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Everything posted by cfh85
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I know that someone was working on a mod that included 'bullet time'. Also a script effect to SetRestrained is very simple, preventing them from entering dialogue is something I'm not 100%. You could probably use setscript to add a script that just has return in the activate block - which should prevent dialogue. This would have the same affect as freezing them in time. You could have an AoE spell that temporarily reduces all NPC's speed and increases yours... with OBSE there are loads of options. Making blood crystal weapons, and acid blood weapons would require someone to create the meshes first, otherwise would be straight forward. I don't know what already in game animations you're thinking of for the water magic? Preventing NPCs from using certain body parts is a nice idea and should be easy to do My mod already has resurrection in it. Several variations. Some permanent, some not. There are some really good looking necro mods on nexus Finally, I have no intention of posting links to teleportation mods. Type teleport in the nexus and you should find 43 results Please don't read this as me knocking your idea/suggestion/wish list.
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This a a pretty awesome idea. I'd like to be able to limit the equipment each NPC can use based on their level but, to make it more compatible it would need to compare the base stats of the equipment which would be a lot of script processing to evaluate the equipment, remove any over powered etc etc. What I think would be a good work around is a container linked to each NPC. Based on the NPCs level it would transfer suitable equipment and only run on begin activate (which would mean activating once you've added to it).To go with this I'd need to prevent the PC from being able to edit the NPCs inventory and I'd need a central way to access the containers whilst allowing others to add to it without interfering with each others additions ( should more than one person wish to make companions to go with my mod). I'm also going to make them level up with the PC. Whilst in the service of the PC they will level up at the same "rate" as the PC. I will need to workout an exp system based off of level increases at different levels. Obviously if the PC is Lv5 and the companion is Lv50 I don't want the companion going 1 for 1 with the PC leveling. When not in the service of the PC they will level at a diminished rate.
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All the ambush commands are done. Some are pretty useful. I have a 'ambush healer' who scans the cell for NPC's in the companion faction, then compares their health, the one with the lowest health % is either healed of has a fortify spell cast on them (depending on health being above or below a threshold) I also have 'ambush ranged leader' who selects a target for the ranged attackers, scanning the NPC's for one attacking a friendly, looks for one that prefers ranged and selects the closest. You can only have one healer, and one ranged leader, but you can have as many ranged attackers (you need to have a ranged leader first) and regular attackers as you want. They will all wait and hide (set to sneak, but how hidden depends on where you ask them to wait) until you give the command (an ability that sets them all to ambush at the same time) These are fairly simple things to set up. The improvement I'm working on, with WarRatsG's help is to be able to remotely set their wait positions. At the moment you have to walk them to where you want them to wait and then give them the ambush command. I wont be having any plain select target commands as I don't want my mod to be used to allow you to win fights without being involved. The ambush command sets the companions to follow player, so they will only start combat if you're in combat. the ranged attackers select targets based on whether an NPC is in combat with a friendly. I'm trying to think of new commands and new uses for companions to set my mod apart from others. Although the long term aim is for this to be used in my main project, like most of the other features of my main project, this will be released as a stand alone (for testing/development)
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I'm pretty sure there are a few mods with teleportation in them. Freezing time, or rather freezing enemies would be fairly simple to script but, it would be no more use than paralyse. What type of necromancy spells were you thinking of? I've made a few (not yet released) that include resurrection (which does more than just bringing them back to life) and controlling undead (based on your/their willpower and soul level). Also I'm working on a spell to harvest parts and allow you to upgrade some of the permanent resurrected minions. Currently on the nexus are a lot of necromancy mods. As for the others, they would be animation intensive.
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Just incase there is any confusion, the active inventory mod isn't mine, so I don't know exactly how it works. Same as many mods available - it can be used as a cheat if you really want to (remove the armour/weapons from hostile NPCs), but it's down to player choice.
