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cfh85

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Everything posted by cfh85

  1. This project is currently making a lot of progress, but is behind. This release will only include the standard hired NPCs The class based abilities are affected by your Fame/Infamy/Renown as the NPC levels (a separate level independent of it's standard level) depending on the class alignment, most are neutral Class' and the special ability for each Abilities based on (usually) primary attributes and major skills - 3 for each NPC Services and tasks. Given to each NPC that is appropriate Some abilities I'm still not sure what they will be and others I'm currently working on. Any suggestions are welcome, also playtesters
  2. The updated version. I have 3 UD Functions. 1 is a standard function that will determine the NPCs level based off of it's faction rank, and the PCs fame and infamy. The other two are used only for this ability. The one determines the initial weapon to be cloned and the other is for when the NPC is added to the special ability faction Ability script UD Function for cloned weapon
  3. This is the script I've got so far. I plan on using it a topic instead that will add the NPC to a faction used to trigger certain abilities, this will allow the script to run as the first 'if' in scripteffectupdate will be GetInfaction...return, once the NPC has chosen the new weapon to copy it will remove itself from the faction. Also I'll move most of the script into a UD function. I'm pretty sure these updates will be quick and easy and make it more efficient
  4. Just a quick question regarding user defined functions, do I need to attach the script to anything?
  5. The event handlers look fantastic, though limited for what I'm doing (primarily because I want my mod to be used in the same was a CM Partners is, by other modders) as the abilities are each given to several NPCs, so I can't filter it much. The one I have used is OnRelease as it's the only way I've found to detect when an NPC shoots an arrow. I'll read up on the user defined functions. This ability has flaws in the way it's implemented, some of the others I'm still unsure of where to start, so help and advice is always welcome
  6. I had read some of the command documentation for V0020 and have since double checked and there is nothing on there for OnAdd. There is a lot in there that I need to add into my scripts. Every time I feel like I'm making progress with this mod I get more work to do :facepalm: though (primarily thanks to your help) I am learning a lot of things to improve my mod. I think I've got the idea of the event handlers, I just can't find the parameters for OnAdd. Would it be actor.ref item.ref ?
  7. You could add a token to the PC. Add a script on it that runs an array looks for actors in the current cell, using GetFirstRef 35 1 and GetNextRef 35 1. Or set an array_var to GetHighActors. The check the responsibility of each actor with If ((TempRef.GetAV Responsibility) <= 10) and add the item. You would either need to check if the actor already has the item or keep track of all the actors who have the item added (I think you can do that with an array). Set the script to run once a minute or two. They may be a function to check through ever actor in the game at once, but I've not seen it yet. I'm not 100% sure but I'm fairly sure that if you edit (in the CS) every NPC with a low responsibility then it would override changes made by other mods (if yours is loaded last). If you do it with a script then it's more compatible, though will add to save game bloat (probably) even if only a little
  8. I'm not entirely sure what you mean by using OnAdd. Wouldn't an OnAdd script need to be attached to the weapons?
  9. What I had in mind was to set the weapon as non playable. The ability will scan the NPCs inventory every 10minutes (maybe more), evaluate the weapons in the NPCs inventory. Of the ones that fit the right criteria (Bows for archers, any blade for swordsman etc) the script will pick the best one, if it's different from the last one it picked it will change the clone to match. It the unequips and re-equips the weapon so the changes take effect. This will cause some issues. Firstly I don't think I can account for enchantments (I haven't looked into it yet) so currently it's just Damage, reach and speed. Secondly if you change the NPCs weapons it may take 10 minutes to change - the alternative is to run the script more often, but I don't think it's too much of a problem. Thirdly, when you reload the game it should (due to the way the functions work) revert back to the original clone, until the script runs and changes it. the script I have so far, that needs finishing as I wrote it without internet access so I need to check/improve/finish lots of it EDIT I think this is the array function I need to use GetItems . It says about using form types to restrict the results. Not to sure about form types, could I set it to only return weapons?
