kicks me in the ass and keeps me coming back and second guessing. I am having issues with actors reacting well with how I am putting them into the game all together. I have in two instances, some bullvores (dogtown1's monster), of either type implemented and linked reference to patrol idle markers and then parent activation to a activation trigger box. at first they did not work, they did not appear and i thought it was an issue. I couldnt figure it out and then one test they ended up appearing and they were fine. So i thought something i did fixed it. I stopped messing with them and then moved on but on the next test, they were gone again! Not only that but the same issue is happening with wraith's (dogtown1), necro skeletons (dogtown1), and even some vanilla draugr. I have the necros and wraiths referenced to a sarcaphogus and trying to get them to pop in just like the dragon priests. they too are not appearing but the activators are popping the lids open but not them. I added quest markers to the Bullvores as objectives to be killed. when i tested it, the markers populated. however they were off the grid. When i ran a TCL console command and floated around, they were out in the void, way out of my reach to see, at the bottom of the void. i couldnt get to them, the closer i got it reset me to the coc marker. it also seemed the bullvores attacked and killed the wraith and necro skeleton and their ashes reset at the coc marker as well. also, the first bullvore's objective marker appears as soon as you enter the game, into the void but he isnt supposed to appear until later on. the setobjective is set to a quest stage way beyond what i was at. the wraith and necroskeleton both have the masterambush script and im using the default info for those. the draugr priests are somewhat working fine. they are not interacting well with ambushing up at the right moment but i can deal with that, at least they appear in game. they dont ambush out of the sarcophagus like dragon priests do and their linked the same way. most of them actually are already spawned as soon as i enter a room marker, which is really weird. some of them have a thrall accompanying them and those thrall, attached to the same activator are ambushing before they are supposed to as well. i cannot figure it out. I have messed with parent activation only and everything. It is just not making any sense. i recently applied room markers and portal markers to the cell to improve performance. but the issue with the draugr priest persisted before i did this. anyone care to give me some ideas? yet again why it sucks i am the only one doing this. it is almost as if the activators are set to go off as soon as the player enters a room and for some as soon as the player enters the cell.
  16. Your road edits extend further than your objects, so more meshes are needed. You're right. I got a bit mixed up trying to read your post and figure out all the cells for LOD. Tamriel.4.0.4.bto Tamriel.4.0.8.bto Tamriel.4.0.12.bto Tamriel.4.-4.4.bto Tamriel.4.-4.8.bto Tamriel.4.-4.12.bto Tamriel.8.0.0.bto Tamriel.8.0.8.bto Tamriel.8.-8.0.bto Tamriel.8.-8.8.bto Tamriel.16.0.0.bto Tamriel.16.-16.0.bto Tamriel.32.-32.0.bto Tamriel.32.0.0.bto These should be terrain files and be taken from the object LOD list Your terrain list will now look like this - Tamriel.4.-4.4.btr Tamriel.4.-4.8.btr Tamriel.4.-4.12.btr Tamriel.4.0.4.btr Tamriel.4.0.8.btr Tamriel.4.0.12.btr Tamriel.4.4.4.btr Tamriel.4.4.8.btr Tamriel.4.4.12.btr Tamriel.8.-8.0.btr Tamriel.8.-8.8.btr Tamriel.8.0.0.btr Tamriel.8.0.8.btr Tamriel.16.-16.0.btr Tamriel.16.0.0.btr Tamriel.32.-32.0.btr Tamriel.32.0.0.btr Tambo, thank you for your help with the LOD. it definately helped with size.
  17. I know I haven't updated this in a while. Ever since i got the LOD finished and worked out i began work on questing. I was able to get Dogtown1's permission to use his monster mod to populate some of the dungeons in my mod. reluctant to say, if you want to experience the full force of the quest you will need to download skyrim monster mod. i am prollie about 50% done with the quest and once done I will post for minor beta tests. Unfortunately the work on the navmeshing had to stop and I am looking for someone new who can do navmeshing. The person I had working on it had some technical difficulties with his computer and is unable to continue. I do not have the time to begin that work or even begin to understand it. I still have optimization to work out on top of this too. so if anyone is looking for some work and knows navmesh, please message me.
  18. and that brings down the folder for just LOD, down to 23 MB
  19. Ok sorry I havent replied in a while, I have been busy with work and also trying to get questing, and Skyrim Monster Mod working with my momd. Anywho, something I noticed about the numbers you showed me. i understand the 32 level is only needed for terrain and not the objects, but the numbers dont match up. first off there is only 6 level 4's for object and 9 level 4's for terrain. is there a specific reason why or did you miss some? just curious.
  20. it is for landscape, object, and trees. so this does help me however, the object textures files are in two seperate files: Tamriel.Objects.DDS, and Tamriel.Objects_n.DDS. would i still need these or can the vanilla ones be used? and will i need the same for the trees? i have added some in, removed some, moved some around etc.... i think i have down what you are saying , i think. i am still a bit lost but bare with me: so for each level i should only need to include the cells i need, but those cells will only fall under the files that are divisible by their LOD level? i have made some landscape modifications for two sets of raods leading from either side of the castle, one on the north side and one on the southeast side of the mountain. right after the farms is a road that leads up to the northwest from the road leaving north from whiterun. I have a main size of my castle from -2, 12 to 2, 7 but that doesnt include landscape edits for the surrounding cells and doesnt include the road cells. Castle cells to include landscape edits are: the upper left corner is -3,12, upper right corner 4,12, lower left corner -3,6, lower right corner 4,6. the roads are in cell's: 4, 13 5, 12 5, 13 6, 13 6, 12 6, 14 7, 12 7, 13 7, 14 4, 5 5, 6 5, 5 5, 4 6, 4 6, 5 6, 6 7, 5 7, 4 8, 4 8, 5 so if i get this right.. the only files i will need for 4 is -4, 0, 4, 8, 12, 16. for 8 i will need -8, 0, 8, 16. and for 16 i will need -16, 0, 16. correct? specifically which ones i need i am kinda stuck at....
