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revenant0713

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  1. Ayyy... knew it would eventually get an article written about it. Good stuff.
  2. What is the function supposed to do exactly? Because if the effects of the function do not need the inventory screen open, then you can use OnMenuClose("InventoryMenu") followed by an if <insert condition here checking if the string == the expected string> Then you just set the expected string's value to the actual value of the string after all functions that depend on the "change" are done. edit: coincidentally, I'm fiddling around with OnMenuClose at the moment as well.
  3. That second method... I never thought of that. I'mma try it out. Though I'd prefer I think to use PlayerRef.GetActorValue(DragonSouls) rather than QueryStat because Dragon Souls Collected reportedly doesn't go down when you lose dragon souls. Thanks.
  4. So here's the scenario: I have a constant effect ability, which mods actor values (in this case, health). I want the magnitude to scale with the current amount of dragon souls the player has. Now I know how to do that via perk entry point, but there's a small problem. As a limit of CK, magnitudes are calculated when the ability is placed on the player. Modding via perks will not change the magnitude of the instance of the ability already in effect. The only way to apply the new values as dictated by the perk, is to dynamically remove and re-add the ability whenever the amount of dragon souls the player has changes. I have several options but I'm going nowhere quickly. I'm really not that good at Papyrus and I feel way out of my depth... but I really want to learn. Option 1: Running Scripts My first idea was to use a running script, periodically registering for updates and performing the RemoveSpell and AddSpell functions whenever the amount of Dragon Souls changed between updates. But... this seems to have a heavy performance cost for such a simple goal. Plus, uninstalling is a b**** when you have a running script in the background. I got this to work but I don't want to settle for this. Option 2: OnControlDown event I figured I could run "If PlayerRef.GetAV("DragonSouls") != DragonSoulVariable" whenever the player pressed W, or Esc or Tab. If true, then set DragonSoulVariable to the new value of DragonSouls. But then this means the script will check for a change every time the aforementioned keys are pressed even when we know it is not necessary because no souls have been added or subtracted. I also got this to work, but it feels clunky.</spoiler> Option 3: ModEvents I'm hoping this is the way to do it; create a custom event that sends whenever PlayerRef.GetAV("DragonSouls") != DragonSoulVariable but I haven't been able to make it work. I've asked for help from reddit, but my inexperience with coding makes it difficult to understand some things. Option 4: Use a custom function According to the guys at Reddit I don't need the ModEvent, if I can just use custom functions around a bool where PlayerRef.GetAV("DragonSouls") != DragonSoulVariable. But just the same, I've never really done that before and I don't know how to start. Can anyone help? I've been going nowhere for a few days now.
  5. 2 biggest tools you need: xEdit and Creation Kit. xEdit starts and loads up much faster than CK, an is useful for making quick changes on the go. Plus, it has a few scripts and functions that make modding really easy, especially when making compatibility patches. CK is more tedious (I say tedious because it's actually easy to learn. Just takes time) to learn, but is where the bulk of modding occurs. You'll want to read https://www.creationkit.com/index.php?title=Category:Tutorials to get started. Since you're interested in sounds, you should know that CK does come with the tools to record your own audio right there in the program (never touched it myself, though). Besides that... thumbincubation said it all.
