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Everything posted by Daedthr
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Gonna move this to PMs.
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Are you in need of any more scripters? If so then I'd be happy to help, having scripted since Morrowind and having done a reasonable amount of Papyrus. I've also programmed in Visual Basic, Delphi (A flavour of Pascal), and Pascal (Lazarus). I'm also reasonably confident in C++, HTML&CSS, and am proficient in low-level programming to a lesser degree. I understand if you want to keep exclusivity as scripter, things can get complicated in terms of scripting when you have a group, but even if this is the case I'm happy to look over any code you have should you want a second pair of eyes on it.
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There are several things worth checking when giving NPCs spells: - Have you given the spell a skill-level requirement higher than the NPC in question's skill-level? NPCs won't equip or use spells if this is the case, they'll use the best spell they can. - Are there any specified conditions, such as perks, that the NPC doesn't meet? - In reference to point 1, an NPC won't analyse how strong a spell with archetype script effect is when deciding what spell to use, which means if they have any other spells, they will default to those instead. - Have they got enough mana to cast it? It may seem silly, but certainly when I got to create powerful spells, I'll give them a high mana cost, without realising that it can make the spell un-castable unless the caster has the Perk for it's skill level. It is also possible to force an NPC to cast a spell using scripting, it's very easy and I've done it many times before. Using this method you can have an NPC cast a spell using normal behaviours, or cast it without the animation, which can also be useful.
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Search for a team - creating a coop multiplayer mod
Daedthr replied to Zyrius93's topic in Skyrim's Skyrim LE
I would be willing to contribute to an extent. I can programme in Visual Basic or Delphi, but if necessary I shouldn't have to much trouble coding in C++, as the syntax is relatively similar to Delphi and I have access to it. I script in Papyrus a lot, and have scripted for mods since Morrowind. Additionally I'm also proficient in lower-level programming and HTML and CSS to a very limited degree. However it might be worth taking into consideration how practical this mod will be. A game of Skyrim's magnitude would take a very high-speed internet connection to play multi-player, and any degree of connection latency would seriously take away from playability. This isn't even taking into account bandwidth limitations, or how modded games would translate to vanilla or alternatively modded games. While the concept sounds interesting, I'm not inclined to put an enormous amount of time into it as at this point it seems to me that it's an unrealistic expectation. I'm happy to look over code, provide advice and help to an extent, but for now that's about it. Should you manage to implement a method by which you can connect two or more PCs with the potential for server-like gameplay, then I'd be happy to get fully on-board.- 12 replies
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- team search
- coop multiplayer
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There are a few "mods" that I HIGHLY recommend you download. I say mods but to me really only SkyUI is one, I consider the others requirements or fixes. SKSE - It goes without saying that extending Papyrus' functionality is always something desirable, but it's also worth noting that most extensive mods make use of it, and that there are in fact many mods that make use of SKSE but do not explicitly mention it. Don't blame the authors, SKSE is something most modders have and expect users to have. SkyUI - Excellent mod. Overhauls the Skyrim Menu's and adds MCM (Mod Configuration Menu), that many mods make use of for the purpose of customisation. Unofficial Patches - Fixes a huge number of bug in the vanilla game and DLCs, also mods that many authors expect their users to have.
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If pursuing and shooting an unarmed teenager six times is policing by the book, the book needs some serious revisions. Regardless of whether or not Brown was fleeing or charging, gunshots to the head should not be condoned. Either police officers should be trained to a degree that they can adequately incapacitate a suspect without use of deadly force, or they, like the rest of America, should not be given the right to bear arms. Personally, I don't understand why policemen patrolling the streets with the power to end any lives they wish to appeals to anybody, law enforcement? - YES. Judge, jury and executioner? - NO. Whether or not you believe Wilson is morally responsible for the shooting, you'll find it very hard deny that the entire ordeal represents a failure of the American Policing system. Either policemen need to be trained to incapacitate suspects without causing a fatality, guns need to to be prohibited from the force (and therefore the rest of America, warranting a change to the constitution), or they need to undergo more stringent psychiatric tests to test their ability to make sensible decisions under pressure. It's also worth noting that regardless of your outlook upon the shooting, it CANNOT be denied that there is a serious lack of rapport between many State police forces and the black communities they're meant to protect. After seeing events such as these: http://news.sky.com/story/1447945/video-police-shoot-dead-mentally-ill-man I'd go so far as to say that racism can become institutionalized in various police forces, due to a failure to understand that the police serve the people and that in order for them to get given the respect they need to effectively enforce law and order, they first need to comply to the expectations of those they serve.
