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Everything posted by BlightRaptor
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Alchemy and Intelligence
BlightRaptor replied to BlightRaptor's topic in Oblivion's Classic Discussion
The more I play around with mods and dabble in making some for myself, the more I realize there's weirdness happening under the hood for vanilla Oblivion. Intelligence in practice doesn't really have much to do with how "smart" your character is; it's just "use me for a longer blue bar." It indirectly makes your character better at casting spells by giving you a deeper Magicka reserve, but all that Magicka doesn't do much for a character who uses Alchemy and no other Magic skills. A total dunce makes just as potent potions as a genius as long as their Alchemy skill and Luck are the same. Those are some interesting perk ideas, Rycka. As a little bandaid for myself I made a tiny mod for attributes to give "natural resistances" so they can all be useful in some tiny way across classes. They're a bit of a reach though. INT makes you more knowledgeable about diseases in the world.. hence grants you a smidgen of Resist Disease. -
Alchemy and Intelligence
BlightRaptor replied to BlightRaptor's topic in Oblivion's Classic Discussion
Yes but the same wiki article explicitly says that the attribute Intelligence does NOT affect potion creation potency: "Alchemy's governing attribute is Intelligence, but Intelligence has no effect on the potency of the potions that you make (this is very different from earlier Elder Scrolls games such as Morrowind). Furthermore, boosts in Alchemy caused by enchantments (potions, spells, or equipped constant effect items) have no impact on the potions that you make; the Altar of Alchemy in Frostcrag Spire is the one exception, which will improve your potions." -
I was wondering if there were any mods that changed the formula for potion and poison creation so that Alchemy would actually factor in intelligence. My understanding is the game's formula only uses skill and luck. I've perused the many fine alchemy mods on here, but didn't see anything in the ReadMes about such relations.
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Outfit "Perk" Script
BlightRaptor replied to BlightRaptor's topic in Oblivion's Oblivion Construction Set and Modders
Thanks. That change worked quite well. I'd been trying the second example of syntax from the wiki( [ref.]IsClothing ) , but to no avail. -
Outfit "Perk" Script
BlightRaptor replied to BlightRaptor's topic in Oblivion's Oblivion Construction Set and Modders
Thanks, man. It saved after I removed that part, but in-game the script doesn't seem to fire off anymore. With my old example I saw the spell effect added, but with the clothing check not so much. -
Outfit "Perk" Script
BlightRaptor replied to BlightRaptor's topic in Oblivion's Oblivion Construction Set and Modders
Thanks for explaining those, Mixxa. Though for this line: If Clothing.getisid != 0 && Clothing.IsClothing == 1 CS spits out "Missing parameter ObjectID" when I tried to save. -
Outfit "Perk" Script
BlightRaptor posted a topic in Oblivion's Oblivion Construction Set and Modders
This is my first attempt at some scripting with a modicum amount of success. The aim is to have an outfit that uses the Upper and Lower slots add a spell to the player (maybe any actor later). Works so far, but I also want it to check that the equipped item is also considered clothing and not armor. GetObjectType or IsClothing seem relevant, but my experimentation was fruitless. Not really sure where to go from here... scn MEHClothingULQuestScript float fQuestDelayTime Begin Gamemode set fQuestDelayTime to 1 If Player.GetEquippedObject 18 Player.AddSpellNS MEHClothingULeffect endif If Player.GetEquippedObject 18 == 0 Player.RemoveSpellNS MEHClothingULeffect endif end -
I see what you mean about restraint. Since I don't trust my future self, I'll give scripting a stab.
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Let me preface by saying this came to me when pondering over the fact that, as far as enchanting goes, robes are less optimal than pants and shirts for magey types. Sack cloth and pants have twice the magic potential over an unenchanted set of robes. That's a bit daft. So, I was wondering if this could be done with some scripting. A player (or actor) equips an outfit (that isn't Light or Heavy armor) that takes up the Chest and Leg slots (like most robes) and gains a passive effect geared towards casters (like Spell Absorption). Similarly, an outfit that takes up multiple equipment slots (like Mythic Dawn robes) could provide additional passives abilities. Any help or input would be most appreciated.
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Yes, I've seen that one. Looks amusing, but it's got a bit too much going on for my tastes. I get the impression that the jail skill and attribute losses are hard coded. Would a script to circumvent this be possible?
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Have a loot at Av Latta Magicka . It adds alteration spells to add elemental damage to weapon attacks and also don't apply to enchanted weapons.
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Divine Blessing sounds like a good way approach it. Initially I was looking at disease spells, but I wouldn't want psychological afflictions to work like that especially if someone has a mod installed that changes disease behavior. I personally have always loathed the quirks with the PC level cap system and have been slowly trying to eliminate it. I don't really intend to bring characters up to ludicrous levels especially if it involves using a feature in an un-immersive way.
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I haven't found anything that does something like this, but there's a mod that already covers it point me towards it. I'd like to a tweak to how serving jail time punishes the player. Instead of lowering skill levels (which monkeys with leveling) maybe serving your sentence could have you leave prison with some sort of affliction. For example a trauma that damages willpower, or poor meals have damaged fatigue, or isolation has damaged personality. All of which could be curable or maybe just have lengthy duration. If no one's up for it, I wouldn't some suggestions on how to approach it.