  6. Right, so I'm trying to polish out this code. It's based on an abandoned mod that the author has said anyone can try to work on. So I decided a year after I made my first mod that maybe I'd give it a shot. scriptName _SDT_DeathProtectionScript extends ActiveMagicEffect Actor property PlayerRef auto EffectShader property DragonPowerAbsorbFXS auto GlobalVariable property _SDT_HardcoreEnabled auto GlobalVariable property _SDT_ReviveCost auto GlobalVariable property _SDT_SuperEnabled auto MagicEffect Property _SDT_HardcoreCooldownEffect Auto Sound property NPCDragonDeathSequenceWind auto Spell Property _SDT_DragonAspect1 auto Spell Property _SDT_DragonAspect2 auto Spell Property _SDT_DragonAspect3 auto Spell Property _SDT_EtherealSpell auto Spell Property _SDT_ExplosionSpell auto SPELL Property _SDT_HardcoreCooldownSpell Auto VisualEffect Property FXAlduinSoulEscapeEffect auto function OnEffectStart(actor akTarget, actor akCaster) akTarget.GetActorBase().SetEssential(true) endFunction function OnEffectFinish(actor akTarget, actor akCaster) akTarget.GetActorBase().SetEssential(false) endFunction function OnEnterBleedout() Int SDT_SoulCount = PlayerRef.GetActorValue("DragonSouls") as Int Int SDT_SoulDump = _SDT_ReviveCost.GetValueInt() Int SDT_HardcoreSwitch = _SDT_HardcoreEnabled.GetValueInt() Int SDT_SuperSwitch = _SDT_SuperEnabled.GetValueInt() if SDT_SoulCount >= SDT_SoulDump if PlayerRef.HasMagicEffect(_SDT_HardcoreCooldownEffect) PlayerRef.KillEssential(none) else utility.Wait(3.00000) _SDT_EtherealSpell.Cast(PlayerRef) DragonPowerAbsorbFXS.Play(PlayerRef, 7.00000) FXAlduinSoulEscapeEffect.Play(PlayerRef, 7.00000, PlayerRef) NPCDragonDeathSequenceWind.Play(PlayerRef) utility.Wait(5.00000) ;Dragon Aspect on revival if SDT_SuperSwitch >= 1 if SDT_SoulCount >=10 && SDT_SoulCount < 20 _SDT_DragonAspect1.Cast(PlayerRef) _SDT_ExplosionSpell.Cast(PlayerRef) PlayerRef.ResetHealthAndLimbs() else endIf if SDT_SoulCount >= 20 && SDT_SoulCount < 30 _SDT_DragonAspect2.Cast(PlayerRef) _SDT_ExplosionSpell.Cast(PlayerRef) PlayerRef.ResetHealthAndLimbs() else endIf if SDT_SoulCount >= 30 _SDT_DragonAspect3.Cast(PlayerRef) _SDT_ExplosionSpell.Cast(PlayerRef) PlayerRef.ResetHealthAndLimbs() else endif else PlayerRef.ResetHealthAndLimbs() endif ;Reduce Dragon Souls according to cost PlayerRef.ModActorValue("DragonSouls", (-SDT_SoulDump) as Float) if SDT_HardcoreSwitch == 2 debug.Notification("Lost " + SDT_SoulCount as String + 1 as String + " Dragon Souls!") PlayerRef.ForceActorValue("DragonSouls", 0 as Float) _SDT_HardcoreCooldownSpell.Cast(PlayerRef) elseIf SDT_HardcoreSwitch == 1 debug.Notification("Lost " + (SDT_SoulCount / 2) as String + " Dragon Souls!") PlayerRef.ForceActorValue("DragonSouls", (SDT_SoulCount / 2) as Float) endIf endIf else PlayerRef.KillEssential(none) endIf endFunction So if you guys can read it, what I'm trying to accomplish is: 1. On bleedout, the mod waits 3 seconds, turns the player ethereal as they hulk up, and then revives the player. 2. If the global _SDT_SuperEnabled is set to 1, then Dragon Aspect is cast. 3. Depending on the global setting _SDT_HardcoreEnabled, remaining number of dragon souls is reduced. _SDT_HardcoreEnabled set to 1 gives the revival a cooldown period. Set to 2, it just outright removes all souls. But I'm running into a few problems. First time entering bleedout state at 100 Dragon Souls _SDT_HardcoreEnabled set to 1: ethereal effect doesn't play. Player hulks up, art effects play. Dragon aspect casts. Explosion casts. Player revives. Second time entering bleedout state at 50 Dragon Souls _SDT_HardcoreEnabled set to 2: Cooldown effects turns out wasn't applied. Ethereal effect plays. Player instantly resets health and limbs. Art effects play. Dragon Aspect casts. Explosion casts. I'm new to scripting so I can't see what the problem is. Can anyone help me?