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Changing an NPC's appearance is very easy to do in the Creation Kit, but I have no idea about other methods. In the CK, you simply navigate to the Actor whose appearance you want to change, open up their window, and got to the last 3 tabs. In those 3 tabs you can change pretty much everything to do with their appearance, and preview either their head, or their whole body in the same window. Then you just save and you'll be asked to save the file as an .esp. Once you've done that it'll automatically be activated, and you're good to go.
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I apologise for necro'ing this, but as it was never fully answered, and I can't seem to find a good answer anywhere else, I feel obliged to answer it here, now. NOTE: All the Papyrus functions I know of relating to head parts extend ACTORBASE, not Actor. GetNumHeadParts - This simply returns and integer that is equal to the number of head parts an ActorBase has. GetNthHeadPart - http://www.creationkit.com/GetNthHeadPart_-_ActorBase The above function is used to set a property of type "Head part" to be equal to a specified head part of the actor base. The parameter refers to the TYPE of head part, e.g. Eyebrow, Facial hair, hair, etc. NOT the specific head part itself. SetNthHeadPart - http://www.creationkit.com/SetNthHeadPart_-_ActorBase This function can be used to change the head part of an actorbase to be the same as a property of type head part. The first parameter refers to the new head part they will be getting. This can be done by creating a property to contain a head part and using "GetNthHeadPart" to define it earlier, or simply calling "actorbase.GetNthHeadPart(x)" as the parameter. The second parameter refers to the type of head part, the head part that will be changed, e.g. eyebrows, facial hair, etc. And finally what hasn't been made know so far as I'm aware: The different values for each head part type (Head Part Index)! 0 = Mouth 1 = Head 2 = Eyes 3 = Hair 4 = Beard 5 = Scar 6 = Brows This is based on the following: http://www.creationkit.com/GetType_-_HeadPart Now the problem I had when looking at all these functions, was that the exemplar code on the CK wiki didn't seem to make sense, for instance: "HeadPart AerinHair = Aerin.GetNthHeadPart(1) Player.SetNthHeadPart(AerinHair, 5)" I didn't see how this worked, as they set the property AerinHair to be equal to head part of type 1 for actorbase Aerin. However when setting the player's head part, they used type 5. While I still don't see how this would have worked, I don't think it matters as long as SKSE is installed, because GetType is an SKSE function, but the other's aren't, so I suspect when the SKSE devs started on head parts, they changed the system to the index I've posted above. I hope the helps anyone looking at changing head parts via script, and clears up some of the confusion in this thread!
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This should be pinned. EDIT: Also, it's worth noting that you'll need to replace your SKSE scripts if you want to use any SKSE functions in scripts. In terms of the game it worked fine for me, but when I came to use SKSE functions in scripting (even AFTER extracting the .rar file) the CK didn't recognise them, I had to replace the SKSE scripts in the my Data/Scripts/ folder with the ones from the archive again. Found this out courtesy of Arocide again.
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I'll give this a look, might try get it done today.
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LE Dark brotherhood gloves sneak attack
Daedthr replied to Megachipman's topic in Skyrim's Mod Ideas
Here: http://www.nexusmods.com/skyrim/mods/64449/? -
LE Dark brotherhood gloves sneak attack
Daedthr replied to Megachipman's topic in Skyrim's Mod Ideas
I'll try do it tomorrow, should be pretty quick and easy hopefully. -
When you say invisible armours, do you mean the armour they would be wearing in the vanilla version has become invisible, or do you mean they're wearing different armour and you can't get a texture to show up for the new armour?
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I tried that, the problem was it didn't retain the animation, only one of the orbs would move up, the other two would just stay put. I'll try and fiddle with it though.
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Hey all, I've been working on the lightactorfx.nif (the hit effect for the Candlelight spell), to try and see if I can make multiple candlelight's appear when the spell is cast. To do so I loaded it up in nifskope, and tried copying the 0BSFadeNode twice, so that I had three balls of light. I then moved them so they weren't all within one another, played the animation, and all three seemed to rise up and act perfectly normally. The issue is, when I cast it in game only one ball of light appears. Everything in the CK has been done correctly, I created a new effect that used the new nif I'd created, used it as the hit effect for the spell, but the other two balls of light just don't show up. I have a feeling I've done something wrong in nifskope, so if anyone might have an idea what I'd be grateful. Or if it would be easier, how do I duplicate entire shapes (with animations and all the bells and whistles) within the same nif?