  10. vampires are more than just a resurrected corpse. Their flesh gets stronger and reacts with light. Zombies just rot. I'm not sure if anyone has done werewolves that run on all fours, however, I would have thought that if you created a werewolf than ran on all fours it would constantly be on all fours. I think the method used for non humanoid transformations is to set the PC as invisible/untouchable and to summon a creature infront of the PC that reacts to your controls. So obviously you could use a dog or bear as a base for the transformation, but would be limited to the animations of that creature. I think it would be possible to create new animations for it but, would anyone with the ability fancy doing it? It sounds like your idea of a werewolf is just some angry guy/girl pretending to be a wolf... Finally, the magical equipment (vials, flasks, Alembic etc) are scientific equipment
  11. CloneForm creates game save bloat. What I plan is to have the ability create 1 initial clone and then alter that clone to suit needs. If I used CloneForm on 5 NPCs, and changed their weapons 10-20 times that's already 50-100 clone forms, instead of 5. From the CS wiki I may use this with a few of my companion classes. This is the sort of thing I need to do for my 'pack mule' NPCs. The Standard hireable NPCs wont carry stuff for the PC. They will borrow weapons, rings, amulets and armour, but not more than they can use. I realise many people wont like it like that, but the fighting companions will have a lot of benefits.
  12. I think, for what I'm after, CopyModelPath would do the trick. Clone a weapon once, after that you could just change it's nif and all it's stat/enchantment and just alter any stats then. The script would need to check for the best weapon as the companion may not ever change weapons because the modded one may be better (but not better than a modded version of another weapon)
  13. not yet. I may have added a lot to it and may be a little behind. I'll start work on the essential pieces ready for release if you're interested?
  14. well I guess that idea is out then. The ability will be used by companions, currently 4 of my 29 hired classes will use the ability. I now going to use a different method for my marksmanship ability. For blade and blunt the abilities add (scripted)poison to the weapons. :( I was looking forward to seeing a maxed out companion loosing arrows like a machine gun
  15. I personally think Fame/infamy/renown are the best things to use. As mentioned although you can keep track of some deeds/quest, you can not keep track of other mods. I would have thought that well made mods would add fame/infamy at the end of quest. As long as the pilgrimage quest is changed so that it removes both fame and infamy, I think that would be a fairly balanced way to go. It might not be the best/most complete way of doing it but, it's probably the closest you'll get unless you just play vanilla. Anyway, I am going to be creating a mod to do this so suggestions for abilities would be helpful (as long as the OP doesn't mind)
  16. I never thought about fame and infamy. I plan on working in an ability system into my main project. This would give players abilities based on fame/infamy/renown. Eg the fame abilities would require a certain amount of fame and that your infamy be below a % of that. The abilities would progressively get stronger as the PC got more fame, but the requirements for the %of infamy would get stricter. Also there is another mod that changes the deadric quest requirements to Fame/infamy/renown based. Adding a fame/infamy requirements to the spells would be pretty sweet if used along with these
  17. If I were to use something like this Ref Self Ref Weapon Float ModBowSpeed Begin ScriptEffectStart Set Self to GetSelf End Begin ScriptEffectUpdate If Weapon == (Self.GetEquippedObject 16) return Else If ((GetWeaponType Weapon) == 5) Weapon.ModWeaponSpeed (ModBowSpeed * -1) EndIf Set Weapon to (Self.GetEquippedObject 16) Set Level to (Self.GetFactionRank CFHCompanionLevelFaction) If ((GetWeaponType Weapon) == 5) Weapon.ModWeaponSpeed ModBowSpeed EndIf EndIf End would the script still know which bow the ref weapon was even if it had been dropped from the NPC's inventory? is there any way to check if it has already been altered? and finally, would wodweaponspeed alter every instance of the weapon, or just that specific one?