  7. This is my problem that's stopping me from using Vortex right now. Any way to work around this? Edit: Oops. Nvm. Just realized there's a custom install location download.
  8. So I just recently started using 3PCO, and while I love the mod so far, I find the ranged crosshair mostly useless because the camera pan does not allow the shots you take to line up with the damn crosshair. It's not the mod's fault, of course. It's just what happens when you move the camera away from directly behind the player. But it doesn't change the fact that we still don't have a decent 3rd person aiming mod. And yes... One can argue that Archery Gameplay Overhaul's camera and crosshair settings can do the trick but it still requires a manual, unimmersive edit in an MCM setting. And what if you don't want a full overhaul? What if you don't want those animations because you use other animation packs? What about that annoying AGO visual bug where the character holds the arrows by the head? So I posted in reddit. https://www.reddit.com/r/skyrimmods/comments/9j4h3h/do_we_have_an_arrow_trajectory_indicator_mod/ And OvisAriesBombus and EpicCrab theorycrafted a couple ways to do it. Basically, I'm thinking if any modder here thinks it's within their ability, or interest to do so, can we get an arrow trajectory indicator mod?
  9. So I'm tweaking each projectile for my next playthrough, cuz a thought came to me of actually simulating realistic arrow and bolt trajectories. I initially thought it was just gonna be a few value edits in CK or TES5Edit, really. I've calculated the speed I want for bolts (2959 units per second, derived from real life medieval crossbow speeds in excess of 138 feet per sec). I know the distance I want the bolt to travel when angled at 45 degrees (32000 units away, converted from 1500 feet... the absolute maximum range steel crossbows were believed to be capable of. Trouble is, I don't know how gravity values in CK affect projectiles. If I knew the formula, it'd be easy to apply it to any speed value for any projectile at 45 degrees. So I need help. Anyone here ever fiddled with gravity before? I'd like to know how you guys think it works. In the meantime, I'm thinking of creating an in-game test: 500 yard target practice at 45 degrees and firing bolts at different speeds until i land on the target. Unfortunately, that would be terribly tedious, as I'll need to hit the target with at least 2 or three different speeds (taking God knows how many tries) before I can even attempt to compute the curve of how gravity works in Skyrim, because I'm pretty sure basic algebra won't cut it. To top it all off, my calculus is rusty. Oh yeah... and that means estimating a distance of 500 yards in-game... which I've found is actually hard considering how FOV tends to distort depth. So... I guess I'm just desperate for help. Any insight into the behavior of gravity will be appreciated. Thanks.