  21. I wanted to take this time to show a work in progress. The great hallways lacking something and the Windhelm palace didn't have enough vanilla static to be able to create the great hall the way i wanted to. So i had to cut a few corners (literally) and what i used would not line up right or just didn't look right to me. so, MrNivellen has been working on a a solution for me and i have to say it works. below is a picture of his work in progress and i cannot wait to see how it turns out textured. all the second floors in the great hall will have this ballast. http://img823.imageshack.us/img823/5463/testbalu01.jpg
  22. more pics: http://img684.imageshack.us/img684/9633/screenshot556w.png http://img585.imageshack.us/img585/7271/screenshot557.png http://img59.imageshack.us/img59/8476/screenshot558.png http://img36.imageshack.us/img36/9793/screenshot559j.png http://img820.imageshack.us/img820/6123/screenshot561.png http://img856.imageshack.us/img856/2108/screenshot562.png
  23. So i made some minor alterations and cleaned it up a bit. a lot of stuff had to be set at full LOD, my idea of setting regular NIF's for distant LOD did not work for some reason... there is slight lag on some load up but it may be different on other machines but otherwise the full LOD has played no major role in performance from afar. unfortunately nothing i can do to increase performance unless a willing 3D modeler wants to make some low level models for me. in any case i hope you like what you see and again, this is a large file for LOD. it will be made available for those who wish to have it. be advised, it will look weird without it especially with Full LOD on. If anyone knows a way to shrink the file, IE only include the chages to LOD from the cells I have altered versus a full fledged LOD file, let me know. enjoy the pics! http://img41.imageshack.us/img41/1330/screenshot542t.png http://img715.imageshack.us/img715/1821/screenshot546.png http://img51.imageshack.us/img51/5647/screenshot547.png http://img824.imageshack.us/img824/2133/screenshot548.png http://img840.imageshack.us/img840/1576/screenshot549t.png http://img811.imageshack.us/img811/8974/screenshot550e.png http://img217.imageshack.us/img217/2323/screenshot552.png http://img688.imageshack.us/img688/7140/screenshot554c.png http://img256.imageshack.us/img256/4098/screenshot555f.png
  24. Here are pictures of the LOD. Keep in mind its a WIP, and there are major issues/concerns to deal with. The temple of divines solitude temple's LOD doesnt seem to be lined up. its actually quite off and doesn't match up with how my castle is put together, hence why one of them looks like its in mid air. I am also having some issues getting certain statics generated. the creation kit will only generate for statics that have distant LOD defined in their base objects. There is a workaround on this by defining a distant LOD and i was going to use their normal nif file for it. However, some things have gotten in the way of that due to the texture files and their placement during generation. I don't know why but it tells me certain ones do not match up in size when their extracted directly from the .bsa. Another workaround was making everything full LOD. unfortunately when you switch over to master files, full LOD sometimes works, but not all the time. Oh and the big kicker - all the files just needed to make this happen for tamriel, combined all together uncompressed is about 350 MB. I wish there was a workaround and all i had to do was include the portion for my castle but unfortunately it is not that easy. http://img710.imageshack.us/img710/1853/screenshot536p.png http://img560.imageshack.us/img560/4344/screenshot538.png http://img839.imageshack.us/img839/4896/screenshot539i.png And here is a look at the WIP for the map. again the 32 mesh and textures are what provide the visibility on the map. http://img846.imageshack.us/img846/2903/screenshot541c.png]
  25. I figured out my LOD problem with a quick update that they just did or did in the past for the creation kit along with associated programs. It also may have helped with people who figured this out and got TTP's in place to share and posted it on the forums with a cut clear coat way of doing it (so far). Either way I think i have it. Creating LOD for the exterior of the castle may be possible as well as the LOD for the other worlds. HOWEVER, and i mean this in the biggest however - The castle is in the Tamriel worldspace. what does this mean for players? in order to get LOD for my castle to work and have it have no huge impact on the players computer, I have to alter (replace) the tamriel lod files. alter yes, replace, most definitely. that is the only way to make this happen. there are other ways but it causes too much lag on performance on the lowest settings. The biggest problem with replacing these files or even creating the LOD is the size of the LOD files themselves. Just the landscape files for tamriel are 60MB and there is no way of deciphering which textures to include that are only for my alteration because of the way they are created and put together. its complicated really but just know i have to replace and alter the whole tamriel LOD file set. this is not to include the required textures and meshes for the objects, and tree LOD. the final size is undetermined as the process of extracting and generating has taken a toll on my computer and I am still going through the process. I just need to know if it is worth having this done in the first place. I can always make it an optional file to download for those who want it. With how large this castle is it makes a difference to be able to see it in the distance (from whiterun even). Edit01: Tamriel Objects together is 27 MB Edit02: the level 32 LOD mesh and textures is what effects and adds the castle to be visible on the map.
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