  18. herbomancy would require someone to create the new creatures, other than that it's basically conjuration. lumomancy would be pretty straight forward. However, would it add to the game? Resurrection has already been done, summoning a beam of light would be useful against vampires but essentially the same as fire... I think altering the flow of time & ritualistic sacrifice for resurrection would be good additions
  19. Quick question about mod(insertobjectvalue) ie modAV or ModWeaponSpeed. Does this mean that it will eventually reset? if so when/how? Any help with this issue would be much appreciated
  20. post a link to the alternate start you used
  21. these tokens would most probably only run the script once, probably just using onadd, change the NPCs alpha and then stop the script, with it not running again. So after the initial change the token will do nothing. This would result in 1 instance where the NPC uses SDR's alpha value before being returned to it's original as scripteffectstart would return it every time the spell is cast. However, unless there are very obvious and large conflicts then I wont be worrying about them before release, until it's confirmed. I don't want to seem rude when I say this, but I'd prefer it if the SDR discussion ended as it's going nowhere without someone with complete knowledge of how it works and how my (unreleased) mod works. As a way of reducing my standard NPC script, and as a way of reducing the number of different NPC scripts I'm now using a combination of abilities with scripts attached (such as an ability to make arrows/lock picks/ perform other tasks) which are added and removed during dialogue when they're asked to perform the tasks, and the other change I made was to create a faction dedicated to my now 29 hireable classes. Each class has it's own ranks which then changes the dialogue options (and thus abilities that can be added) for each NPC. The bulk of my NPC script now is in an activate block. I've got several ideas for special earned abilities now. For my spell casters the ability will trigger a custom scripted spell to be cast when the right conditions are met (probably %health) my stealth companions will gain a blend in ability which will hopefully allow them to act as guards/servants/faction members. I'm thinking for an NPC with endurance and armorer they should be able to deal more damage to an armors health as they have a better understanding of it. My aim is to develop a range of task (non combat) abilities, skill based abilities and unique class abilities. The task abilities will be given to any relevant companion when they're asked to perform the task. The skill based abilities I want 1 for each skill and each NPC will have 3, depending on their skills and primary attributes The class abilities each class will get only 1 All will level into better versions where appropriate. Some abilities will be made completely unique for the 'adventurers' who can't be hired, but instead must be won over for a limited amount of time. Some I don't have the first idea what they will be, some I don't know how to make and others I haven't started yet :rolleyes: but I'm making some progress. I have however hit a wall with the target selector. I've been to tired to troubleshoot it, hopefully this weekend will yield some results
  22. The sacrifice could be repeatable. It's just that having it just as 1 spell would make it too easy and take away the immersion. That's a tall order to create new world spaces just to have a time travel spell
  23. I don't know how SDR works, but if it conflicts with any mod that uses setalpha then that would seem like a pretty big flaw. Whether it will conflict or not depends on the way SDR changes the alpha. WarRatsG, that sounds good, but how can you guarantee the companions use the added spells? Especially if you were to use scripted spells. The script for my companions is getting to be pretty big, so I've set fQuestTimeDelay to 60 as nothing it does needs to work fast. Forcing them to use spells in combat would probably mean running the scripts more often
  24. ritualistic sacrifice would be more of a quest than a spell. I haven't seen it, which doesn't mean it hasn't been made. I have just added it to my to do list. Not counting mods there aren't any spell animations that look like tsunamis, cyclones or tornados. I would love to see someone with the ability take this up but, it seems like a lot of work. If OBSE can mod the game time/real time ratio on the fly then you could fast forward time. Combine it with something to speed the PC up, slow down NPC's. Doable I think, could be fun to. Time travel. Yeah, no going to happen. MAYBE there is something in one of the many TES4 tools that would allow you to transfer you stats/inventory to a previous save, maybe. I don't think it's likely. As far as time travelling to any previous point in time, can't do it. The game saves the current position/state of persistent references. The current state of scripts/quests/item health and enchantments. For time travel, what ever time intervals you'd like to have days/ours/minutes, the game would need to retain the saved state of every day/hour/minute. That is basically taking save game bloat to a new level of massiveness. It's a nice idea, I just can't see how it's possible. KotN revalations has "time travel" in it. But actually all that happens is you travel to a new world space set in the past.
  25. This wont conflict with anything. It uses new AI packages/classes/combat styles/scripts/dialogue/quest it doesn't change any game settings or anything not added by the mod
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