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Sorry for the necro, but I'm hoping someone from the thread will see this. I'm currently working on a mod to incorporate bending into Skyrim, I've done firebending, and am now working on air bending. There is a huge amount to do and it may well take a good few months to get anywhere near to releasing, but I'm doing it. At the moment I'm just working on incorporating bending abilities into spells, but if I have time once I've done that I'll work on "bending-like" animations for them. If I ever get this done I'd be happy to combine it with anyone making any other avatar overhaul related content. @Hargod88 - I've done some mesh work before, so I may be able to help, but I'm no expert and it takes a long time. UV mapping is a real pain as well.
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Woohoo! I've done it. The statues got me on the right track, I made a Visual Effect and just got the object t play that. It works better than an effect shader, because with effectshaders only the actors can use a particle shader, objects are limited to membrane shaders. Then I just scripted the object to play the effect OnEffectStart using http://www.creationkit.com/Play_-_VisualEffect Thanks a lot for your help! I don't think would've made it there on my own.
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Thanks I'll take a look.
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Can't find the statues in the cell lol, what do they look like? EDIT: Found them, but there are no scripts attached to them. I can't work out how they work.
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I'll try and find that dungeon, d'you know if it's vanilla or DLC? EDIT: It's Soljund's Sinkhole
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Initially I thought that too, but I don't think Hit Effects work on items, as in you can cast a fireball at an NPC and they'll burn, do it on an item and the item will just be knocked over and they'll be an ash mark where the spell hit, but the item won't actually burn. So I've been working on the script and it compiles with no errors. Scriptname LoKAirBallGetRefScript extends activemagiceffect ObjectReference Property objectGrabbed Auto bool count Event OnEffectStart(Actor akTarget, Actor akCaster) count = true objectGrabbed = Game.GetPlayerGrabbedRef() while count LoKAirBallCloak.cast(objectGrabbed, objectGrabbed) endwhile EndEvent SPELL Property LoKAirBallCloak Auto So LoKAirBallCloak is a property that refers to the spell that the object the player is grabbing should cast on itself. The spell is a concentration on self spell, as is the magic effect to which this script belongs. In theory upon start up, this magic effect should work out what item the player is grabbing, and then indefinitely get that object to cast a spell on itself until the effect ends (that's what the while loop is for). Thing is, the object never casts the spell on itself, the visual never shows up. When I cast the spell on myself it works fine, but something is stopping the object casting it. I know that the script works up until "LoKAirBallCloak.cast(objectGrabbed, objectGrabbed)" because I put a line in above it to display a message, and it worked. Is this the correct use of the "Cast" command, because on the wiki it says the command extends a spell effect script, but if I couldn't use it the way I have done now, there should be an error right? It also says on the page that objects such as "a rock" can cast spells using this command. http://www.creationkit.com/Cast_-_Spell The other issue might be that Cast doesn't work with concentration spells? If nobody has any ideas I can test it using a fire and forget spell (I was going to do this initially but it would mean that the cloak FX would likely persist on the object after it had been dropped for a while). Another option that I think is REALLY cheap, is to make another magic effect that makes an invisible cloak around the caster with a hit effect on it. This means that when the object is pulled up to the caster, it will be on contact with the cloak and so will produce the hit effect, IN THEORY. This is what they did to get FX on victims of Vampiric Grip. However if what I said at he beginning of the post is correct, it probably wouldn't work anyway. Any ideas? EDIT: I just whether or not hit effects apply on items and they don't, so the option I outlined at the end looks like a no-go, HOWEVER, Impact Data Sets DO show up on items, so in the example from before, if the fireball were to directly hit an object, the ash mark will be on the item, so if nobody can see the problem with the script, that's another option I can explore.
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I feel like smashing my head against the wall right now. All I needed to do was use "GetPlayerGrabbedRef". That's actually a ******* command. So basically, I make a secondary effect to the spell which is a script effect that gets me the reference ID of the item the player is "grabbing". The script then gets this reference ID to cast a spell that cloaks it, because the "Cast" function works on anything and doesn't use the animation. Thanks for trying though/
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So an update, I've started doing the scripting. But I'm in need of a way to identify the target object reference of a telekinesis spell. The thing is, all the telekinesis spells in the game are Concentration on Self spells, which I suspect will mean tat if I use GetTargetActor it would just produce the caster. Furthermore, normal telekinesis doesn't pull actors, it pulls items. Does anyone know of a way to identify the target (the object that is being pulled) of a telekinesis spell?