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ArcaneSmith

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  1. Just letting you weapon, armor and crafting modders in general know about my mod. You might be interested. Instead of adding your items directly to the player's crafting list you make a book that's automatically managed by the mod. The player can loot or buy the book and learn to craft your item by reading it, and you don't have to worry about leveled lists, compatibility or scripts. The main benefit is that you don't just hand over your item without any challenge, players' crafting lists are not cluttered, they can organize them, and your mod becomes a bit more interesting without any real extra work. It takes a few simple steps to make books, which are pretty detailed in a guide that comes with the mod. Currently only users have been making and sharing their Lorecraft plugins, but I really made it so equipment modders themselves use it to 'publish' their mods. OVERVIEW You acquire books that teach you to craft your gear.You choose what to show on your crafting listModders can add more books for weapons, armors and other craftables to the system via pluginsLorecraft handles all books from its plugins, sending them to its merchant, loot and barter systemsBENEFITS FOR USERS No more cluttered crafting lists: faster and organized craftingRoleplaying and immersionCrafting is not about finding the uber sword in a list of trash anymoreGives you a reason to clear dungerons and hunt dragonsYou don't need to worry about incompatibilities or merging leveled lists because Lorecraft uses its own - and already compatible - loot/merchant systemFOR MODDERS Your mod will be more fun because your items won't be delivered directly to the player's crafting list, which is pretty boring (and messy)You can control where the player acquires your books and how rare they are (to a degree)You can make your item more interesting by adding lore to its book or customizing it*Adding your item to the world is simple and compatible to other mods - and you don't have to fill boring leveled lists over and overI can create other interesting ways to reward your craftables in the future without touching your mod Here's a short video showing how managing works: http://www.youtube.com/watch?v=Bigs2PtUDaM Here's the mod's page: http://skyrim.nexusm...ile.php?id=9959 And the plugins that have been made: http://skyrim.nexusm...nsource=&page=1 Hope you find it interesting/useful and that more people make plugins for it.
  2. That was really helpful! Also I should had found that post myself, don't know how I missed it! =X Hopefully I'll be able to make something out of it. If you need anything I can help with, feel free to pm me Many thanks!
  3. Thanks for your time, mate. Arrays probably won't do for me because the ck wiki says I can only create them using literal integers. In other words, can't create them dynamically at run time, can I? My idea was to create a centralized reward system for my mod. People making plugins would have the following function fire up and add their books to the reward list (this one works just fine) FUNCTION InjectList(FormList akToInject, FormList akInjected) Debug.Messagebox(akInjected.GetSize()) int L1Size = akToInject.GetSize() int L1Pos = 0 While (L1Pos < L1size) akInjected.AddForm(akToInject.GetAt(L1Pos) as book) L1Pos += 1 endwhile lorecraftTestContainer.AddItem(akToInject) Debug.Messagebox(akInjected.GetSize()) EndFunction Then the reward script in the main mod would reward a random item from this list and remove it using removeAddedForm() like I have shown before. If the stupid function was working it would be pretty damn simple and elegant way of not giving repeated rewards. How should I go about this using arrays then? Or any other way to get this done without using form lists? If you can't help me or if i'm abusing the help, just let me know so I stop spamming you :P (by the way would you know if form lists and leveled lists have a maximum length or if i can add stuff to them ad infinitum?)
  4. Hey there man, thanks for being so helpful. Any chance you'd make a function that removes added forms from a formlist that doesn't get stuck on the first use? I've been trying to use RemoveAddedForm() to remove forms added with AddForm() but it gets stuck after the first use and even corrupts the data in the list. I figured it's a bug but it could be me doing something wrong. I'd appreciate if come up with something better or at least test this function and help me conclude if this is a bug or the bug is me lol. This is the function that isn't working past the first attempt. In this case it's set to remove at random positions, but it doesn't seem to work even if it's a fixed position like 0. FUNCTION Reward(FormList akRewardList) int iPos = utility.RandomInt(0, ((akRewardList.GetSize())- 1)) Debug.Messagebox(akRewardList.GetSize()) akRewardList.RemoveAddedForm(akRewardList.GetAt(iPos)) Debug.Messagebox(akRewardList.GetSize()) EndFunction
  5. So, two somewhat noobie questions about lists: Is there a maximum length for form lists, leveled lists etc? If there is, what is it for each? Any widely known bugs/issues/limitations that I should know of when modifying lists in-game via script? I know I'm getting some odd behavior with RemoveAddedForm() and Revert() in form lists (like hereand here)and I can't get the game to save stuff added to leveled item lists via script. I've also read about form lists getting unstable in some savegames, glitching mods that use them. I'm afraid it's only gonna get worse. Does it really get worse? Please point me to some info before I play with these any further. It's getting frustrating here so I'd appreciate any input.
  6. How do i add a command to the console and make it run a script in my mod? Thanks! If this is answered somewhere else please forgive me!
  7. What is this item in the quest stage tab for? And how is it different to link the script fragment to a kmy script and link it to none? I haven't found anything on it and i'm really curious. Edit: Got it =P
  8. Looks effin brilliant! Might help with my mod's modular structure. i'll take the time to look into it later. Thanks! =)
  9. I guess you just have to make sure the esps are in the Data folder and not in any subdirectories? You probably need to do some manual moving of files. Or use Mod Organizer, which deals with this sort of 'esp packed in subdirectories' more easily. (and overall i think it's a way better mod managing tool)
  10. Hey Dragon, This is probably not EXACTLY what you're looking for, but you might like it. It adds a lot of weapons and armor to leveled lists and smithing vendors and supports jaysus swords. BUT they're actually books that teach you how to craft the weapons, not the weapons themselves. Still you have to loot them all; they're not added automatically to your crafting lists cluttering everything. You can even use the books to manage your crafting lists. Check the mod's page for more details. Hope it suits you!
  11. Probably people have been requesting this already but here it goes: It bugs me that blackreach,having such a cool scenery compared to the usual TES bland dungeon, is barren and doesn't have anything but a couple of falmers, followers a lost giant and a fairy-dragon you can kill with 2 swings (given you're sparing your stamina hah). So, I'd love to see some really badass monsters down there, using the ebony mail shadow smoke fx; and bosses, badass skeleton dragons, I don't know, SOMETHING COOL. If someone is doing it already let me know I might wanna help you. Thanks =)
  12. I've made a mod that introduces a new learning and managing system to crafting recipes using books (i've also added new equipment and made a lot of stuff craftable). The mod supports compatibility, so If you want to make your craftable weapons,armors, jewelry, food or whatever learnable and manageable in this system, or maybe just give it a try, check it out here: Lorecraft There's a compatibility tutorial in the download section. Quick and easy, basic CK knowledge, no scripting involved. Hope it's useful to you!
  13. So I'm making this mod and I want to make it modular for future updates, so people choose the item packs they want. But each module would have those books dropping from the same creatures, and initially i though that a leveled item list would add their items to another with the same id in another esp, but they replace each other. A dirty solution would be to use a different sublist that ends up in the same creature, but i believe it would create even more incompatibilities with other mods, overriding their item lists, plus eventually I'd run out of item sublists for said creature with like, three different modules. So, in short, what I want is to have many esps adding items to the same creature instead of replacing them by whatever esp is last. So, is there a clean way to do this? Like, making leveled item lists incremental and not override each other? Or is there some other way to make a shared loot system between many esps where items add up but don't override each other? I've tried having the leveled list on an esm and have all esps linked to the esm, but it seems to make no difference. Please help this noobie! =D Thanks!
  14. Gameplay> Settings. They're simple string values. hope that helps =) So, anyone have any news about changing craft list categorization?
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