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Everything posted by MarethRavenlocke
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NMM bug fix release and download hacking problems fixed
MarethRavenlocke replied to Dark0ne's topic in Site Updates
In response to post #7653202. #7653386, #7653470, #7653702, #7653807, #7654579, #7654588, #7656278, #7657258, #7657350, #7657597 are all replies on the same post. @Cailynne ~ People use ad blockers because the companies that serve up ads and banners can't be trusted to keep their ads and banners malware-free. I mean, not too long ago, even the Nexus got flagged as a reported attack site because one of the ad companies fed them tainted banners. -
I would generally say that something like that is impossible. If you figure out how to do it, though, good on you.
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It would be kinda cool if whoever does the reading of "Shadowmarks" to do it in Delvin Mallory's typical thieves' cant accent :P
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Complete Carryweight-system Overhaul
MarethRavenlocke replied to Leeira's topic in Skyrim's Skyrim LE
He means the disarm shout, which is basically Dovahkiin Flipendo. Knocks your enemies' weapons out of their hands. Now, if you can pick up their weapon, the strategy works, because without their weapon, they have to fight unarmed. But if you can't pick the weapon up, the AI will just go and grab it almost instantly, no fiddling around and fumbling for it like the player has to do when she's disarmed. The second point of immersion that I'd like to bring up is that Dungeons & Dragons, the most immersive, roleplay-friendly RPG in existence, has an item called a Bag of Holding for a reason. These are decently expensive, about 10,000gp for the biggest ones, but they work to solve the carry weight and space issue while providing an in-character, immersive solution to the problem of not being able to carry your loot effectively. The neck of a Bag of Holding is a rift to an extradimensional space, sort of a pocket dimension that doesn't exist on the material plane. Anything that you put in the Bag of Holding goes into this pocket dimension, which can store about as much volume as a small apartment, 80 square feet of stuff. The Bags themselves weigh about 60 lbs., but anything put into the bag is weightless, because it doesn't exist on the material plane and thus the laws of gravity don't apply to it. If you're going to have something so incredibly limiting, perhaps consider including a Bag of Holding which, while expensive, would provide an immersive solution to the problem. -
Body Mods Require Fresh Restarts?
MarethRavenlocke replied to C3ntury79's topic in Skyrim's Skyrim LE
Body mods are simply mesh/texture replacers. They work fine with existing saves. I wouldn't recommend CBBE though. See, body mods are a different shape than vanilla characters, but changing the body shape does not in and of itself change the shape of armors and clothes, so you'll find that your character's nice new figure is gone when you equip that new armor, and back again when you strip. It takes a second mod to alter the shape of vanilla armors and clothes to fit the new body. The CBBE body doesn't have a complete armor/clothes replacer to go along with it yet, but the UNP body does. As an added benefit, the UNP body is more realistically proportioned while still being sexy, and the armor replacer fits the new body without being incredibly revealing or immersion-breaking. -
The staves in Skyrim are currently not weapons, but rather more like wands in D&D. They have a single spell linked to each staff, and a repository of charges in order to cast that spell, regardless of whether the staff wielder knows it. As such, the staff animations are simply projecting the staff forward so the spell effect can fire off. There are no swinging, blocking, or power attack animations with staves. The best thing you could do would be to use one-handed and two-handed staff models as mace-type and warhammer-type weapons. Give them the mace or warhammer keyword so they interact with the perks for those weapons..
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Hi hi ^_^ This one has been bugging me forever. I'm looking for the outfit used in the following image: http://static.skyrim.nexusmods.com/downloads/images/13272-1-1332552414.jpg It's incredibly cute and I've been looking for it ever since I first started using the high heel walk for which this image acts as a title logo.