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Sadly I picked up the nickname Trigger in school because my ability in maths far exceeded everyone else! Finally that ability will be put to good use :whistling: I'll see what I can come up with. (shame this isn't skyrim, the vanilla version is able to do this) Thanks for all your help so far Edit. Looking at it I'm thinking use 3 refs. PC has line of site of top on, top on has LOS of middle one which is set 200 directly below (I'm sure I read 130 is about 6 foot) and the middle not have LOS with the bottom which is 10 below. Have top ref cast a spell on middle ref as a way of seeing the markers during scripteffectupdate. The idea of this is that I should be able to place NPC's on ledges above my position, near the edge if I want. I think with your script it should be a very simple mod to get it trial version
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use the active inventory mod I posted and you can repair/change any NPC's equipment
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Anyone interested. It should be ready for playtesting in about a week, possibly less. Features. Standard hired NPC's (gold will be provided to pay during testing) Specialist hired NPC's - this will only provide limited functions that wont involve combat (gold will also be provided for these) Adventurers (not included in this release as they are intended to have quests) Standard hired NPC's Commands - follow (close, at a distance, sneaking close (constant) & sneaking far (constant) ) all will sneak when you sneak Stay (and fletch arrows, repair equipment, make lockpicks, do nothing) Ambush (currently two functions, wait until call (lesser power) and heal) Services (currently heal party) The ambush is the main part I want to test, especially the heal. As it currently is you need to take you companion to where they will wait and hide then tell them to wait for the ambush. The healer (only 1 battlemage or regular mage can perform this function at a time). The ambush cry works on the waiting followers in the current cell and 8 surrounding, at which point they will be set to a follow package and will then rush to the player and engage any enemies. Ranged fighters should fight at a range (hopefully in a hard to reach position). The healer will scan which of the party needs healing the most, if their health is below the threshold they will heal them, otherwise they will fortify them. The healer will only scan his/her current cell plus the 8 surrounding, and will only heal those which have a LOS. I'm working on several improvements. Select the type of enemies you wish for the attackers to target first, select at what point you want your party members to flee (% of health) automatic flee if the PC distance exceeds set amount, and with the help (hopefully) of WarRatsG the ability to select where your party will wait without walking them there. Specialist Hired NPCs A 'pack mule' - carry loot (unlimited) House servants - find and retrieve companions, find and pay companions whose contracts are nearly finished, restock food/drink in PC homes Horse trainer - will train horses to behave a certain way in combat (PC decides) train their speed/strength/endurance Suggestions are welcome for any improvements or changes however there are certain things I don't intend on doing. I will not Allow you to change the way a NPC fights - they wont die just to play your way Allow you to take their armour/weapons (though you will be able to lend them some, that they'll use if it's better) - you wouldn't let someone take yours Probably more. Prices for the standard hired NPCs varies from 500 - 4000 septims, depending on their level Also, currently the NPCs may be a little bland as it's the way it works I'm interested in, though I will put effort into as many as I can Anyone fancy trying it or have any suggestions?
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but none of the classes are evil or good. Picking locks isn't evil, and restoration isn't good (you might only be concerned with fortifying your strength to better bring on the pain to innocents). And would the Nine or the deadra care what you declare your alignment as? (since it would be more lore friendly that they give you the bonus') or would they simply reward you based on your deeds - fame/infamy/renown. Also there are other things you can bring into play, like murder.
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Why are you using addscriptpackage? it's easier to add the packages to the NPC and have a faction rank condition. When you ask the NPC to follow/stay or any other commands it changes their rank which then causes a different package to be used
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so you'd like abilities based on fame/infamy ratio maybe? have some abilities based solely on the amount of fame or infamy or both. Have some based on purely the ratio and some based on a combination I think that could make a very interesting change to the game, especially if the pilgrimage was changed so that it resets both fame and infamy, instead of just infamy (though I may be mistaken and it may already do this) as you could lose some very powerful abilities. Also it would work in great with a mod I've seen, that I can't seem to find, that alters the deadric quest requirements to being based off of famy/infamy/renown.