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So I've been searching a while and haven't found any mods that addresses this nitpick of mine. I could have sworn I saw one years ago, but can't for the life of me remember. Anyway, I was wondering if there was a mod that added more distinction between the melee oriented skills and their perks. In vanilla the only real difference between Blade and Blunt is how fast they swing, but essentially are identical in purpose and functionality. What I'd like to see is something that adds a little more flavor to the melee skills, giving them a time and a place. For example, perhaps Blunt could be more capable at crushing armor, or Blade could apply a bleed effect, or maybe even give them varying degrees of effectiveness on different creatures. Something like that would give a warrior character more incentive to be mindful of what weapon type they're wailing on an enemy with. An example of an existing mod for Skyrim would be SPERG. Thanks in advance to anyone who can point me in the right direction.
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The darkened strap is a separate object from the horizontal strap. The horizontal one is actually part of the torso, while the other is by itself entirely. Update: Well, I found a different export of the same edit, and this time updating the tangent spaces fixed everything perfectly. I just kinda wish I could remember the differences between the 2 exports...
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I am currently using the nif importer/exporter from the Niftools site. I haven't tried any tweaking with Nifskope yet because I hadn't found a great deal of differences between the untouched nif and the ones I've output (in terms of their block info.) I have not found any duplicate faces, but what I have noticed is from trying different exports is that you can see the texture sometimes; however it will still appear very very dark (and then very very white, once the magic effect kicks in.) I will look into LHammonds suggestion and double check the UV coordinates. Edit/Update: Updating the tangent space appears to have worked. The boot strap looks normal, but there is one oddity with the torso strap. It gets very very dark in.. well... the dark, and is easily noticed on the inventory screen. Screenshot And I am now realizing this thread is more 50/50 a Max and Nifskope question.
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I haven't been able to reproduce any successful flips. Right now what happens is if I flip the normals of the troublesome faces, when tested in the game they will be invisible (which is what tends to happen when normals aren't facing the right way.) So I would guess that somewhere the nif is telling Oblivion to show those faces as black, or their specularity isn't being displayed right. (The "magic" effect makes them appear gray.) Out of curiosity, I tested this with various edits of the dark brotherhood armor including the vanilla mesh. In every instance, after going through the import/export process (no editing) the resulting .nif has the same artifacting in game in the exact same spots. Could there be something in importer/exporter settings or in Nifskope that might have the be changed. Mind you, I've not had this problem with any other meshes from the game (yet.)
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Hi. Thanks for the input, but flipping the normals does not seem to have an effect. Update: I've almost got the normals working. It's very strange... It seems like flipping them, then flipping them back gets it correctly. I don't know though, I'll have to experiment and see if it consistently produces the same results.
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I was making some armor tweaks using Max 2010 with Niftools plugins 3.5.5.4728 and all was going well until I came to the dark brotherhood mesh. There are two spots on the mesh that don't seem to be textured when imported into the game. Basically they show up as black strips. screenshot At first I thought it might have been something I'd done while in Max, but then I ran an unmodified version of the mesh through the same pipeline and it had the same problem in the same two spots. Any ideas where the hiccup might occur?
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So I was in the middle of tweaking some meshes for a stock replacer, and I noticed the Nif Importer for 3ds Max does something unusual for certain meshes. It will import the mesh in tact, except the pivot point will end up smack dab in the middle of the mesh, when it should be at the origin of the world space. I didn't notice this until testing a pair of pants that ended up walking off on their own (so to speak) in game. I've tried repositioning the pivot itself, but that causes the skin to jump up several units, while the mesh remains in its original position. This is using 3ds Max 2010 with the most recent plugin for it. EDIT: Solved! For anyone else who has this problem. 1) After importing, leave the pivot in its honked up spot. 2) Go to the "Hierarchy" tab. 3) Under "Working Pivot" click the Edit Working Pivot button. 4) Click the Use Working Pivot Button, and it should move to the origin. Mesh looks good in-game... well... could look better, but I'll worry about that later.
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Help with Stock Clothes and Clipping
BlightRaptor replied to BlightRaptor's topic in Oblivion's Mod troubleshooting
Cool. I just wanted to make sure deleting wouldn't make the model go too crazy like it does with Blizzard modding. I know Maya a lot better than Max, and haven't even touched Blender. Anyways, I'll have to give weight painting in Max a try (I find it to be very relaxing in Maya.) Thanks Razor. -
I've been looking all over the TESnexus for some advice on this, but haven't found anything yet. I've been wanting to make some simple stock clothing adjustments to fit the lightGUTS model, that way I can kinda appreciate the work that went into it, without having to strip the character naked. So I've started with the basic jail shirt (lower class 5) and shaped it decently to the model in 3ds Max. Since I had the torso there I figured "hey, why don't I just use that as the arms portion as well" then exported to a .nif file and everything showed up quite well. It seemed fine in-game, except for one glaring issue. There are some clipping problems with the shirt and the torso beneath it, for example the breasts clip through the shirt a bit when the character crouches. My question basically is, how to go about preventing the clipping? Rescale the torso? Delete vertices? Is it a problem with skinning (I didn't tamper with it)? Or is there something in Nifskope that can be used? Thanks for any help.