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[WIP] Way of the Monk: Unarmed Overhaul
MarethRavenlocke replied to Woverdude's topic in Skyrim's Skyrim LE
Perk ideas: Unarmored Iron Shirt Through intense physical conditioning, your skin has hardened like iron. Increases the Armor Rating provided by your Unarmored skill. (5 perks, 20% / 40% / 60% / 80% / 100% increase, requires 0 / 20 / 40 / 60 / 80 Unarmored) ~~Compare to the similar perks in the Heavy and Light Armor trees. Suggested base rate is 1 Armor Rating per Unarmored skill point. 0 perks would be 100 Armor at 100 skill, all 5 perks would grant 200 Armor at 100 skill. Tuck and Roll Negates falling damage while unarmored. (Requires 40 Unarmored) ~~Compare to the similar perk in the Heavy Armor tree. Lotus Step While unarmored and sprinting, you can run on water. (Requires 80 Unarmored) ~~Look at Spell Tome: Conjure Ethereal Horse for information about waterwalking. The horses in that mod can waterwalk. ~~I loved the water jumping one from Oblivion :P Jumping Cricket While unarmored, you jump higher. (Three perks, 10% / 25% / 50% jump height increase, requires 30 / 50 / 70 Unarmored) Pouncing Tiger While unarmored, you can jump while sprinting. (Requires 45 Unarmored) ~~Not sure if this is possible, but if it is, you would effectively cover more horizontal distance because you would use your sprint speed. Evasion While unarmored, you take 50% reduced damage from area effects and traps. (Requires 90 Unarmored) ~~Like a lot of my ideas, this one comes from the Dungeons & Dragons ability of the same name. Elusive Monkey While unarmored, you have a 15% chance to negate the damage from any melee or ranged attack. (Requires 100 Unarmored) ~~Compare to the similar perk in the vanilla Light Armor tree, which gives a 10% miss chance and only works against melee attacks. Unarmed Deflect Arrows While unarmed, you can attack incoming arrows to knock them away. (Requires 25 Unarmed) ~~This one has a low requirement because it's based on player timing. You actually have to punch at the arrow when it's about to hit you, and it'll bounce away as if it hit a rock. Combat Reflexes Whenever an arrow is about to hit you, time slows down as your enhanced reflexes take over. (Three perks, 10% / 20% / 30% time dilation effect, requires 40 / 65 / 90 Unarmed) ~~Compare to the similar perk from the Block tree which slows down time while blocking whenever an enemy power attacks you to allow you to better time your shield/weapon bashes. Monkey Grabs Peaches Perform a standing power attack that has a chance to Paralyze male humanoid targets for 5 seconds. (Requires 50 Unarmored) ~~Should have a 100% activation rate against unarmored targets, 80% against targets wearing Light Armor, and 60% against targets wearing Heavy Armor. ~~Activation rate lowers with heavier armors because of the codpiece. ~_^ Leg Sweep Perform a sideways power attack that knocks most enemies down. (Requires 60 Unarmed) ~~No extra damage, but this knockdown would apply a 1-second Paralysis effect to any creature that walks on two legs. ~~Four-legged creatures, spiders, and dwemer sphere centurions would be immune because they're hard to trip up. ~~Could have an animation swap to an actual leg sweep, maybe lower the camera view to the target's feet in 1st-person, like you're crouching down to kick their legs out. Flying Dragon Kick Perform a sprinting power attack that deals 50% extra damage and knocks most enemies down and staggers the rest. (Requires 75 Unarmed) ~~I think this works better than having just a "more damage" effect like your original idea. The animation could be swapped out if you have this perk to an actual flying kick. ~~Big enemies like mammoths, giants, and dwemer centurion masters are staggered instead of falling. ~~The knockdown effect should be equivalent to Fus Ro Dah. Suplex Throw Perform a backwards power attack that has a 25% chance to hurl small enemies over your shoulder. (Requires 85 Unarmed) ~~Can be done with a directed physics force effect angled upward and toward the player. Target should ragdoll and then stand back up when he hits the ground. ~~Should work on anything human-sized or