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what I've set so far is that you would have to walk the NPC into place ready for the ambush. When you talk to any companion regarding an ambush you get a lesser power - ambush cry. This checks for companions set to ambush in the current cell and 8 surrounding and changes their packages to follow the PC. This then would engage the NPCs in combat with anyone the PC is fighting. I was going to have a lesser power to select a target of the ambush but, I felt that you could potentially kill NPCs without ever actually getting in any danger. Also, the way it is set now (if it works) is simple and reasonably realistic. If a companion is too far away when you do your ambush cry they can't hear you and you'd have to go fetch them after. I may try and create a more complicated ambush cry that would allocate tasks to specific companions based on their class. So healers would concentrate on healing and fortifying, archers taking out other archers first, then mages.... and so on etc. This would probably be a pretty intense script, so I wouldn't really want it running on scripteffectupdate unless there is a way to slow down the update to every 10/15 seconds. I'm gonna start on this now and see what I can come up with. I'd love to see your method for pointing their wait positions out. That would be a massive improvement
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if the original item is the same, with a different ID from the 3 new objects then you could just use this though thinking on it, perhaps my suggestion was a bit more complicated than it needs to be. Perhaps you could keep the original as the female item (or male) and create a new one for the male and then use two similar scripts This would mean less code on each item and there shouldn't be any issues with NPCs using it. They might not equip an item with no slot selected - they don't know it adds items via a script. This way they just treat it as normal. I'm a little unsure of removeme though. Test it yourself and see what happens is the best
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the follow package used in companions is fairly straight forward. I'm not sure how you could make NPCs have problems with stairs. I had the problem before with a lot of vanilla npcs. I had setup a lot of mods, so I don't know if it came from a specific mod or if it's just a glitch (like completing KotN preventing you from sitting)
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I'm not sure you can add the ability to hire a cm companion. Active Inventory Spell is a mod anyone using companions should consider. I personally don't like some of the features of CM companions (though the mod and skill that went into it are exceptional) so I'm trying to create my own. I think that mods like CM companions that make it very easy for people to add their own companions to may be preventing some people from developing their skills and creating a more unique companion. As to walking into walls etc. Do you have all the patches, including unofficial? do other NPCs use the area without problem? it could be an issue with the pathgrids.
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this is done in game via faction disposition and the faction evil flag. Also you have responsibility and aggression. There are already a lot of variables in game that effect how a NPC acts.
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and what exactly would these alignments do?
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Is there any mods that allow you to set the position of your NPC's and force them to wait until your call to attack? Also, what orders do people consider essential for companions? What orders would you like to see that other mods don't have?
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Need some opinions on a quest I'm working on
cfh85 replied to scarycave's topic in Oblivion's Classic Discussion
what about also having the armour corrupt any followers, whilst also making them stronger. That way they're more likely to survive all the chaos they cause :biggrin: -
figured it out PackageRef.SetPackageAlwaysSneak 0/1
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I've been reading about input text functions and had a look at the mod. It's far past the level I'm at. Perhaps if you ask the creator of the mod which script actually contains the coding for writing into the books. That would be a massive head start
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what are they and how do they work eg I have no idea what the last part is or how it works. I've tried 0,1 and newAlwaysSneak, with no luck :wallbash: any help would be appreciated
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I figured out all I needed in regards to this. When you ask the NPC how long is left on the contract they 'let me think...' and a messagebox comes up. Not perfect, but not too bad either. Now I'm stuck on ScriptName CFHPlayerIsDoingQuestScript SetPackageAlwaysSneak PackageRef Bool. what's a bool? I tried 1 and 0 with no luck. Any ideas?
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realistically, how would he/she know where the PC is? The message is just a reminder for the player (PC's journal) it's then upto the player to find the NPC and renew their contract. If they don't the NPC is returned to it's normal packages
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I think you may have missed what I was asking. The countdown I've done, I just need to have a message. The message can't be generic as I plan on creating a lot of companions (just found the function to display NPC name in a message (%n)). Also I don't want a seperate script for each NPC. I'm pretty sure I've figured out how to do the messages now. I didn't want to force to NPC's to do anything that involves them finding the PC. The PC may be in a dangerous/delicate situation. It would be easy to use a messagebox to say " GENERICNPCName's contract is nearly up, do you want to pay #septims to renew their contract" but it would be too unrealistic for what I want to create. I may create a special NPC helpers for the PC. Their jobs would be to do little tasks like sending them to find hired NPC's to pay them or change their orders, buy food/drink for player homes. These would work very differently from companions. They would have very low confidence and aggression, be a member of all the major guilds (for access reasons) and be set as essential. Their commands would be different to reflect that they're not followers.
