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SinderionsBones

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Everything posted by SinderionsBones

  1. o.O what was wrong window wrong thread? Is this your intended topic or no? I think I'll go back to Skyrim and play as my virtual girlfriend. Good thing she's not wearing anything and can boink any random guy she comes across with naught but some whispered words and a slightly disorienting hair swap.
  2. Was there ever much progress? Player Flight and dragon flying is closer than it's ever been, I hope these guys are still around to utilize it :D
  3. ha! here it is: I was looking for how the alteration perk 'mage armor' checks for armor. It's not in the perk, as I'm sure you found. Any alteration armor increasing spell, Oakenflesh for example. Has 4 effects. Base effect effect if mage armor perk lvl 1 effect if mage armor perk lvl 2 effect if mage armor perk lvl 3 The key is how they check. They check with the condition "WornHasKeyword" and check for both keyword "ArmorLight" and keyword "ArmorHeavy" This is usable in scripts via WornHasKeyword(Keyword akKeyword) I think that should get you what you want? Even an example of exactly how to implement it as a perk :D
  4. As an offshoot of categories, 2. High value loot. 3. Novel temporary buff Items/potions. How about themed buffed, or not buffed, items based on random characters around the world. It could be a little immersion breaking if a person was particularly susceptible to such things. The name, however, could be rp'd off as merely a whimsical association that came to mind upon seeing the item. Since items in real life don't have their names above them anyways... To make certain items more interesting, they could be given text, via dummy enchant, viewable in your inventory. Some good experiences could be added via, expected or unexpected, finding that your 'vendor trash' item has something more to it in the way of whit. (anyone that plays Wow, yeah... the yellow text) Some that come to mind: Lydia's door stopper "She was doing a fine job without it." Baalgruff's Backbone "He wasn't thaaat bad..." Bolios wallet Skeevertail Battle-Born "A name you should know well." Thalmor ear (who wouldn't want to collect those? retexture.. or not, they go white when they're dead you know...) Ancanos lost favorite toy ball "This explains so much..." Belethor's self respect "A very small pouch." Maven Black-Briar's spare riding crop "She's been a very bad girl." General Tulius Brand Cologne "Smells of lavender and snowberries" Scale of Paarthurnax "Maybe if I just give them this and saaay I did it..." Dragon Soul body wash "Not for use by Dragonborns." Continuing my theme, none of these things, yellow text included, should not take more than 15-20 minutes apiece, much less if you're doing multiple at once. Oh guess I forgot to add any buffs... well never mind on that part.
  5. no lol, I'm not making a new monster, but lovis is! we needs our beholders err... non proprietary/IP infringing monsters with one eye floating and tentacles!
  6. If you really are going a route that's so refreshingly minimalist, then your work really would be 90% design/thought and just a little bit modding. This works. At the end, all you have is a few, mostly world editing requirements (a room here, a note or key there, maybe a person with some odd, non dialog related, behavior in this place etc...) listed out to make the quest happen. As long as there are no ... shall we say... modding black holes... (long, fully voiced, quest lines, new effects that could be a mod in and of themselves and require a fair amount of skill) I would be happy to help in either story or relatively small world building efforts. This could really be a PM, but might as well put it up here to show support :D After trying to see this with an open mind(trying not to let the 'big mod, no skill' theme creep too far in), I see little here that raises any red flags as far as inevitable failure(rofl). I'm ALWAYS up for failing in the design phase, or while thinking up story. What I can't stand is having the *actual* mod half complete and stopping due to being unsure how to proceed or the "OMG get me out of here!" effect previously mentioned. So long as there's something to put together, complete, and simple, before even opening up the CK to start modding, the completed mod can be expanded later and indefinitely. I'll probably PM you anyways, but do let me know what you think. This mod sounds cool, but what I'm VERY interested in are more examples of being able to turn a story into a good mod with as little effort as possible. Not because I don't like effort, but many story mod ideas that could have provided lots of great game play die everyday from misunderstanding how difficult it is to do certain things in the CK. Everyone(myself very much included) has seen skyrim, and now intuitively believes that a quest now must be voiced and polished to provide the gamer(and you, we're making this crap to play ourselves too...) with any real enjoyment whatsoever. Hell, read the intro in my tutorial I linked in my sig... I virtually say 'if you don't do this, ur lame'. I hope it can be shown, and widely accepted, that this isn't the case. blah blah blah. blah blah. blah blah :psyduck: I do love to write too much and ramble.