smaller. For example, sabrecats should be throwable, but not bears. ~~Since the technique was developed for humanoids, it should have a 75% activation rate when used on NPCs of playable races. ~~Enemies using this on the player should have a 50% activation rate. Spell Ideas: (Mainly for fun, feel free to ignore these if you like) Hadouken Fires a blue blast of ki energy that deals damage based on your Unarmed skill. ~~Apprentice Destruction spell, charge and release style ~~Base damage equals your Unarmed skill, up to 100 damage at 100 skill ~~Deals physical damage, and increases your Unarmed skill when cast on a valid target instead of your Destruction skill ~~Optionally include "HADOUKEN!!" sound effects from Street Fighter series :> Shinkuu-Hadouken Fires a blue beam of ki energy that deals damage based on your Unarmed skill to targets in a straight line. ~~Adept Destruction spell, charge and release style ~~Base damage equals twice your Unarmed skill, up to 200 damage at 100 skill ~~Deals physical damage, and increases your Unarmed skill when cast on at least one valid target instead of your Destruction skill ~~Optionally include "Shinkuu... HADOUKEN!!" sound effects from Street Fighter series :> Sonic Boom Fires a spinning blast of supersonic air at the target that deals damage based on your Unarmed skill. ~~Novice Destruction spell, charge and release style ~~Base damage equals half your Unarmed skill, up to 50 damage at 100 skill ~~Deals physical damage, and increases your Unarmed skill when cast on a valid target instead of your Destruction skill ~~Optionally include "Sonic Boom!!" sound effects from Street Fighter series :> ~~~~Optionally enable the spell to change the current background music to Guile's Theme, which goes with everything :> -
I didn't think Charizard could learn Fly - one of those "Why the Hell can't he learn this?" things, like why can't Scyther learn Fly? :P Then again, I've always thought Charizard should be Fire / Dragon, not Fire / Flying, or maybe they'll have triple-types next generation, and make him a Fire / Flying / Dragon o_O It's Fire/Flying because it was introduced in Gen One whereas the Dragon type was introduced in Gen Two. If the Dragon type was introduced in Generation 2, then what was Dragonite? The new types in Generation 2 (Gold/Silver) were Steel and Dark.
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OnCellAttach event not firing for the player
MarethRavenlocke replied to MarethRavenlocke's topic in Skyrim's Skyrim LE
Yes, unfortunately, that one fires when the cell is loaded into memory - it won't work for my purpose because cells stay in memory for quite a while after the first time you visit them in a session. If you're running back and forth between shops in Whiterun, for example, each shop fires OnLoad() once, maybe twice if you happen to go up to Dragonsreach in between to see the wizard. There's OnCellAttach() which fires from an object when it becomes attached to a cell, but that has been as yet unreliable when used on the player reference. I wonder if it might be more reliable to track the cell attachment of an item in the player's inventory...? I wish Bethesda would just take a hint and put the option in the next patch ~_~ There have been countless "no fast travel" mods for every Bethesda game since Oblivion first introduced it in its current form. It was fine in Daggerfall, because its implementation made sense from a roleplay standpoint, it cost gold for the trip (stays at the inn, etc), you could choose to stop at night or keep travelling, stick to the roads or cut through the wilderness, etc., and there was a chance for random encounters if you took the cheaper or faster options. I don't foresee Bethesda ever going back to that system, as much as I would like them to, but it can't be very hard for them to just stick a line in SkyrimPrefs.ini to the effect of bFastTravel=x (0 for disabled, 1 for enabled). I'm about ready to abandon this mod idea entirely and just keep using the ScriptDragon mod for my own game, since that one doesn't have the slowdown associated with heartbeat scripts, being run externally. -
Actually, that depends. What's your Will save?