  10. I recommend checking out checking out work by the Sands of Time team. HOWEVER... be warned. They give you so many knobs, bells, and whistles to tinker with, your game may run the potential to become a horror shitshow. So be sure you read the features offered by each of their mods. The Genesis Spawner This dynamically increases the difficulty of dungeons by adding more enemies. It can be tweaked to make dungeons as hard or as easy as you need them to be. Sands of Time -- Ultimate Deadly Encounters This adds a ton of variety to random encounters not found in other mods. There can be tomb looters, unique (somewhat non-lorefriendly) vampire and/or werewolf hunters, a cursed undead witch who hunts you down if you commit crimes against the innocent, etc... Here is a link to some of the new monsters. Note however, it does not list EVERY new monster. I'll spoil one for you... Sleeping Encounters This adds a chance for things to happen while asleep. Again, it increases difficulty, so study all the bells and whistles before saving with this. I couple this with sleep to gain experience mods. That way, I get a sense of worry every time I have to go to bed to level up. Eternal Darkness This adds atmosphere to dungeons by turning off all (or some) light sources upon entry. You may then manually light them with a torch. This goes great with Purity as your weather mod, but as Realistic Water Too has waves and Purity doesn't, I would edit Purity in CK or TES5Edit to remove the water and/or weather modifications. Why not use Pure Weathers instead? Because the standalone Pure Weathers is not the latest version. The one included in Purity is. Pure Weathers or Vivid Weathers? Pure Weathers gives darker nights than Vivid Weathers. The sunglare of Pure Weathers is absolutely stunning, which can give brief moments of "wow" in a desolate world, though Vivid Weathers gives crepuscular rays (God rays). With the right visual and environmental mods, crepuscular rays can be made to suit a haunted landscape. Think grey sunbeams over Mordor. Vivid Weathers has better fog effects, and more weather variety. Pure Weathers has LESS variety in weather, but the rain... oh God. The heavy rainfall of Pure Weathers is just so... beautifully gloomy. Unfortunately, Pure Weathers' rain does not work very well with RealShelter. The sound and look of RealShelter's fake rain is way too subpar in comparison to Purity. If you can find a visual and audio file to edit RealShelter in CK with though, do so. Hell, maybe you can upload it as a patch. I will say I prefer the darker nights of Pure Weathers, and I had to play with the bad weather transition of Pure Weathers and RealShelter combined. I also would suggest Important Information Overhaul combined with iHUD. These do not affect the environment directly, but without any visual clutter on your HUD, immersion goes up and you notice the environment more. IIO causes your screen to turn redder and redder the closer you are to death, blur the more tired you are, and lose color the less mana you have left. Unfortunately, IIO is no longer on the site. I still have a copy, and I can send it to you if you want. Oh and uh... I personally recommend one of these Ghost appearance A Ghost Appearance B Fairly sure there is another ghost transparency mod I missed where ghosts are turned black instead of blue, then transparency is turned way up, and eyes remain glowing white. Can't find it though. While we're talking about ghosts, I recommend doing this for extra dread... Scary Ghosts Truly Undead That way, there is a reason to be afraid of fighting enemies with the undead tag. Nice signature. Reminds me that I'm old now. XD
  11. Time for an unfortunate downgrade back to GTX 660 due to... damage... to my rig. Thus, I have decided to return to Oldrim. Now I want to do another hardcore vanilla-esque playthrough, and I need help putting together my mods list. I dusted off an old profile on MO and found a bunch of mods in an unstable playthrough I used to have. (Still have CWO, IIO, DCO, and FIO. Yay!) Can anyone help me make some decisions on how to build my modlist anew? Here is a list of the core mods I want to build around Much thanks. :D
  12. Personally I find even vanilla daggers look good when using Better Shaped Weapons. Although... if you want unique daggers incorporated properly into the world, there's good ol' Morrowloot, and also Royal Armory. Latest I've found myself enjoying though was Zim's Immersive Artifacts. The Rift's thane dagger that comes with it is pretty fun. And it also touches up Blade of Woe and Nettlebane so they actually feel useful. I'd steer clear of the Ring of Namira and Oghma Infinium upgrades though... They feel a bit too overpowered for my taste.
  13. So then it's unrealistic to... do that to every other vertical surface in Skyrim?
  14. One of the cheesiest ways to kill dragons is navmesh abuse. Everyone who has played Skyrim has at some point abused the navmesh. Let's say you've downed a dragon to 30% hp and he starts crawling and blasting fire breaths everywhere. All you have to do is stand on a surface at least 2 feet off the ground, and you're pretty much golden against anything the dragon can do besides its Thu'um attacks. But then I recall... when Alduin attacks Helgen, he literally climbs up side of the tower to kill the stormcloak soldier in it. That got me thinking: is it possible to get Dragon AI to climb or scale vertical surfaces? In theory, placing a navmesh on vertical surfaces might allow them to, but then every other NPC would be able to traverse that surface as well.
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