  7. he just forgot a step I think, after you open up the actor value menu, you click on the skill for which you want to edit the perk tree. so Marksman skill, or block skill, then use the perk button. These will have filled out perk trees associated with them.
  8. I haven't pursued it in detail, but so far as I can tell, you can't. That said, I've only looked at it from the point of view of scripting. There maybe some hidden menu or set of objects in the CK that store these that I haven't found. From a script all you can do is mess with existing stats so far as I know. If you could make a new one though, scripting for it would be easy enough. Edit: No checking on this, but I did have an idea. Keep track of it and have it reported in some more creative way lol. An activator somewhere that will tell you in some manner. Either way, you could store it in a global and have it keep track of whatever you're tracking until you figure a new solution. When they download you're updated version, it'll be there for them to see. I was wondering the same thing for a mod I'm working on, this method actually may be more appropriate than even a stat :D
  9. I'm not sure enough of your actual intentions to directly address the question, but it seems like there would be a lot of ways around this. I started typing questions, but there are so many it would be easier if you explain what you are trying to do a little more :D
  10. Oh so the new file just uses the exported file to derive it's links and whatnot? So you aren't actually using/changing/or re introducing the exported file? This is where it was confusing, on the surface it all looks like you have to manually put old and new together, so any new stuff would have to be merged in manually. Instead there's no change made to the existing behavior, you're just using the exported version so the new behavior can *tell* the game it's a part of it. Sounds solid if that's the case. Not an intuitive solution at all, good work.
  11. oh duh, I was thinking it was your mod idea >.< way to pay attention... lol nevermind.
  12. Awesome to see you got those world encounters working! I know that was one of the main things you wanted to add. Its also the biggest thing changing your mod from a boatload of potential into actual added game play :D As far as re-introducing your mod now that it has a lot of new content.. I'm not sure. This is why a lot of mods wait until they're near complete to release, since on here after the first day or week, if you don't have a bunch of followers or your mod put up on the most hot files, you're pretty much screwed. Listen to others that post first, I haven't even put up a mod since I don't feel any are ready yet, I do, however, have some thoughts. You could release a questline/quest pack as a 'sequel' type thing, that either requires your old mod, or improves it. This would get you back out there, and also put the emphasis on something you can actually go and do, versus something that relies on your own creativity to get into... if you get my meaning. This could be as simple as a completely clue and written note based quest (Don't knock it till you've played through: The Lost Legend of Captain Sharphook) Something to get people drawn into playing the faction besides just curiosity. Also, have you made it to where there are alternate ways to get into the faction other than the big drawn out markarth quest? this might be a big barrier to entry for people. "Oooh if I want to play this on any character I have to do that big quest again?!?" You probably don't need it, but here's some inspiration for a related story if you like lol, just look for my posts on this thread: Skyrim Fan Fiction Library Finally, I wouldn't think this is the greatest place to post any such thing, it's mostly modders and people with mod troubles, so like 1/4 of 1% or less of people that come looking to download stuff on the nexus. Good promo video though!
  13. @daniellewinsky: Sounds interesting if you adapted it and made it a story about a person.
  14. Looks like a good start then :D Who knows what strange, and henceforth unimagined properties the soul and its discarded vessel holds. What threads will the unhinged pull at in search of power over life and death. Could they be approaching the long lost secrets explaining the true reason necromancy was so universally feared and outlawed in ages past? If such beings could exist in a plane so fundamentally different and detached from the natural laws of Nirn, seeking only the essence of the living, what then, is the limit of the universal power source we call our soul?