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OnCellAttach event not firing for the player
MarethRavenlocke replied to MarethRavenlocke's topic in Skyrim's Skyrim LE
The OnInit event fires once when the game starts or is loaded while the quest is active. It also fires when the quest itself is initialized, which happens directly after that. So basically, OnInit fires twice when the game is loaded, and once each time the quest is Reset() or Stop()'d and Start()'d again. As for what I'm trying to do... Skyrim automatically re-enables fast travel whenever you go through a load screen. Most fast travel mods counteract this with a heartbeat script - something that runs every X frames and disables fast travel again. Those are very expensive scripts as far as overhead goes, and as such, they lead to bad framerate stutter and eventual CTDs. I'm trying to make a fast travel mod that only disables fast travel when one of two things happens: either a game is started/loaded, or the player crosses a load screen. The individual cells are irrelevant. This Story Manager event for changing locations is particularly interesting. Might you be willing to elaborate further? -
I didn't think Charizard could learn Fly - one of those "Why the Hell can't he learn this?" things, like why can't Scyther learn Fly? :P Then again, I've always thought Charizard should be Fire / Dragon, not Fire / Flying, or maybe they'll have triple-types next generation, and make him a Fire / Flying / Dragon o_O
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I have a quest reference alias which adds a script to the PlayerRef. In that script's OnCellAttach event, I disable fast travel. The idea is to disable it again when the player goes through a load screen, after the game re-enables it automatically. I've included Debug.Notification() calls to see what is and isn't actually firing, and it seems I have two problems. First, the quest script itself's OnInit event doesn't seem to fire on game load like it's supposed to - it only fires when the quest is stopped and then restarted via the console. Second, the script attached to the PlayerRef (Form ID 00000014), doesn't seem to fire its OnCellAttach event when the player enters a new cell like it's supposed to - in fact, it never fires even after the quest is restarted. I've even tried saving the game with my mod deactivated, then reactivating it to try it from a clean slate. I think the culprit might be that I used showracemenu to change my character's hairstyle, since I didn't have this problem until then. I am currently going about testing with a new save file, and exploring how the Mark&Recall mod I use is implemented, just in case there's a conflict that's causing my issue. Any help on this would be appreciated.
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I've never had a problem with clipping hair. In fact, hair and cloth are the only things I DON'T get annoyed when they clip through other stuff. Hair is supposed to flow - if it clips through your shoulder in one animation, that's fine. It's as if your hair was dragged up your shoulder and flipped over the other side, and it usually happens too fast for it to matter :> If your cape clips through the lamppost you just walked past, that's fine too - how do we know it didn't simply get whipped by the wind and billow around the post?
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Fill a script property with the player's current follower, then use a script effect spell to do whatever ends up being the script equivalent of the console command "<NPC ID here>.moveto player"
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What if it is *impossible (faik)* to get permission?
MarethRavenlocke replied to Shaydow's topic in Skyrim's Skyrim LE
Why so defensive? Modding Elder Scrolls games is not a profitable venture. Mods aren't worth money. Modders do what we do to make our favourite games more enjoyable for ourselves and our fellow players. In MY opinion, anything that broadens the options of the game's players is good, and anything that stifles those options is bad. Permissions, intellectual property, copyrights to things that aren't making money and never will make money? All these serve to do is keep some brilliant mods from ever seeing the light of day for no better reason than some stingy Mac-using artist having a bug up his butt about other people using models that he made, for free, to be used in a mod, for free, by someone who downloaded his mod, for free. Need I remind you that mods are free? IP is bulls***. We deal with it here because the Nexus keeps this rule to prevent drama, but if people would just realize this simple fact, that mods are free and people using your stuff isn't making you lose anything, only giving the players who love and use our mods more options for their gaming experience, then there would be no drama, and no need for the rule. Just my two cents. -
What if it is *impossible (faik)* to get permission?
MarethRavenlocke replied to Shaydow's topic in Skyrim's Skyrim LE
From a legal standpoint, I'm pretty sure that, while you may own a 3d model you made at first, the second you put it into an esp/esm, it becomes property of Bethesda. This whole thing about asking other modders for their permission to use their stuff is really just a courtesy. The Nexus doesn't allow you to upload other modders' stuff without permission, but the Workshop has no such restrictions and the law itself doesn't care since it's owned by Bethesda and it's being put into a Bethesda game.