  15. I agree with above, other than balancing questions(inevitable for any combat spell) I like it. Refreshingly original, but still nicely within the realm of necromancy. I do have a question for a theoretical scenario. What if you cast this in the middle of something like one of the War zones from the... WARZONES mod? or something with near that many NPC's lol. Will your computer go on strike for all the crap it's having to do? Also, do they attack followers? Several mods out recently have been bad at that. Awesome aoe effects and all, but will also target all your friends >.<
  16. It's probably the ghosts. It may, however, have to do with something else. To give people an idea of what kind of problem it is, are they objects you can pick up like ingots, food, tableware? or things like chairs, wall baskets, and other stuff that is just supposed to sit there and not move?
  17. ??? lol, just the audio for the videos you posted, it's just that computer voiced lady saying trial trial trial over and over again, assuming it's a trial version of whatever you used. No worries though if that was your intention.
  18. TESVSnip should have an ability to merge. iirc, in the morrowind days you could do it from the CK, but I don't think that's the case anymore.
  19. make it! I was working on a mod who's story was based, in part, on a group of people concerned with cleaning their money. After a while I realized there is no skyim IRS, why would you need to launder? I just changed it up a bit, but this sort of organization would give reason to apply some organized crime themes in skyrim mods. Lots of entertaining story possibilities there too.
  20. Should had him do some dbz moves so it could at least be a reasonable video for that DBZ mod lol. I think the scouter guy would be almost ashamed of it's part in this...
  21. I also love this idea :D Aside from just liking the idea I love the idea of someone deciding to do this mod lol. This mod adds a lot of content, and at the same time, 90% the most fun part of mod making, the world building type stuff. If this is still at all, afloat, let me know if you want any help with designing or implementing your designs of complex boss and monster encounters. I was inspired by a post, I forget where it is, that pertained to more complex boss encounters in dungeons, so along with my current encounters mod, I've been doing quite a bit of work on boss encounter management. This sounds like it just *might* be a good venue for such things if you're still around and interested. http://forums.nexusmods.com/index.php?/topic/622160-spawning-mob-on-trigger/ has some small examples of a version of stuff I'm doing. That one was without a quest for simplicity though. Using a quest(as encounter management) greatly extends the possibilities. http://i2.kym-cdn.com/entries/icons/original/000/000/652/pushbutton.jpg I remember HATING having to look in EVERY nook and cranny in those daedric shrines and other places of Morrowind. I realize now how much I miss it though compared to the cookie cutter format of the dungeons now. Go forward -> activate lever, kill 2 mobs at a time -> step on trap -> activate lever -> kill boss who's waiting at a distance despite having a melee weapon... -> Activate lever -> receive bacon -> activate lever -> you were right next to the entrance all along.
  22. Cool, will try it out :D Edit: right on, makes it like your walking on a collision box in mid air at whatever height you managed to get yourself to before you started flying :D Works as advertised. I guess it was supposed to be obvious, based on the property name, but the ring it's to be attached to, assuming you use auto fill is RingFF. I don't think that was in the explanation. Good stuff. Goofy standing there, periodically (slowly) dropping a few units(like down the side of a mountain slow).. then a second later, dropping again, and again lol.
  23. Go into some of the quests that start with 'dialog'. They have generic dialog for many voice types and npc's. Some of their combat tabs will have those topics filled out. Go in and double click on the audio files in the window with the recorder. You can listen to them to see what other voices use them for.
  24. It's sounding like you're editing the base behavior files for races? So in theory you can only have one new set of animations active at a time unless you merge new ones yourself(or someone makes merged packs of popular ones)? Not that it makes much of a difference! I do hope this turns out to be more than other people have already tried. @MikeDavis: I'm not sure if you realize it, but you're getting way ahead of all this lol. At the moment you're basically asking the chemist inventing a new color for painting, which is not even certain to stick to the canvas yet, to go ahead and paint the Mona Lisa for you lol. I have no idea what theru's actual animating abilities are, but one baby step at a time man. One step at a time.
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